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      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 #include "tnl.h"
     40 
     41 #define LIGHT_TWOSIDE       0x1
     42 #define LIGHT_MATERIAL      0x2
     43 #define MAX_LIGHT_FUNC      0x4
     44 
     45 typedef void (*light_func)( struct gl_context *ctx,
     46 			    struct vertex_buffer *VB,
     47 			    struct tnl_pipeline_stage *stage,
     48 			    GLvector4f *input );
     49 
     50 /**
     51  * Information for updating current material attributes from vertex color,
     52  * for GL_COLOR_MATERIAL.
     53  */
     54 struct material_cursor {
     55    const GLfloat *ptr;    /* points to src vertex color (in VB array) */
     56    GLuint stride;         /* stride to next vertex color (bytes) */
     57    GLfloat *current;      /* points to material attribute to update */
     58    GLuint size;           /* vertex/color size: 1, 2, 3 or 4 */
     59 };
     60 
     61 /**
     62  * Data private to this pipeline stage.
     63  */
     64 struct light_stage_data {
     65    GLvector4f Input;
     66    GLvector4f LitColor[2];
     67    GLvector4f LitSecondary[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 /*****                  Lighting computation                      *****/
     82 /**********************************************************************/
     83 
     84 
     85 /*
     86  * Notes:
     87  *   When two-sided lighting is enabled we compute the color (or index)
     88  *   for both the front and back side of the primitive.  Then, when the
     89  *   orientation of the facet is later learned, we can determine which
     90  *   color (or index) to use for rendering.
     91  *
     92  *   KW: We now know orientation in advance and only shade for
     93  *       the side or sides which are actually required.
     94  *
     95  * Variables:
     96  *   n = normal vector
     97  *   V = vertex position
     98  *   P = light source position
     99  *   Pe = (0,0,0,1)
    100  *
    101  * Precomputed:
    102  *   IF P[3]==0 THEN
    103  *       // light at infinity
    104  *       IF local_viewer THEN
    105  *           _VP_inf_norm = unit vector from V to P      // Precompute
    106  *       ELSE
    107  *           // eye at infinity
    108  *           _h_inf_norm = Normalize( VP + <0,0,1> )     // Precompute
    109  *       ENDIF
    110  *   ENDIF
    111  *
    112  * Functions:
    113  *   Normalize( v ) = normalized vector v
    114  *   Magnitude( v ) = length of vector v
    115  */
    116 
    117 
    118 
    119 static void
    120 validate_shine_table( struct gl_context *ctx, GLuint side, GLfloat shininess )
    121 {
    122    TNLcontext *tnl = TNL_CONTEXT(ctx);
    123    struct tnl_shine_tab *list = tnl->_ShineTabList;
    124    struct tnl_shine_tab *s;
    125 
    126    ASSERT(side < 2);
    127 
    128    foreach(s, list)
    129       if ( s->shininess == shininess )
    130 	 break;
    131 
    132    if (s == list) {
    133       GLint j;
    134       GLfloat *m;
    135 
    136       foreach(s, list)
    137 	 if (s->refcount == 0)
    138 	    break;
    139 
    140       m = s->tab;
    141       m[0] = 0.0;
    142       if (shininess == 0.0) {
    143 	 for (j = 1 ; j <= SHINE_TABLE_SIZE ; j++)
    144 	    m[j] = 1.0;
    145       }
    146       else {
    147 	 for (j = 1 ; j < SHINE_TABLE_SIZE ; j++) {
    148             GLdouble t, x = j / (GLfloat) (SHINE_TABLE_SIZE - 1);
    149             if (x < 0.005) /* underflow check */
    150                x = 0.005;
    151             t = pow(x, shininess);
    152 	    if (t > 1e-20)
    153 	       m[j] = (GLfloat) t;
    154 	    else
    155 	       m[j] = 0.0;
    156 	 }
    157 	 m[SHINE_TABLE_SIZE] = 1.0;
    158       }
    159 
    160       s->shininess = shininess;
    161    }
    162 
    163    if (tnl->_ShineTable[side])
    164       tnl->_ShineTable[side]->refcount--;
    165 
    166    tnl->_ShineTable[side] = s;
    167    move_to_tail( list, s );
    168    s->refcount++;
    169 }
    170 
    171 
    172 void
    173 _tnl_validate_shine_tables( struct gl_context *ctx )
    174 {
    175    TNLcontext *tnl = TNL_CONTEXT(ctx);
    176    GLfloat shininess;
    177 
    178    shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
    179    if (!tnl->_ShineTable[0] || tnl->_ShineTable[0]->shininess != shininess)
    180       validate_shine_table( ctx, 0, shininess );
    181 
    182    shininess = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
    183    if (!tnl->_ShineTable[1] || tnl->_ShineTable[1]->shininess != shininess)
    184       validate_shine_table( ctx, 1, shininess );
    185 }
    186 
    187 
    188 /**
    189  * In the case of colormaterial, the effected material attributes
    190  * should already have been bound to point to the incoming color data,
    191  * prior to running the pipeline.
