[OPENGL]
[reactos.git] / reactos / dll / opengl / mesa / src / mesa / tnl / t_vb_light.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2006 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
27 #include "main/glheader.h"
28 #include "main/colormac.h"
29 #include "main/light.h"
30 #include "main/macros.h"
31 #include "main/imports.h"
32 #include "main/simple_list.h"
33 #include "main/mtypes.h"
34
35 #include "math/m_translate.h"
36
37 #include "t_context.h"
38 #include "t_pipeline.h"
39
40 #define LIGHT_TWOSIDE 0x1
41 #define LIGHT_MATERIAL 0x2
42 #define MAX_LIGHT_FUNC 0x4
43
44 typedef void (*light_func)( struct gl_context *ctx,
45 struct vertex_buffer *VB,
46 struct tnl_pipeline_stage *stage,
47 GLvector4f *input );
48
49 /**
50 * Information for updating current material attributes from vertex color,
51 * for GL_COLOR_MATERIAL.
52 */
53 struct material_cursor {
54 const GLfloat *ptr; /* points to src vertex color (in VB array) */
55 GLuint stride; /* stride to next vertex color (bytes) */
56 GLfloat *current; /* points to material attribute to update */
57 GLuint size; /* vertex/color size: 1, 2, 3 or 4 */
58 };
59
60 /**
61 * Data private to this pipeline stage.
62 */
63 struct light_stage_data {
64 GLvector4f Input;
65 GLvector4f LitColor[2];
66 GLvector4f LitSecondary[2];
67 light_func *light_func_tab;
68
69 struct material_cursor mat[MAT_ATTRIB_MAX];
70 GLuint mat_count;
71 GLuint mat_bitmask;
72 };
73
74
75 #define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
76
77
78
79 /**
80 * In the case of colormaterial, the effected material attributes
81 * should already have been bound to point to the incoming color data,
82 * prior to running the pipeline.
83 * This function copies the vertex's color to the material attributes
84 * which are tracking glColor.
85 * It's called per-vertex in the lighting loop.
86 */
87 static void
88 update_materials(struct gl_context *ctx, struct light_stage_data *store)
89 {
90 GLuint i;
91
92 for (i = 0 ; i < store->mat_count ; i++) {
93 /* update the material */
94 COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
95 /* increment src vertex color pointer */
96 STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
97 }
98
99 /* recompute derived light/material values */
100 _mesa_update_material( ctx, store->mat_bitmask );
101 /* XXX we should only call this if we're tracking/changing the specular
102 * exponent.
103 */
104 _mesa_validate_all_lighting_tables( ctx );
105 }
106
107
108 /**
109 * Prepare things prior to running the lighting stage.
110 * Return number of material attributes which will track vertex color.
111 */
112 static GLuint
113 prepare_materials(struct gl_context *ctx,
114 struct vertex_buffer *VB, struct light_stage_data *store)
115 {
116 GLuint i;
117
118 store->mat_count = 0;
119 store->mat_bitmask = 0;
120
121 /* Examine the ColorMaterialBitmask to determine which materials
122 * track vertex color. Override the material attribute's pointer
123 * with the color pointer for each one.
124 */
125 if (ctx->Light.ColorMaterialEnabled) {
126 const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
127 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
128 if (bitmask & (1<<i))
129 VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
130 }
131
132 /* Now, for each material attribute that's tracking vertex color, save
133 * some values (ptr, stride, size, current) that we'll need in
134 * update_materials(), above, that'll actually copy the vertex color to
135 * the material attribute(s).
136 */
137 for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
138 if (VB->AttribPtr[i]->stride) {
139 const GLuint j = store->mat_count++;
140 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
141 store->mat[j].ptr = VB->AttribPtr[i]->start;
142 store->mat[j].stride = VB->AttribPtr[i]->stride;
143 store->mat[j].size = VB->AttribPtr[i]->size;
144 store->mat[j].current = ctx->Light.Material.Attrib[attr];
145 store->mat_bitmask |= (1<<attr);
146 }
147 }
148
149 /* FIXME: Is this already done?
150 */
151 _mesa_update_material( ctx, ~0 );
152 _mesa_validate_all_lighting_tables( ctx );
153
154 return store->mat_count;
155 }
156
157 /* Tables for all the shading functions.
