1/*
2 * Copyright (C) 2009-2010 Francisco Jerez.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 */
26
27#include "nouveau_driver.h"
28#include "nouveau_context.h"
29#include "nouveau_gldefs.h"
30#include "nouveau_util.h"
31#include "nv10_3d.xml.h"
32#include "nv10_driver.h"
33#include "util/bitscan.h"
34
35void
36nv10_emit_clip_plane(struct gl_context *ctx, int emit)
37{
38}
39
40static inline unsigned
41get_material_bitmask(unsigned m)
42{
43	unsigned ret = 0;
44
45	if (m & MAT_BIT_FRONT_EMISSION)
46		ret |= NV10_3D_COLOR_MATERIAL_EMISSION;
47	if (m & MAT_BIT_FRONT_AMBIENT)
48		ret |= NV10_3D_COLOR_MATERIAL_AMBIENT;
49	if (m & MAT_BIT_FRONT_DIFFUSE)
50		ret |= NV10_3D_COLOR_MATERIAL_DIFFUSE;
51	if (m & MAT_BIT_FRONT_SPECULAR)
52		ret |= NV10_3D_COLOR_MATERIAL_SPECULAR;
53
54	return ret;
55}
56
57void
58nv10_emit_color_material(struct gl_context *ctx, int emit)
59{
60	struct nouveau_pushbuf *push = context_push(ctx);
61	unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
62
63	BEGIN_NV04(push, NV10_3D(COLOR_MATERIAL), 1);
64	PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
65}
66
67static unsigned
68get_fog_mode(unsigned mode)
69{
70	switch (mode) {
71	case GL_LINEAR:
72		return NV10_3D_FOG_MODE_LINEAR;
73	case GL_EXP:
74		return NV10_3D_FOG_MODE_EXP;
75	case GL_EXP2:
76		return NV10_3D_FOG_MODE_EXP2;
77	default:
78		assert(0);
79	}
80}
81
82static unsigned
83get_fog_source(unsigned source, unsigned distance_mode)
84{
85	switch (source) {
86	case GL_FOG_COORDINATE_EXT:
87		return NV10_3D_FOG_COORD_FOG;
88	case GL_FRAGMENT_DEPTH_EXT:
89		switch (distance_mode) {
90		case GL_EYE_PLANE_ABSOLUTE_NV:
91			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
92		case GL_EYE_PLANE:
93			return NV10_3D_FOG_COORD_DIST_ORTHOGONAL;
94		case GL_EYE_RADIAL_NV:
95			return NV10_3D_FOG_COORD_DIST_RADIAL;
96		default:
97			assert(0);
98		}
99	default:
100		assert(0);
101	}
102}
103
104void
105nv10_get_fog_coeff(struct gl_context *ctx, float k[3])
106{
107	struct gl_fog_attrib *f = &ctx->Fog;
108
109	switch (f->Mode) {
110	case GL_LINEAR:
111		k[0] = 2 + f->Start / (f->End - f->Start);
112		k[1] = -1 / (f->End - f->Start);
113		break;
114
115	case GL_EXP:
116		k[0] = 1.5;
117		k[1] = -0.09 * f->Density;
118		break;
119
120	case GL_EXP2:
121		k[0] = 1.5;
122		k[1] = -0.21 * f->Density;
123		break;
124
125	default:
126		assert(0);
127	}
128
129	k[2] = 0;
130}
131
132void
133nv10_emit_fog(struct gl_context *ctx, int emit)
134{
135	struct nouveau_context *nctx = to_nouveau_context(ctx);
136	struct nouveau_pushbuf *push = context_push(ctx);
137	struct gl_fog_attrib *f = &ctx->Fog;
138	unsigned source = nctx->fallback == HWTNL ?
139		f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
140	float k[3];
141
142	nv10_get_fog_coeff(ctx, k);
143
144	BEGIN_NV04(push, NV10_3D(FOG_MODE), 4);
145	PUSH_DATA (push, get_fog_mode(f->Mode));
146	PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
147	PUSH_DATAb(push, f->Enabled);
148	PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM, f->Color));
149
150	BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3);
151	PUSH_DATAp(push, k, 3);
152
153	context_dirty(ctx, FRAG);
154}
155
156static inline unsigned
157get_light_mode(struct gl_light *l)
158{
159	if (l->Enabled) {
160		if (l->_Flags & LIGHT_SPOT)
161			return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL;
162		else if (l->_Flags & LIGHT_POSITIONAL)
163			return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL;
164		else
165			return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL;
166	} else {
167		return NV10_3D_ENABLED_LIGHTS_0_DISABLED;
168	}
169}
170
171void
172nv10_emit_light_enable(struct gl_context *ctx, int emit)
173{
174	struct nouveau_context *nctx = to_nouveau_context(ctx);
175	struct nouveau_pushbuf *push = context_push(ctx);
176	uint32_t en_lights = 0;
177	int i;
178
179	if (nctx->fallback != HWTNL) {
180		BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
181		PUSH_DATA (push, 0);
182		return;
183	}
184
185	for (i = 0; i < MAX_LIGHTS; i++)
186		en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
187
188	BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1);
189	PUSH_DATA (push, en_lights);
190	BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
191	PUSH_DATAb(push, ctx->Light.Enabled);
192	BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1);
193	PUSH_DATAb(push, ctx->Transform.Normalize);
194}
195
196void
197nv10_emit_light_model(struct gl_context *ctx, int emit)
198{
199	struct nouveau_pushbuf *push = context_push(ctx);
200	struct gl_lightmodel *m = &ctx->Light.Model;
201
202	BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1);
203	PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
204
205	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1);