    192  * This function copies the vertex's color to the material attributes
    193  * which are tracking glColor.
    194  * It's called per-vertex in the lighting loop.
    195  */
    196 static void
    197 update_materials(struct gl_context *ctx, struct light_stage_data *store)
    198 {
    199    GLuint i;
    200 
    201    for (i = 0 ; i < store->mat_count ; i++) {
    202       /* update the material */
    203       COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr);
    204       /* increment src vertex color pointer */
    205       STRIDE_F(store->mat[i].ptr, store->mat[i].stride);
    206    }
    207 
    208    /* recompute derived light/material values */
    209    _mesa_update_material( ctx, store->mat_bitmask );
    210    /* XXX we should only call this if we're tracking/changing the specular
    211     * exponent.
    212     */
    213    _tnl_validate_shine_tables( ctx );
    214 }
    215 
    216 
    217 /**
    218  * Prepare things prior to running the lighting stage.
    219  * Return number of material attributes which will track vertex color.
    220  */
    221 static GLuint
    222 prepare_materials(struct gl_context *ctx,
    223                   struct vertex_buffer *VB, struct light_stage_data *store)
    224 {
    225    GLuint i;
    226 
    227    store->mat_count = 0;
    228    store->mat_bitmask = 0;
    229 
    230    /* Examine the _ColorMaterialBitmask to determine which materials
    231     * track vertex color.  Override the material attribute's pointer
    232     * with the color pointer for each one.
    233     */
    234    if (ctx->Light.ColorMaterialEnabled) {
    235       const GLuint bitmask = ctx->Light._ColorMaterialBitmask;
    236       for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
    237 	 if (bitmask & (1<<i))
    238 	    VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
    239    }
    240 
    241    /* Now, for each material attribute that's tracking vertex color, save
    242     * some values (ptr, stride, size, current) that we'll need in
    243     * update_materials(), above, that'll actually copy the vertex color to
    244     * the material attribute(s).
    245     */
    246    for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
    247       if (VB->AttribPtr[i]->stride) {
    248 	 const GLuint j = store->mat_count++;
    249 	 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
    250 	 store->mat[j].ptr    = VB->AttribPtr[i]->start;
    251 	 store->mat[j].stride = VB->AttribPtr[i]->stride;
    252 	 store->mat[j].size   = VB->AttribPtr[i]->size;
    253 	 store->mat[j].current = ctx->Light.Material.Attrib[attr];
    254 	 store->mat_bitmask |= (1<<attr);
    255       }
    256    }
    257 
    258    /* FIXME: Is this already done?
    259     */
    260    _mesa_update_material( ctx, ~0 );
    261 
    262    _tnl_validate_shine_tables( ctx );
    263 
    264    return store->mat_count;
    265 }
    266 
    267 /*
    268  * Compute dp ^ SpecularExponent.
    269  * Lerp between adjacent values in the f(x) lookup table, giving a
    270  * continuous function, with adequate overall accuracy.  (Though still
    271  * pretty good compared to a straight lookup).
    272  */
    273 static inline GLfloat
    274 lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp)
    275 {
    276    TNLcontext *tnl = TNL_CONTEXT(ctx);
    277    const struct tnl_shine_tab *tab = tnl->_ShineTable[face];
    278    float f = dp * (SHINE_TABLE_SIZE - 1);
    279    int k = (int) f;
    280    if (k < 0 /* gcc may cast an overflow float value to negative int value */
    281 	|| k > SHINE_TABLE_SIZE - 2)
    282       return powf(dp, tab->shininess);
    283    else
    284       return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]);
    285 }
    286 
    287 /* Tables for all the shading functions.
