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[reactos.git] / reactos / dll / opengl / mesa / src / mesa / tnl / t_rasterpos.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25
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"
33
34 #include "math/m_matrix.h"
35 #include "tnl/tnl.h"
36
37
38
39 /**
40 * Clip a point against the view volume.
41 *
42 * \param v vertex vector describing the point to clip.
43 *
44 * \return zero if outside view volume, or one if inside.
45 */
46 static GLuint
47 viewclip_point_xy( const GLfloat v[] )
48 {
49 if ( v[0] > v[3] || v[0] < -v[3]
50 || v[1] > v[3] || v[1] < -v[3] ) {
51 return 0;
52 }
53 else {
54 return 1;
55 }
56 }
57
58
59 /**
60 * Clip a point against the far/near Z clipping planes.
61 *
62 * \param v vertex vector describing the point to clip.
63 *
64 * \return zero if outside view volume, or one if inside.
65 */
66 static GLuint
67 viewclip_point_z( const GLfloat v[] )
68 {
69 if (v[2] > v[3] || v[2] < -v[3] ) {
70 return 0;
71 }
72 else {
73 return 1;
74 }
75 }
76
77
78 /**
79 * Clip a point against the user clipping planes.
80 *
81 * \param ctx GL context.
82 * \param v vertex vector describing the point to clip.
83 *
84 * \return zero if the point was clipped, or one otherwise.
85 */
86 static GLuint
87 userclip_point( struct gl_context *ctx, const GLfloat v[] )
88 {
89 GLuint p;
90
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];
97 if (dot < 0.0F) {
98 return 0;
99 }
100 }
101 }
102
103 return 1;
104 }
105
106
107 /**
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)
114 */
115 static void
116 shade_rastpos(struct gl_context *ctx,
117 const GLfloat vertex[4],
118 const GLfloat normal[3],
119 GLfloat Rcolor[4],
120 GLfloat Rspec[4])
121 {
122 /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
123 const struct gl_light *light;
124 GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
125
126 _mesa_validate_all_lighting_tables( ctx );
127
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);
132
133 foreach (light, &ctx->Light.EnabledList) {
134 GLfloat attenuation = 1.0;
135 GLfloat VP[3]; /* vector from vertex to light pos */
136 GLfloat n_dot_VP;
137 GLfloat diffuseContrib[3], specularContrib[3];
138
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;
143 }
144 else {
145 /* local/positional light */
146 GLfloat d;
147
148 /* VP = vector from vertex pos to light[i].pos */
149 SUB_3V(VP, light->_Position, vertex);
150 /* d = length(VP) */
151 d = (GLfloat) LEN_3FV( VP );
152 if (d > 1.0e-6) {
153 /* normalize VP */
154 GLfloat invd = 1.0F / d;
155 SELF_SCALE_SCALAR_3V(VP, invd);
156 }
157
158 /* atti */
159 attenuation = 1.0F / (light->ConstantAttenuation + d *
160 (light->LinearAttenuation + d *
161 light->QuadraticAttenuation));
162
163 if (light->_Flags & LIGHT_SPOT) {
164 GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
165
166 if (PV_dot_dir<light->_CosCutoff) {
167 continue;
168 }
169 else {
170 double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
171 int k = (int) x;
172 GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
173 + (x-k)*light->_SpotExpTable[k][1]);
174 attenuation *= spot;
175 }
176 }
177 }
178
179 if (attenuation < 1e-3)
180 continue;
181
182 n_dot_VP = DOT3( normal, VP );
183
184 if (n_dot_VP < 0.0F) {
185 ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
186 continue;
187 }
188
189 /* Ambient + diffuse */
190 COPY_3V(diffuseContrib, light->_MatAmbient[0]);
191 ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
192
193 /* Specular */
194 {
195 const GLfloat *h;
196 GLfloat n_dot_h;
197
198 ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);
199
200 if (ctx->Light.Model.LocalViewer) {
201 GLfloat v[3];
202 COPY_3V(v, vertex);
203 NORMALIZE_3FV(v);
204 SUB_3V(VP, VP, v);
205 NORMALIZE_3FV(VP);
206 h = VP;
207 }
208 else if (light->_Flags & LIGHT_POSITIONAL) {
209 ACC_3V(VP, ctx->_EyeZDir);
210 NORMALIZE_3FV(VP);
211 h = VP;
212 }
213 else {
214 h = light->_h_inf_norm;
215 }
216
217 n_dot_h = DOT3(normal, h);
218
219 if (n_dot_h > 0.0F) {
220 GLfloat spec_coef;
221 GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
222
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]);
227 }
228 else {
229 ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
230 light->_MatSpecular[0]);
231 }
232 }
233 }
234 }
235
236 ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
237 ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
238 }
239
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);
248 }
249
250
251 /**
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
259 */
260 static void
