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, struct gl_light_uniforms *lu, float k[7])
242{
243	float e = lu->SpotExponent;
244	float a0, b0, a1, a2, b2, a3;
245
246	if (e > 0)
247		a0 = -1 - 5.36e-3 / sqrtf(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 (lu->SpotCutoff > 0) {
260		float cutoff = MAX2(a3, 1 / (1 - lu->_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        struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
288
289	if (l->_Flags & LIGHT_POSITIONAL) {
290		BEGIN_NV04(push, NV10_3D(LIGHT_POSITION_X(i)), 3);
291		PUSH_DATAp(push, l->_Position, 3);
292
293		BEGIN_NV04(push, NV10_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
294		PUSH_DATAf(push, lu->ConstantAttenuation);
295		PUSH_DATAf(push, lu->LinearAttenuation);
296		PUSH_DATAf(push, lu->QuadraticAttenuation);
297
298	} else {
299		BEGIN_NV04(push, NV10_3D(LIGHT_DIRECTION_X(i)), 3);
300		PUSH_DATAp(push, l->_VP_inf_norm, 3);
301
302		BEGIN_NV04(push, NV10_3D(LIGHT_HALF_VECTOR_X(i)), 3);
303		PUSH_DATAp(push, l->_h_inf_norm, 3);
304	}
305
306	if (l->_Flags & LIGHT_SPOT) {
307		float k[7];
308
309		nv10_get_spot_coeff(l, lu, k);
310
311		BEGIN_NV04(push, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
312		PUSH_DATAp(push, k, 7);
313	}
314}
315
316#define USE_COLOR_MATERIAL(attr)					\
317	(ctx->Light.ColorMaterialEnabled &&				\
318	 ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
319
320void
321nv10_emit_material_ambient(struct gl_context *ctx, int emit)
322{
323	struct nouveau_pushbuf *push = context_push(ctx);
324	float (*mat)[4] = ctx->Light.Material.Attrib;
325	float c_scene[3], c_factor[3];
326	GLbitfield mask;
327
328	if (USE_COLOR_MATERIAL(AMBIENT)) {
329		COPY_3V(c_scene, ctx->Light.Model.Ambient);
330		COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]);
331
332	} else if (USE_COLOR_MATERIAL(EMISSION)) {
333		SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT],
334			 ctx->Light.Model.Ambient);
335		ZERO_3V(c_factor);
336
337	} else {
338		COPY_3V(c_scene, ctx->Light._BaseColor[0]);
339		ZERO_3V(c_factor);
340	}
341
342	BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3);
343	PUSH_DATAp(push, c_scene, 3);
344
345	if (ctx->Light.ColorMaterialEnabled) {
346		BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3);
347		PUSH_DATAp(push, c_factor, 3);
348	}
349
350	mask = ctx->Light._EnabledLights;
351	while (mask) {
352		const int i = u_bit_scan(&mask);
353		struct gl_light *l = &ctx->Light.Light[i];
354                struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
355		float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
356				  lu->Ambient :
357				  l->_MatAmbient[0]);
358
359		BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3);
360		PUSH_DATAp(push, c_light, 3);
361	}
362}
363
364void
365nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
366{
367	struct nouveau_pushbuf *push = context_push(ctx);
368	GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
369	GLbitfield mask;
370
371	BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
372	PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
373
374	mask = ctx->Light._EnabledLights;
375	while (mask) {
376		const int i = u_bit_scan(&mask);
377		struct gl_light *l = &ctx->Light.Light[i];
378                struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
379		float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
380				  lu->Diffuse :
381				  l->_MatDiffuse[0]);
382
383		BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3);
384		PUSH_DATAp(push, c_light, 3);
385	}
386}
387
388void
389nv10_emit_material_specular(struct gl_context *ctx, int emit)
390{
391	struct nouveau_pushbuf *push = context_push(ctx);
392	GLbitfield mask;
393
394	mask = ctx->Light._EnabledLights;
395	while (mask) {
396		const int i = u_bit_scan(&mask);
397		struct gl_light *l = &ctx->Light.Light[i];
398                struct gl_light_uniforms *lu = &ctx->Light.LightSource[i];
399		float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
400				  lu->Specular :
401				  l->_MatSpecular[0]);
402
403		BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3);
404		PUSH_DATAp(push, c_light, 3);
405	}
406}
407
408static const float nv10_shininess_param[6][16] = {
409	{ 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
410	  -0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
411	{ 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
412	  -3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
413	{ 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
414	  3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
415	{ 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
416	  0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
417	{ 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
418	  -3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
419	{ 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
420	  3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
421};
422
423void
424nv10_get_shininess_coeff(float s, float k[6])
425{
426	int i;
427
428	for (i = 0; i < 6; i++)
429		k[i] = get_shine(nv10_shininess_param[i], s);
430}
431
432void
433nv10_emit_material_shininess(struct gl_context *ctx, int emit)
434{
435	struct nouveau_pushbuf *push = context_push(ctx);
436	float (*mat)[4] = ctx->Light.Material.Attrib;
437	float k[6];
438
439	nv10_get_shininess_coeff(
440		CLAMP(mat[MAT_ATTRIB_FRONT_SHININESS][0], 0, 1024),
441		k);
442
443	BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6);
444	PUSH_DATAp(push, k, 6);
445}
446
447void
448nv10_emit_modelview(struct gl_context *ctx, int emit)
449{
450	struct nouveau_context *nctx = to_nouveau_context(ctx);
451	struct nouveau_pushbuf *push = context_push(ctx);
452	GLmatrix *m = ctx->ModelviewMatrixStack.Top;
453
454	if (nctx->fallback != HWTNL)
455		return;
456
457	if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
458	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
459		BEGIN_NV04(push, NV10_3D(MODELVIEW_MATRIX(0, 0)), 16);
460		PUSH_DATAm(push, m->m);
461	}
462
463	if (ctx->Light.Enabled ||
464	    (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
465		int i, j;
466
467		BEGIN_NV04(push, NV10_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
468		for (i = 0; i < 3; i++)
469			for (j = 0; j < 4; j++)
470				PUSH_DATAf(push, m->inv[4*i + j]);
471	}
472}
473
474void
475nv10_emit_point_parameter(struct gl_context *ctx, int emit)
476{
477}
478
479void
480nv10_emit_projection(struct gl_context *ctx, int emit)
481{
482	struct nouveau_context *nctx = to_nouveau_context(ctx);
483	struct nouveau_pushbuf *push = context_push(ctx);
484	GLmatrix m;
485
486	_math_matrix_ctr(&m);
487	get_viewport_scale(ctx, m.m);
488
489	if (nv10_use_viewport_zclear(ctx))
490		m.m[MAT_SZ] /= 8;
491
492	if (nctx->fallback == HWTNL)
493		_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
494
495	BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16);
496	PUSH_DATAm(push, m.m);
497}
498