    288  */
    289 static light_func _tnl_light_tab[MAX_LIGHT_FUNC];
    290 static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC];
    291 static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC];
    292 static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC];
    293 
    294 #define TAG(x)           x
    295 #define IDX              (0)
    296 #include "t_vb_lighttmp.h"
    297 
    298 #define TAG(x)           x##_twoside
    299 #define IDX              (LIGHT_TWOSIDE)
    300 #include "t_vb_lighttmp.h"
    301 
    302 #define TAG(x)           x##_material
    303 #define IDX              (LIGHT_MATERIAL)
    304 #include "t_vb_lighttmp.h"
    305 
    306 #define TAG(x)           x##_twoside_material
    307 #define IDX              (LIGHT_TWOSIDE|LIGHT_MATERIAL)
    308 #include "t_vb_lighttmp.h"
    309 
    310 
    311 static void init_lighting_tables( void )
    312 {
    313    static int done;
    314 
    315    if (!done) {
    316       init_light_tab();
    317       init_light_tab_twoside();
    318       init_light_tab_material();
    319       init_light_tab_twoside_material();
    320       done = 1;
    321    }
    322 }
    323 
    324 
    325 static GLboolean run_lighting( struct gl_context *ctx,
    326 			       struct tnl_pipeline_stage *stage )
    327 {
    328    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
    329    TNLcontext *tnl = TNL_CONTEXT(ctx);
    330    struct vertex_buffer *VB = &tnl->vb;
    331    GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->AttribPtr[_TNL_ATTRIB_POS];
    332    GLuint idx;
    333 
    334    if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
    335       return GL_TRUE;
    336 
    337    /* Make sure we can talk about position x,y and z:
    338     */
    339    if (input->size <= 2 && input == VB->AttribPtr[_TNL_ATTRIB_POS]) {
    340 
    341       _math_trans_4f( store->Input.data,
    342 		      VB->AttribPtr[_TNL_ATTRIB_POS]->data,
    343 		      VB->AttribPtr[_TNL_ATTRIB_POS]->stride,
    344 		      GL_FLOAT,
    345 		      VB->AttribPtr[_TNL_ATTRIB_POS]->size,
    346 		      0,
    347 		      VB->Count );
    348 
    349       if (input->size <= 2) {
    350 	 /* Clean z.
    351 	  */
    352 	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2);
    353       }
    354 
    355       if (input->size <= 1) {
    356 	 /* Clean y.
    357 	  */
    358 	 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1);
    359       }
    360 
    361       input = &store->Input;
    362    }
    363 
    364    idx = 0;
    365 
    366    if (prepare_materials( ctx, VB, store ))
    367       idx |= LIGHT_MATERIAL;
    368 
    369    if (ctx->Light.Model.TwoSide)
    370       idx |= LIGHT_TWOSIDE;
    371 
    372    /* The individual functions know about replaying side-effects
    373     * vs. full re-execution.
    374     */
    375    store->light_func_tab[idx]( ctx, VB, stage, input );
    376 
    377    return GL_TRUE;
    378 }
    379 
    380 
    381 /* Called in place of do_lighting when the light table may have changed.
    382  */
    383 static void validate_lighting( struct gl_context *ctx,
    384 					struct tnl_pipeline_stage *stage )
    385 {
    386    light_func *tab;
    387 
    388    if (!ctx->Light.Enabled || ctx->VertexProgram._Current)
    389       return;
    390 
    391    if (ctx->Light._NeedVertices) {
    392       if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
    393 	 tab = _tnl_light_spec_tab;
    394       else
    395 	 tab = _tnl_light_tab;
    396    }
    397    else {
    398       if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
    399 	 tab = _tnl_light_fast_single_tab;
    400       else
    401 	 tab = _tnl_light_fast_tab;
    402    }
    403 
    404 
    405    LIGHT_STAGE_DATA(stage)->light_func_tab = tab;
    406 
    407    /* This and the above should only be done on _NEW_LIGHT:
    408     */
    409    TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
    410 }
    411 
    412 
    413 
    414 /* Called the first time stage->run is called.  In effect, don't
    415  * allocate data until the first time the stage is run.
    416  */
    417 static GLboolean init_lighting( struct gl_context *ctx,
    418 				struct tnl_pipeline_stage *stage )
    419 {
    420    TNLcontext *tnl = TNL_CONTEXT(ctx);
    421    struct light_stage_data *store;
    422    GLuint size = tnl->vb.Size;
    423 
    424    stage->privatePtr = MALLOC(sizeof(*store));
    425    store = LIGHT_STAGE_DATA(stage);
    426    if (!store)
    427       return GL_FALSE;
    428 
    429    /* Do onetime init.
    430     */
    431    init_lighting_tables();
    432 
    433    _mesa_vector4f_alloc( &store->Input, 0, size, 32 );
    434    _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 );
    435    _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 );
    436    _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 );
    437    _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 );
    438 
    439    store->LitColor[0].size = 4;
    440    store->LitColor[1].size = 4;
    441    store->LitSecondary[0].size = 3;
    442    store->LitSecondary[1].size = 3;
    443 
    444    return GL_TRUE;
    445 }
    446 
    447 
    448 
    449 
    450 static void dtr( struct tnl_pipeline_stage *stage )
    451 {
    452    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
    453 
    454    if (store) {
    455       _mesa_vector4f_free( &store->Input );
    456       _mesa_vector4f_free( &store->LitColor[0] );
    457       _mesa_vector4f_free( &store->LitColor[1] );
    458       _mesa_vector4f_free( &store->LitSecondary[0] );
    459       _mesa_vector4f_free( &store->LitSecondary[1] );
    460       FREE( store );
    461       stage->privatePtr = NULL;
    462    }
    463 }
    464 
    465 const struct tnl_pipeline_stage _tnl_lighting_stage =
    466 {
    467    "lighting",			/* name */
    468    NULL,			/* private_data */
    469    init_lighting,
    470    dtr,				/* destroy */
    471    validate_lighting,
    472    run_lighting
    473 };
    474