261 compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye[4],
262 const GLfloat normal[3], GLfloat texcoord[4])
263 {
264 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit;
265
266 /* always compute sphere map terms, just in case */
267 GLfloat u[3], two_nu, rx, ry, rz, m, mInv;
268 COPY_3V(u, vEye);
269 NORMALIZE_3FV(u);
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);
275 if (m > 0.0F)
276 mInv = 0.5F * _mesa_inv_sqrtf(m);
277 else
278 mInv = 0.0F;
279
280 if (texUnit->TexGenEnabled & S_BIT) {
281 switch (texUnit->GenS.Mode) {
282 case GL_OBJECT_LINEAR:
283 texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane);
284 break;
285 case GL_EYE_LINEAR:
286 texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane);
287 break;
288 case GL_SPHERE_MAP:
289 texcoord[0] = rx * mInv + 0.5F;
290 break;
291 case GL_REFLECTION_MAP:
292 texcoord[0] = rx;
293 break;
294 case GL_NORMAL_MAP:
295 texcoord[0] = normal[0];
296 break;
297 default:
298 _mesa_problem(ctx, "Bad S texgen in compute_texgen()");
299 return;
300 }
301 }
302
303 if (texUnit->TexGenEnabled & T_BIT) {
304 switch (texUnit->GenT.Mode) {
305 case GL_OBJECT_LINEAR:
306 texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane);
307 break;
308 case GL_EYE_LINEAR:
309 texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane);
310 break;
311 case GL_SPHERE_MAP:
312 texcoord[1] = ry * mInv + 0.5F;
313 break;
314 case GL_REFLECTION_MAP:
315 texcoord[1] = ry;
316 break;
317 case GL_NORMAL_MAP:
318 texcoord[1] = normal[1];
319 break;
320 default:
321 _mesa_problem(ctx, "Bad T texgen in compute_texgen()");
322 return;
323 }
324 }
325
326 if (texUnit->TexGenEnabled & R_BIT) {
327 switch (texUnit->GenR.Mode) {
328 case GL_OBJECT_LINEAR:
329 texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane);
330 break;
331 case GL_EYE_LINEAR:
332 texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane);
333 break;
334 case GL_REFLECTION_MAP:
335 texcoord[2] = rz;
336 break;
337 case GL_NORMAL_MAP:
338 texcoord[2] = normal[2];
339 break;
340 default:
341 _mesa_problem(ctx, "Bad R texgen in compute_texgen()");
342 return;
343 }
344 }
345
346 if (texUnit->TexGenEnabled & Q_BIT) {
347 switch (texUnit->GenQ.Mode) {
348 case GL_OBJECT_LINEAR:
349 texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane);
350 break;
351 case GL_EYE_LINEAR:
352 texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane);
353 break;
354 default:
355 _mesa_problem(ctx, "Bad Q texgen in compute_texgen()");
356 return;
357 }
358 }
359 }
360
361
362 /**
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.
367 *
368 * \param vObj vertex position in object space
369 */
370 void
371 _tnl_RasterPos(struct gl_context *ctx, const GLfloat vObj[4])
372 {
373 GLfloat eye[4], clip[4], ndc[3], d;
374 GLfloat *norm, eyenorm[3];
375 GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL];
376
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 );
381
382 /* clip to view volume. */
383 if (viewclip_point_z(clip) == 0) {
384 ctx->Current.RasterPosValid = GL_FALSE;
385 return;
386 }
387 if (!ctx->Transform.RasterPositionUnclipped) {
388 if (viewclip_point_xy(clip) == 0) {
389 ctx->Current.RasterPosValid = GL_FALSE;
390 return;
391 }
392 }
393
394 /* clip to user clipping planes */
395 if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) {
396 ctx->Current.RasterPosValid = GL_FALSE;
397 return;
398 }
399
400 /* ndc = clip / W */
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];
414
415 /* compute raster distance */
416 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)
417 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
418 else
419 ctx->Current.RasterDistance =
420 SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
421
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 );
426 norm = eyenorm;
427 }
428 else {
429 norm = objnorm;
430 }
431
432 /* update raster color */
433 if (ctx->Light.Enabled) {
434 /* lighting */
435 shade_rastpos( ctx, vObj, norm,
436 ctx->Current.RasterColor,
437 ctx->Current.RasterSecondaryColor );
438 }
439 else {
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]);
445 }
446
447 /* texture coords */
448 {
449 GLfloat tc[4];
450 COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX]);
451 if (ctx->Texture.Unit.TexGenEnabled) {
452 compute_texgen(ctx, vObj, eye, norm, tc);
453 }
454 TRANSFORM_POINT(ctx->Current.RasterTexCoords,
455 ctx->TextureMatrixStack.Top->m, tc);
456 }
457
458 ctx->Current.RasterPosValid = GL_TRUE;
459
460 if (ctx->RenderMode == GL_SELECT) {
461 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] );
462 }
463 }