t_vb_light.c revision c1f859d4
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
44typedef void (*light_func)( GLcontext *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 */
53struct 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 */
63struct light_stage_data {
64   GLvector4f Input;
65   GLvector4f LitColor[2];
66   GLvector4f LitSecondary[2];
67   GLvector4f LitIndex[2];
68   light_func *light_func_tab;
69
70   struct material_cursor mat[MAT_ATTRIB_MAX];
71   GLuint mat_count;
72   GLuint mat_bitmask;
73};
74
75
76#define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr))
77
78
79
80/**
81 * In the case of colormaterial, the effected material attributes
82 * should already have been bound to point to the incoming color data,
83 * prior to running the pipeline.
84 * This function copies the vertex's color to the material attributes
85 * which are tracking glColor.
86 * It's called per-vertex in the lighting loop.
87 */
88static void
89update_materials(GLcontext *ctx, struct light_stage_data *store)
90{
91   GLuint i;
92
93   for (i = 0 ; i < store->mat_count ; i++) {
94      /* update the material */
95      COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
96      /* increment src vertex color pointer */
97      STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
98   }
99
100   /* recompute derived light/material values */
101   _mesa_update_material( ctx, store->mat_bitmask );
102   /* XXX we should only call this if we're tracking/changing the specular
103    * exponent.
104    */
105   _mesa_validate_all_lighting_tables( ctx );
106}
107
108
109/**
110 * Prepare things prior to running the lighting stage.
111 * Return number of material attributes which will track vertex color.
112 */
113static GLuint
114prepare_materials(GLcontext *ctx,
115                  struct vertex_buffer *VB, struct light_stage_data *store)
116{
117   GLuint i;
118
119   store->mat_count = 0;
120   store->mat_bitmask = 0;
121
122   /* Examine the ColorMaterialBitmask to determine which materials
123    * track vertex color.  Override the material attribute's pointer
124    * with the color pointer for each one.
125    */
126   if (ctx->Light.ColorMaterialEnabled) {
127      const GLuint bitmask = ctx->Light.ColorMaterialBitmask;
128      for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
129	 if (bitmask & (1<<i))
130	    VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->ColorPtr[0];
131   }
132
133   /* Now, for each material attribute that's tracking vertex color, save
134    * some values (ptr, stride, size, current) that we'll need in
135    * update_materials(), above, that'll actually copy the vertex color to
136    * the material attribute(s).
137    */
138   for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
139      if (VB->AttribPtr[i]->stride) {
140	 const GLuint j = store->mat_count++;
141	 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
142	 store->mat[j].ptr    = VB->AttribPtr[i]->start;
143	 store->mat[j].stride = VB->AttribPtr[i]->stride;
144	 store->mat[j].size   = VB->AttribPtr[i]->size;
145	 store->mat[j].current = ctx->Light.Material.Attrib[attr];
146	 store->mat_bitmask |= (1<<attr);
147      }
148   }
149
150   /* FIXME: Is this already done?
151    */
152   _mesa_update_material( ctx, ~0 );
153   _mesa_validate_all_lighting_tables( ctx );
154
155   return store->mat_count;
156}
157
158/* Tables for all the shading functions.
159 */
160static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
161static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
162static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
163static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
164static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC];
165
166#define TAG(x)           x
167#define IDX              (0)
168#include "t_vb_lighttmp.h"
169
170#define TAG(x)           x##_twoside
171#define IDX              (LIGHT_TWOSIDE)
172#include "t_vb_lighttmp.h"
173
174#define TAG(x)           x##_material
175#define IDX              (LIGHT_MATERIAL)
176#include "t_vb_lighttmp.h"
177
178#define TAG(x)           x##_twoside_material
179#define IDX              (LIGHT_TWOSIDE|LIGHT_MATERIAL)
180#include "t_vb_lighttmp.h"
181
182
183static void init_lighting_tables( void )
184{
185   static int done;
186
187   if (!done) {
188      init_light_tab();
189      init_light_tab_twoside();
190      init_light_tab_material();
191      init_light_tab_twoside_material();
192      done = 1;
193   }
194}
195
196
197static GLboolean run_lighting( GLcontext *ctx,
198			       struct tnl_pipeline_stage *stage )
199{
200   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
201   TNLcontext *tnl = TNL_CONTEXT(ctx);
202   struct vertex_buffer *VB = &tnl->vb;
203   GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
204   GLuint idx;
205
206   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
207      return GL_TRUE;
208
209   /* Make sure we can talk about position x,y and z:
210    */
211   if (input->size <= 2 && input == VB->ObjPtr) {
212
213      _math_trans_4f( store->Input.data,
214		      VB->ObjPtr->data,
215		      VB->ObjPtr->stride,
216		      GL_FLOAT,
217		      VB->ObjPtr->size,
218		      0,
219		      VB->Count );
220
221      if (input->size <= 2) {
222	 /* Clean z.
