2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 #include "main/glheader.h"
27 #include "main/colormac.h"
28 #include "main/feedback.h"
29 #include "main/light.h"
30 #include "main/macros.h"
31 #include "main/simple_list.h"
32 #include "main/mtypes.h"
34 #include "math/m_matrix.h"
40 * Clip a point against the view volume.
42 * \param v vertex vector describing the point to clip.
44 * \return zero if outside view volume, or one if inside.
47 viewclip_point_xy( const GLfloat v
[] )
49 if ( v
[0] > v
[3] || v
[0] < -v
[3]
50 || v
[1] > v
[3] || v
[1] < -v
[3] ) {
60 * Clip a point against the far/near Z clipping planes.
62 * \param v vertex vector describing the point to clip.
64 * \return zero if outside view volume, or one if inside.
67 viewclip_point_z( const GLfloat v
[] )
69 if (v
[2] > v
[3] || v
[2] < -v
[3] ) {
79 * Clip a point against the user clipping planes.
81 * \param ctx GL context.
82 * \param v vertex vector describing the point to clip.
84 * \return zero if the point was clipped, or one otherwise.
87 userclip_point( struct gl_context
*ctx
, const GLfloat v
[] )
91 for (p
= 0; p
< ctx
->Const
.MaxClipPlanes
; p
++) {
92 if (ctx
->Transform
.ClipPlanesEnabled
& (1 << p
)) {
93 GLfloat dot
= v
[0] * ctx
->Transform
._ClipUserPlane
[p
][0]
94 + v
[1] * ctx
->Transform
._ClipUserPlane
[p
][1]
95 + v
[2] * ctx
->Transform
._ClipUserPlane
[p
][2]
96 + v
[3] * ctx
->Transform
._ClipUserPlane
[p
][3];
108 * Compute lighting for the raster position. RGB modes computed.
109 * \param ctx the context
110 * \param vertex vertex location
111 * \param normal normal vector
112 * \param Rcolor returned color
113 * \param Rspec returned specular color (if separate specular enabled)
116 shade_rastpos(struct gl_context
*ctx
,
117 const GLfloat vertex
[4],
118 const GLfloat normal
[3],
122 /*const*/ GLfloat (*base
)[3] = ctx
->Light
._BaseColor
;
123 const struct gl_light
*light
;
124 GLfloat diffuseColor
[4], specularColor
[4]; /* for RGB mode only */
126 _mesa_validate_all_lighting_tables( ctx
);
128 COPY_3V(diffuseColor
, base
[0]);
129 diffuseColor
[3] = CLAMP(
130 ctx
->Light
.Material
.Attrib
[MAT_ATTRIB_FRONT_DIFFUSE
][3], 0.0F
, 1.0F
);
131 ASSIGN_4V(specularColor
, 0.0, 0.0, 0.0, 1.0);
133 foreach (light
, &ctx
->Light
.EnabledList
) {
134 GLfloat attenuation
= 1.0;
135 GLfloat VP
[3]; /* vector from vertex to light pos */
137 GLfloat diffuseContrib
[3], specularContrib
[3];
139 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
140 /* light at infinity */
141 COPY_3V(VP
, light
->_VP_inf_norm
);
142 attenuation
= light
->_VP_inf_spot_attenuation
;
145 /* local/positional light */
148 /* VP = vector from vertex pos to light[i].pos */
149 SUB_3V(VP
, light
->_Position
, vertex
);
151 d
= (GLfloat
) LEN_3FV( VP
);
154 GLfloat invd
= 1.0F
/ d
;
155 SELF_SCALE_SCALAR_3V(VP
, invd
);
159 attenuation
= 1.0F
/ (light
->ConstantAttenuation
+ d
*
160 (light
->LinearAttenuation
+ d
*
161 light
->QuadraticAttenuation
));
163 if (light
->_Flags
& LIGHT_SPOT
) {
164 GLfloat PV_dot_dir
= - DOT3(VP
, light
->_NormSpotDirection
);
166 if (PV_dot_dir
<light
->_CosCutoff
) {
170 double x
= PV_dot_dir
* (EXP_TABLE_SIZE
-1);
172 GLfloat spot
= (GLfloat
) (light
->_SpotExpTable
[k
][0]
173 + (x
-k
)*light
->_SpotExpTable
[k
][1]);
179 if (attenuation
< 1e-3)
182 n_dot_VP
= DOT3( normal
, VP
);
184 if (n_dot_VP
< 0.0F
) {
185 ACC_SCALE_SCALAR_3V(diffuseColor
, attenuation
, light
->_MatAmbient
[0]);
189 /* Ambient + diffuse */
190 COPY_3V(diffuseContrib
, light
->_MatAmbient
[0]);
191 ACC_SCALE_SCALAR_3V(diffuseContrib
, n_dot_VP
, light
->_MatDiffuse