206	PUSH_DATA (push, ((m->LocalViewer ?
207			 NV10_3D_LIGHT_MODEL_LOCAL_VIEWER : 0) |
208			(_mesa_need_secondary_color(ctx) ?
209			 NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0) |
210			(!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
211			 NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR : 0)));
212}
213
214static float
215get_shine(const float p[], float x)
216{
217	const int n = 15;
218	const float *y = &p[1];
219	float f = (n - 1) * (1 - 1 / (1 + p[0] * x))
220		/ (1 - 1 / (1 + p[0] * 1024));
221	int i = f;
222
223	/* Linear interpolation in f-space (Faster and somewhat more
224	 * accurate than x-space). */
225	if (x == 0)
226		return y[0];
227	else if (i > n - 2)
228		return y[n - 1];
229	else
230		return y[i] + (y[i + 1] - y[i]) * (f - i);
231}
232
233static const float nv10_spot_params[2][16] = {
234	{ 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06,
235	  -3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 },
236	{ 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06,
237	  3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 },
238};
239
240void
241nv10_get_spot_coeff(struct gl_light *l, float k[7])
242{
243	float e = l->SpotExponent;
244	float a0, b0, a1, a2, b2, a3;
245
246	if (e > 0)
247		a0 = -1 - 5.36e-3 / sqrt(e);
248	else
249		a0 = -1;
250	b0 = 1 / (1 + 0.273 * e);
251
252	a1 = get_shine(nv10_spot_params[0], e);
253
254	a2 = get_shine(nv10_spot_params[1], e);
255	b2 = 1 / (1 + 0.273 * e);
256
257	a3 = 0.9 + 0.278 * e;
258
259	if (l->SpotCutoff > 0) {
260		float cutoff = MAX2(a3, 1 / (1 - l->_CosCutoff));
261
262		k[0] = MAX2(0, a0 + b0 * cutoff);
263		k[1] = a1;
264		k[2] = a2 + b2 * cutoff;
265		k[3] = - cutoff * l->_NormSpotDirection[0];
266		k[4] = - cutoff * l->_NormSpotDirection[1];
267		k[5] = - cutoff * l->_NormSpotDirection[2];
268		k[6] = 1 - cutoff;
269
270	} else {
271		k[0] = b0;
272		k[1] = a1;
273		k[2] = a2 + b2;
274		k[3] = - l->_NormSpotDirection[0];
275		k[4] = - l->_NormSpotDirection[1];
276		k[5] = - l->_NormSpotDirection[2];
277		k[6] = -1;
278	}
279}
280
281void
282nv10_emit_light_source(struct gl_context *ctx, int emit)
283{
284	const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
285	struct nouveau_pushbuf *push = context_push(ctx);
286	struct gl_light *l = &ctx->Light.Light[i];
287
288	if (l->_Flags & LIGHT_POSITIONAL) {
289		BEGIN_NV04(push, NV10_3D(LIGHT_POSITION_X(i)), 3);
290		PUSH_DATAp(push, l->_Position, 3);
291
292		BEGIN_NV04(push, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
293		PUSH_DATAf(push, l->ConstantAttenuation);
294		PUSH_DATAf(push, l->LinearAttenuation);
295		PUSH_DATAf(push, l->QuadraticAttenuation);
296
297	} else {
298		BEGIN_NV04(push, NV10_3D(LIGHT_DIRECTION_X(i)), 3);
299		PUSH_DATAp(push, l->_VP_inf_norm, 3);
300
301		BEGIN_NV04(push, NV10_3D(LIGHT_HALF_VECTOR_X(i)), 3);
302		PUSH_DATAp(push, l->_h_inf_norm, 3);
303	}
304
305	if (l->_Flags & LIGHT_SPOT) {
306		float k[7];
307
308		nv10_get_spot_coeff(l, k);
309
310		BEGIN_NV04(push, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
311		PUSH_DATAp(push, k, 7);
312	}
313}
314
315#define USE_COLOR_MATERIAL(attr)					\
316	(ctx->Light.ColorMaterialEnabled &&				\
317	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
318
319void
320nv10_emit_material_ambient(struct gl_context *ctx, int emit)
321{
322	struct nouveau_pushbuf *push = context_push(ctx);
323	float (*mat)[4] = ctx->Light.Material.Attrib;
324	float c_scene[3], c_factor[3];
325	GLbitfield mask;
326
327	if (USE_COLOR_MATERIAL(AMBIENT)) {
328		COPY_3V(c_scene, ctx->Light.Model.Ambient);
329		COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]);
330
331	} else if (USE_COLOR_MATERIAL(EMISSION)) {
332		SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT],
333			 ctx->Light.Model.Ambient);
334		ZERO_3V(c_factor);
335
336	} else {
337		COPY_3V(c_scene, ctx->Light._BaseColor[0]);
338		ZERO_3V(c_factor);
339	}
340
341	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3);
342	PUSH_DATAp(push, c_scene, 3);
343
344	if (ctx->Light.ColorMaterialEnabled) {
345		BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3);
346		PUSH_DATAp(push, c_factor, 3);
347	}
348
349	mask = ctx->Light._EnabledLights;
350	while (mask) {
351		const int i = u_bit_scan(&mask);
352		struct gl_light *l = &ctx->Light.Light[i];