158 */
159 static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
160 static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
161 static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
162 static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
163
164 #define TAG(x) x
165 #define IDX (0)
166 #include "t_vb_lighttmp.h"
167
168 #define TAG(x) x##_twoside
169 #define IDX (LIGHT_TWOSIDE)
170 #include "t_vb_lighttmp.h"
171
172 #define TAG(x) x##_material
173 #define IDX (LIGHT_MATERIAL)
174 #include "t_vb_lighttmp.h"
175
176 #define TAG(x) x##_twoside_material
177 #define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL)
178 #include "t_vb_lighttmp.h"
179
180
181 static void init_lighting_tables( void )
182 {
183 static int done;
184
185 if (!done) {
186 init_light_tab();
187 init_light_tab_twoside();
188 init_light_tab_material();
189 init_light_tab_twoside_material();
190 done = 1;
191 }
192 }
193
194
195 static GLboolean run_lighting( struct gl_context *ctx,
196 struct tnl_pipeline_stage *stage )
197 {
198 struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
199 TNLcontext *tnl = TNL_CONTEXT(ctx);
200 struct vertex_buffer *VB = &tnl->vb;
201 GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
202 GLuint idx;
203
204 if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
205 return GL_TRUE;
206
207 /* Make sure we can talk about position x,y and z:
208 */
209 if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
210
211 _math_trans_4f( store->Input.data,
212 VB->AttribPtr[_TNL_ATTRIB_POS]->data,
213 VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
214 GL_FLOAT,
215 VB->AttribPtr[_TNL_ATTRIB_POS]->size,
216 0,
217 VB->Count );
218
219 if (input->size <= 2) {
220 /* Clean z.
221 */
222 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
223 }
224
225 if (input->size <= 1) {
226 /* Clean y.
227 */
228 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
229 }
230
231 input = &store->Input;
232 }
233
234 idx = 0;
235
236 if (prepare_materials( ctx, VB, store ))
237 idx |= LIGHT_MATERIAL;
238
239 if (ctx->Light.Model.TwoSide)
240 idx |= LIGHT_TWOSIDE;
241
242 /* The individual functions know about replaying side-effects
243 * vs. full re-execution.
244 */
245 store->light_func_tab[idx]( ctx, VB, stage, input );
246
247 return GL_TRUE;
248 }
249
250
251 /* Called in place of do_lighting when the light table may have changed.
252 */
253 static void validate_lighting( struct gl_context *ctx,
254 struct tnl_pipeline_stage *stage )
255 {
256 light_func *tab;
257
258 if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
259 return;
260
261 if (ctx->Light._NeedVertices) {
262 if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
263 tab = _tnl_light_spec_tab;
264 else
265 tab = _tnl_light_tab;
266 }
267 else {
268 if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
269 tab = _tnl_light_fast_single_tab;
270 else
271 tab = _tnl_light_fast_tab;
272 }
273
274
275 LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
276
277 /* This and the above should only be done on _NEW_LIGHT:
278 */
279 TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
280 }
281
282
283
284 /* Called the first time stage->run is called. In effect, don't
285 * allocate data until the first time the stage is run.
286 */
287 static GLboolean init_lighting( struct gl_context *ctx,
288 struct tnl_pipeline_stage *stage )
289 {
290 TNLcontext *tnl = TNL_CONTEXT(ctx);
291 struct light_stage_data *store;
292 GLuint size = tnl->vb.Size;
293
294 stage->privatePtr = MALLOC(sizeof(*store));
295 store = LIGHT_STAGE_DATA(stage);
296 if (!store)
297 return GL_FALSE;
298
299 /* Do onetime init.
300 */
301 init_lighting_tables();
302
303 _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
304 _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
305 _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
306 _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
307 _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
308
309 store->LitColor[0].size = 4;
310 store->LitColor[1].size = 4;
311 store->LitSecondary[0].size = 3;
312 store->LitSecondary[1].size = 3;
313
314 return GL_TRUE;
315 }
316
317
318
319
320 static void dtr( struct tnl_pipeline_stage *stage )
321 {
322 struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
323
324 if (store) {
325 _mesa_vector4f_free( &store->Input );
326 _mesa_vector4f_free( &store->LitColor[0] );
327 _mesa_vector4f_free( &store->LitColor[1] );
328 _mesa_vector4f_free( &store->LitSecondary[0] );
329 _mesa_vector4f_free( &store->LitSecondary[1] );
330 FREE( store );
331 stage->privatePtr = NULL;
332 }
333 }
334
335 const struct tnl_pipeline_stage _tnl_lighting_stage =
336 {
337 "lighting", /* name */
338 NULL, /* private_data */
339 init_lighting,
340 dtr, /* destroy */
341 validate_lighting,
342 run_lighting
343 };