[0]);
198 ASSIGN_3V(specularContrib
, 0.0, 0.0, 0.0);
200 if (ctx
->Light
.Model
.LocalViewer
) {
208 else if (light
->_Flags
& LIGHT_POSITIONAL
) {
209 ACC_3V(VP
, ctx
->_EyeZDir
);
214 h
= light
->_h_inf_norm
;
217 n_dot_h
= DOT3(normal
, h
);
219 if (n_dot_h
> 0.0F
) {
221 GET_SHINE_TAB_ENTRY( ctx
->_ShineTable
[0], n_dot_h
, spec_coef
);
223 if (spec_coef
> 1.0e-10) {
224 if (ctx
->Light
.Model
.ColorControl
==GL_SEPARATE_SPECULAR_COLOR
) {
225 ACC_SCALE_SCALAR_3V( specularContrib
, spec_coef
,
226 light
->_MatSpecular
[0]);
229 ACC_SCALE_SCALAR_3V( diffuseContrib
, spec_coef
,
230 light
->_MatSpecular
[0]);
236 ACC_SCALE_SCALAR_3V( diffuseColor
, attenuation
, diffuseContrib
);
237 ACC_SCALE_SCALAR_3V( specularColor
, attenuation
, specularContrib
);
240 Rcolor
[0] = CLAMP(diffuseColor
[0], 0.0F
, 1.0F
);
241 Rcolor
[1] = CLAMP(diffuseColor
[1], 0.0F
, 1.0F
);
242 Rcolor
[2] = CLAMP(diffuseColor
[2], 0.0F
, 1.0F
);
243 Rcolor
[3] = CLAMP(diffuseColor
[3], 0.0F
, 1.0F
);
244 Rspec
[0] = CLAMP(specularColor
[0], 0.0F
, 1.0F
);
245 Rspec
[1] = CLAMP(specularColor
[1], 0.0F
, 1.0F
);
246 Rspec
[2] = CLAMP(specularColor
[2], 0.0F
, 1.0F
);
247 Rspec
[3] = CLAMP(specularColor
[3], 0.0F
, 1.0F
);
252 * Do texgen needed for glRasterPos.
253 * \param ctx rendering context
254 * \param vObj object-space vertex coordinate
255 * \param vEye eye-space vertex coordinate
256 * \param normal vertex normal
257 * \param unit texture unit number
258 * \param texcoord incoming texcoord and resulting texcoord
261 compute_texgen(struct gl_context
*ctx
, const GLfloat vObj
[4], const GLfloat vEye
[4],
262 const GLfloat normal
[3], GLfloat texcoord
[4])
264 const struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
;
266 /* always compute sphere map terms, just in case */
267 GLfloat u
[3], two_nu
, rx
, ry
, rz
, m
, mInv
;
270 two_nu
= 2.0F
* DOT3(normal
, u
);
271 rx
= u
[0] - normal
[0] * two_nu
;
272 ry
= u
[1] - normal
[1] * two_nu
;
273 rz
= u
[2] - normal
[2] * two_nu
;
274 m
= rx
* rx
+ ry
* ry
+ (rz
+ 1.0F
) * (rz
+ 1.0F
);
276 mInv
= 0.5F
* _mesa_inv_sqrtf(m
);
280 if (texUnit
->TexGenEnabled
& S_BIT
) {
281 switch (texUnit
->GenS
.Mode
) {
282 case GL_OBJECT_LINEAR
:
283 texcoord
[0] = DOT4(vObj
, texUnit
->GenS
.ObjectPlane
);
286 texcoord
[0] = DOT4(vEye
, texUnit
->GenS
.EyePlane
);
289 texcoord
[0] = rx
* mInv
+ 0.5F
;
291 case GL_REFLECTION_MAP
:
295 texcoord
[0] = normal
[0];
298 _mesa_problem(ctx
, "Bad S texgen in compute_texgen()");
303 if (texUnit
->TexGenEnabled
& T_BIT
) {
304 switch (texUnit
->GenT
.Mode
) {
305 case GL_OBJECT_LINEAR
:
306 texcoord
[1] = DOT4(vObj
, texUnit
->GenT
.ObjectPlane
);
309 texcoord
[1] = DOT4(vEye
, texUnit
->GenT
.EyePlane
);
312 texcoord
[1] = ry
* mInv
+ 0.5F
;
314 case GL_REFLECTION_MAP
:
318 texcoord
[1] = normal
[1];
321 _mesa_problem(ctx
, "Bad T texgen in compute_texgen()");
326 if (texUnit
->TexGenEnabled
& R_BIT
) {
327 switch (texUnit
->GenR
.Mode
) {
328 case GL_OBJECT_LINEAR
:
329 texcoord
[2] = DOT4(vObj
, texUnit
->GenR
.ObjectPlane
);
332 texcoord
[2] = DOT4(vEye
, texUnit
->GenR
.EyePlane
);
334 case GL_REFLECTION_MAP
:
338 texcoord
[2] = normal
[2];
341 _mesa_problem(ctx
, "Bad R texgen in compute_texgen()");
346 if (texUnit
->TexGenEnabled
& Q_BIT
) {
347 switch (texUnit
->GenQ
.Mode
) {
348 case GL_OBJECT_LINEAR
:
349 texcoord
[3] = DOT4(vObj
, texUnit
->GenQ
.ObjectPlane
);
352 texcoord
[3] = DOT4(vEye
, texUnit
->GenQ
.EyePlane
);
355 _mesa_problem(ctx
, "Bad Q texgen in compute_texgen()");
363 * glRasterPos transformation. Typically called via ctx->Driver.RasterPos().