353		float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
354				  l->Ambient :
355				  l->_MatAmbient[0]);
356
357		BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3);
358		PUSH_DATAp(push, c_light, 3);
359	}
360}
361
362void
363nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
364{
365	struct nouveau_pushbuf *push = context_push(ctx);
366	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
367	GLbitfield mask;
368
369	BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
370	PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
371
372	mask = ctx->Light._EnabledLights;
373	while (mask) {
374		const int i = u_bit_scan(&mask);
375		struct gl_light *l = &ctx->Light.Light[i];
376		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
377				  l->Diffuse :
378				  l->_MatDiffuse[0]);
379
380		BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3);
381		PUSH_DATAp(push, c_light, 3);
382	}
383}
384
385void
386nv10_emit_material_specular(struct gl_context *ctx, int emit)
387{
388	struct nouveau_pushbuf *push = context_push(ctx);
389	GLbitfield mask;
390
391	mask = ctx->Light._EnabledLights;
392	while (mask) {
393		const int i = u_bit_scan(&mask);
394		struct gl_light *l = &ctx->Light.Light[i];
395		float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
396				  l->Specular :
397				  l->_MatSpecular[0]);
398
399		BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3);
400		PUSH_DATAp(push, c_light, 3);
401	}
402}
403
404static const float nv10_shininess_param[6][16] = {
405	{ 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
406	  -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
407	{ 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
408	  -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
409	{ 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
410	  3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
411	{ 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
412	  0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
413	{ 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
414	  -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
415	{ 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
416	  3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
417};
418
419void
420nv10_get_shininess_coeff(float s, float k[6])
421{
422	int i;
423
424	for (i = 0; i < 6; i++)
425		k[i] = get_shine(nv10_shininess_param[i], s);
426}
427
428void
429nv10_emit_material_shininess(struct gl_context *ctx, int emit)
430{
431	struct nouveau_pushbuf *push = context_push(ctx);
432	float (*mat)[4] = ctx->Light.Material.Attrib;
433	float k[6];
434
435	nv10_get_shininess_coeff(
436		CLAMP(mat[MAT_ATTRIB_FRONT_SHININESS][0], 0, 1024),
437		k);
438
439	BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6);
440	PUSH_DATAp(push, k, 6);
441}
442
443void
444nv10_emit_modelview(struct gl_context *ctx, int emit)
445{
446	struct nouveau_context *nctx = to_nouveau_context(ctx);
447	struct nouveau_pushbuf *push = context_push(ctx);
448	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
449
450	if (nctx->fallback != HWTNL)
451		return;
452
453	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
454	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
455		BEGIN_NV04(push, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16);
456		PUSH_DATAm(push, m->m);
457	}
458
459	if (ctx->Light.Enabled ||
460	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
461		int i, j;
462
463		BEGIN_NV04(push, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
464		for (i = 0; i < 3; i++)
465			for (j = 0; j < 4; j++)
466				PUSH_DATAf(push, m->inv[4*i + j]);
467	}
468}
469
470void
471nv10_emit_point_parameter(struct gl_context *ctx, int emit)
472{
473}
474
475void
476nv10_emit_projection(struct gl_context *ctx, int emit)
477{
478	struct nouveau_context *nctx = to_nouveau_context(ctx);
479	struct nouveau_pushbuf *push = context_push(ctx);
480	GLmatrix m;
481
482	_math_matrix_ctr(&m);
483	get_viewport_scale(ctx, m.m);
484
485	if (nv10_use_viewport_zclear(ctx))
486		m.m[MAT_SZ] /= 8;
487
488	if (nctx->fallback == HWTNL)
489		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
490
491	BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16);
492	PUSH_DATAm(push, m.m);
493
494	_math_matrix_dtr(&m);
495}
496