223	  */
224	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
225      }
226
227      if (input->size <= 1) {
228	 /* Clean y.
229	  */
230	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
231      }
232
233      input = &store->Input;
234   }
235
236   idx = 0;
237
238   if (prepare_materials( ctx, VB, store ))
239      idx |= LIGHT_MATERIAL;
240
241   if (ctx->Light.Model.TwoSide)
242      idx |= LIGHT_TWOSIDE;
243
244   /* The individual functions know about replaying side-effects
245    * vs. full re-execution.
246    */
247   store->light_func_tab[idx]( ctx, VB, stage, input );
248
249   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0];
250   VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0];
251   VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX] = VB->IndexPtr[0];
252
253   return GL_TRUE;
254}
255
256
257/* Called in place of do_lighting when the light table may have changed.
258 */
259static void validate_lighting( GLcontext *ctx,
260					struct tnl_pipeline_stage *stage )
261{
262   light_func *tab;
263
264   if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
265      return;
266
267   if (ctx->Visual.rgbMode) {
268      if (ctx->Light._NeedVertices) {
269	 if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
270	    tab = _tnl_light_spec_tab;
271	 else
272	    tab = _tnl_light_tab;
273      }
274      else {
275	 if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
276	    tab = _tnl_light_fast_single_tab;
277	 else
278	    tab = _tnl_light_fast_tab;
279      }
280   }
281   else
282      tab = _tnl_light_ci_tab;
283
284
285   LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
286
287   /* This and the above should only be done on _NEW_LIGHT:
288    */
289   TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
290}
291
292
293
294/* Called the first time stage->run is called.  In effect, don't
295 * allocate data until the first time the stage is run.
296 */
297static GLboolean init_lighting( GLcontext *ctx,
298				struct tnl_pipeline_stage *stage )
299{
300   TNLcontext *tnl = TNL_CONTEXT(ctx);
301   struct light_stage_data *store;
302   GLuint size = tnl->vb.Size;
303
304   stage->privatePtr = MALLOC(sizeof(*store));
305   store = LIGHT_STAGE_DATA(stage);
306   if (!store)
307      return GL_FALSE;
308
309   /* Do onetime init.
310    */
311   init_lighting_tables();
312
313   _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
314   _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
315   _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
316   _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
317   _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
318   _mesa_vector4f_alloc( &store->LitIndex[0], 0, size, 32 );
319   _mesa_vector4f_alloc( &store->LitIndex[1], 0, size, 32 );
320
321   store->LitColor[0].size = 4;
322   store->LitColor[1].size = 4;
323   store->LitSecondary[0].size = 3;
324   store->LitSecondary[1].size = 3;
325
326   store->LitIndex[0].size = 1;
327   store->LitIndex[0].stride = sizeof(GLfloat);
328   store->LitIndex[1].size = 1;
329   store->LitIndex[1].stride = sizeof(GLfloat);
330
331   return GL_TRUE;
332}
333
334
335
336
337static void dtr( struct tnl_pipeline_stage *stage )
338{
339   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
340
341   if (store) {
342      _mesa_vector4f_free( &store->Input );
343      _mesa_vector4f_free( &store->LitColor[0] );
344      _mesa_vector4f_free( &store->LitColor[1] );
345      _mesa_vector4f_free( &store->LitSecondary[0] );
346      _mesa_vector4f_free( &store->LitSecondary[1] );
347      _mesa_vector4f_free( &store->LitIndex[0] );
348      _mesa_vector4f_free( &store->LitIndex[1] );
349      FREE( store );
350      stage->privatePtr = NULL;
351   }
352}
353
354const struct tnl_pipeline_stage _tnl_lighting_stage =
355{
356   "lighting",			/* name */
357   NULL,			/* private_data */
358   init_lighting,
359   dtr,				/* destroy */
360   validate_lighting,
361   run_lighting
362};
363