364 * XXX some of this code (such as viewport xform, clip testing and setting
365 * of ctx->Current.Raster* fields) could get lifted up into the
366 * main/rasterpos.c code.
368 * \param vObj vertex position in object space
371 _tnl_RasterPos(struct gl_context
*ctx
, const GLfloat vObj
[4])
373 GLfloat eye
[4], clip
[4], ndc
[3], d
;
374 GLfloat
*norm
, eyenorm
[3];
375 GLfloat
*objnorm
= ctx
->Current
.Attrib
[VERT_ATTRIB_NORMAL
];
377 /* apply modelview matrix: eye = MV * obj */
378 TRANSFORM_POINT( eye
, ctx
->ModelviewMatrixStack
.Top
->m
, vObj
);
379 /* apply projection matrix: clip = Proj * eye */
380 TRANSFORM_POINT( clip
, ctx
->ProjectionMatrixStack
.Top
->m
, eye
);
382 /* clip to view volume. */
383 if (viewclip_point_z(clip
) == 0) {
384 ctx
->Current
.RasterPosValid
= GL_FALSE
;
387 if (!ctx
->Transform
.RasterPositionUnclipped
) {
388 if (viewclip_point_xy(clip
) == 0) {
389 ctx
->Current
.RasterPosValid
= GL_FALSE
;
394 /* clip to user clipping planes */
395 if (ctx
->Transform
.ClipPlanesEnabled
&& !userclip_point(ctx
, clip
)) {
396 ctx
->Current
.RasterPosValid
= GL_FALSE
;
401 d
= (clip
[3] == 0.0F
) ? 1.0F
: 1.0F
/ clip
[3];
402 ndc
[0] = clip
[0] * d
;
403 ndc
[1] = clip
[1] * d
;
404 ndc
[2] = clip
[2] * d
;
405 /* wincoord = viewport_mapping(ndc) */
406 ctx
->Current
.RasterPos
[0] = (ndc
[0] * ctx
->Viewport
._WindowMap
.m
[MAT_SX
]
407 + ctx
->Viewport
._WindowMap
.m
[MAT_TX
]);
408 ctx
->Current
.RasterPos
[1] = (ndc
[1] * ctx
->Viewport
._WindowMap
.m
[MAT_SY
]
409 + ctx
->Viewport
._WindowMap
.m
[MAT_TY
]);
410 ctx
->Current
.RasterPos
[2] = (ndc
[2] * ctx
->Viewport
._WindowMap
.m
[MAT_SZ
]
411 + ctx
->Viewport
._WindowMap
.m
[MAT_TZ
])
412 / ctx
->DrawBuffer
->_DepthMaxF
;
413 ctx
->Current
.RasterPos
[3] = clip
[3];
415 /* compute raster distance */
416 if (ctx
->Fog
.FogCoordinateSource
== GL_FOG_COORDINATE_EXT
)
417 ctx
->Current
.RasterDistance
= ctx
->Current
.Attrib
[VERT_ATTRIB_FOG
][0];
419 ctx
->Current
.RasterDistance
=
420 SQRTF( eye
[0]*eye
[0] + eye
[1]*eye
[1] + eye
[2]*eye
[2] );
422 /* compute transformed normal vector (for lighting or texgen) */
423 if (ctx
->_NeedEyeCoords
) {
424 const GLfloat
*inv
= ctx
->ModelviewMatrixStack
.Top
->inv
;
425 TRANSFORM_NORMAL( eyenorm
, objnorm
, inv
);
432 /* update raster color */
433 if (ctx
->Light
.Enabled
) {
435 shade_rastpos( ctx
, vObj
, norm
,
436 ctx
->Current
.RasterColor
,
437 ctx
->Current
.RasterSecondaryColor
);
440 /* use current color */
441 COPY_4FV(ctx
->Current
.RasterColor
,
442 ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
443 COPY_4FV(ctx
->Current
.RasterSecondaryColor
,
444 ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR1
]);
450 COPY_4V(tc
, ctx
->Current
.Attrib
[VERT_ATTRIB_TEX
]);
451 if (ctx
->Texture
.Unit
.TexGenEnabled
) {
452 compute_texgen(ctx
, vObj
, eye
, norm
, tc
);
454 TRANSFORM_POINT(ctx
->Current
.RasterTexCoords
,
455 ctx
->TextureMatrixStack
.Top
->m
, tc
);
458 ctx
->Current
.RasterPosValid
= GL_TRUE
;
460 if (ctx
->RenderMode
== GL_SELECT
) {
461 _mesa_update_hitflag( ctx
, ctx
->Current
.RasterPos
[2] );