t_vb_light.c revision cdc920a0
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 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 */ 87static void 88update_materials(GLcontext *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 */ 112static GLuint 113prepare_materials(GLcontext *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 */ 159static light_func _tnl_light_tab[MAX_LIGHT_FUNC]; 160static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC]; 161static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC]; 162static 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 181static 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 195static GLboolean run_lighting( GLcontext *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 */ 253static void validate_lighting( GLcontext *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 */ 287static GLboolean init_lighting( GLcontext *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 320static 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 335const 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}; 344