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