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      1 /*
      2  * Mesa 3-D graphics library
      3  * Version:  7.5
      4  *
      5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
      6  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the "Software"),
     10  * to deal in the Software without restriction, including without limitation
     11  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     12  * and/or sell copies of the Software, and to permit persons to whom the
     13  * Software is furnished to do so, subject to the following conditions:
     14  *
     15  * The above copyright notice and this permission notice shall be included
     16  * in all copies or substantial portions of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     20  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     21  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     22  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     23  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  */
     25 
     26 
     27 #include "glheader.h"
     28 #include "imports.h"
     29 #include "context.h"
     30 #include "enums.h"
     31 #include "light.h"
     32 #include "macros.h"
     33 #include "simple_list.h"
     34 #include "mtypes.h"
     35 #include "math/m_matrix.h"
     36 
     37 
     38 void GLAPIENTRY
     39 _mesa_ShadeModel( GLenum mode )
     40 {
     41    GET_CURRENT_CONTEXT(ctx);
     42    ASSERT_OUTSIDE_BEGIN_END(ctx);
     43 
     44    if (MESA_VERBOSE & VERBOSE_API)
     45       _mesa_debug(ctx, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode));
     46 
     47    if (mode != GL_FLAT && mode != GL_SMOOTH) {
     48       _mesa_error(ctx, GL_INVALID_ENUM, "glShadeModel");
     49       return;
     50    }
     51 
     52    if (ctx->Light.ShadeModel == mode)
     53       return;
     54 
     55    FLUSH_VERTICES(ctx, _NEW_LIGHT);
     56    ctx->Light.ShadeModel = mode;
     57 
     58    if (ctx->Driver.ShadeModel)
     59       ctx->Driver.ShadeModel( ctx, mode );
     60 }
     61 
     62 
     63 /**
     64  * Set the provoking vertex (the vertex which specifies the prim's
     65  * color when flat shading) to either the first or last vertex of the
     66  * triangle or line.
     67  */
     68 void GLAPIENTRY
     69 _mesa_ProvokingVertexEXT(GLenum mode)
     70 {
     71    GET_CURRENT_CONTEXT(ctx);
     72    ASSERT_OUTSIDE_BEGIN_END(ctx);
     73 
     74    if (MESA_VERBOSE&VERBOSE_API)
     75       _mesa_debug(ctx, "glProvokingVertexEXT 0x%x\n", mode);
     76 
     77    switch (mode) {
     78    case GL_FIRST_VERTEX_CONVENTION_EXT:
     79    case GL_LAST_VERTEX_CONVENTION_EXT:
     80       break;
     81    default:
     82       _mesa_error(ctx, GL_INVALID_ENUM, "glProvokingVertexEXT(0x%x)", mode);
     83       return;
     84    }
     85 
     86    if (ctx->Light.ProvokingVertex == mode)
     87       return;
     88 
     89    FLUSH_VERTICES(ctx, _NEW_LIGHT);
     90    ctx->Light.ProvokingVertex = mode;
     91 }
     92 
     93 
     94 /**
     95  * Helper function called by _mesa_Lightfv and _mesa_PopAttrib to set
     96  * per-light state.
     97  * For GL_POSITION and GL_SPOT_DIRECTION the params position/direction
     98  * will have already been transformed by the modelview matrix!
     99  * Also, all error checking should have already been done.
    100  */
    101 void
    102 _mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params)
    103 {
    104    struct gl_light *light;
    105 
    106    ASSERT(lnum < MAX_LIGHTS);
    107    light = &ctx->Light.Light[lnum];
    108 
    109    switch (pname) {
    110    case GL_AMBIENT:
    111       if (TEST_EQ_4V(light->Ambient, params))
    112 	 return;
    113       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    114       COPY_4V( light->Ambient, params );
    115       break;
    116    case GL_DIFFUSE:
    117       if (TEST_EQ_4V(light->Diffuse, params))
    118 	 return;
    119       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    120       COPY_4V( light->Diffuse, params );
    121       break;
    122    case GL_SPECULAR:
    123       if (TEST_EQ_4V(light->Specular, params))
    124 	 return;
    125       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    126       COPY_4V( light->Specular, params );
    127       break;
    128    case GL_POSITION:
    129       /* NOTE: position has already been transformed by ModelView! */
    130       if (TEST_EQ_4V(light->EyePosition, params))
    131 	 return;
    132       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    133       COPY_4V(light->EyePosition, params);
    134       if (light->EyePosition[3] != 0.0F)
    135 	 light->_Flags |= LIGHT_POSITIONAL;
    136       else
    137 	 light->_Flags &= ~LIGHT_POSITIONAL;
    138       break;
    139    case GL_SPOT_DIRECTION:
    140       /* NOTE: Direction already transformed by inverse ModelView! */
    141       if (TEST_EQ_3V(light->SpotDirection, params))
    142 	 return;
    143       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    144       COPY_3V(light->SpotDirection, params);
    145       break;
    146    case GL_SPOT_EXPONENT:
    147       ASSERT(params[0] >= 0.0);
    148       ASSERT(params[0] <= ctx->Const.MaxSpotExponent);
    149       if (light->SpotExponent == params[0])
    150 	 return;
    151       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    152       light->SpotExponent = params[0];
    153       break;
    154    case GL_SPOT_CUTOFF:
    155       ASSERT(params[0] == 180.0 || (params[0] >= 0.0 && params[0] <= 90.0));
    156       if (light->SpotCutoff == params[0])
    157          return;
    158       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    159       light->SpotCutoff = params[0];
    160       light->_CosCutoff = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
    161       if (light->_CosCutoff < 0)
    162          light->_CosCutoff = 0;
    163       if (light->SpotCutoff != 180.0F)
    164          light->_Flags |= LIGHT_SPOT;
    165       else
    166          light->_Flags &= ~LIGHT_SPOT;
    167       break;
    168    case GL_CONSTANT_ATTENUATION:
    169       ASSERT(params[0] >= 0.0);
    170       if (light->ConstantAttenuation == params[0])
    171 	 return;
    172       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    173       light->ConstantAttenuation = params[0];
    174       break;
    175    case GL_LINEAR_ATTENUATION:
    176       ASSERT(params[0] >= 0.0);
    177       if (light->LinearAttenuation == params[0])
    178 	 return;
    179       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    180       light->LinearAttenuation = params[0];
    181       break;
    182    case GL_QUADRATIC_ATTENUATION:
    183       ASSERT(params[0] >= 0.0);
    184       if (light->QuadraticAttenuation == params[0])
    185 	 return;
    186       FLUSH_VERTICES(ctx, _NEW_LIGHT);
    187       light->QuadraticAttenuation = params[0];
    188       break;
    189    default:
    190       _mesa_problem(ctx, "Unexpected pname in _mesa_light()");
    191       return;
    192    }
    193 
    194    if (ctx->Driver.Lightfv)
    195       ctx->Driver.Lightfv( ctx, GL_LIGHT0 + lnum, pname, params );
    196 }
    197 
    198 
    199 void GLAPIENTRY
    200 _mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
    201 {
    202    GLfloat fparam[4];
    203    fparam[0] = param;
    204    fparam[1] = fparam[2] = fparam[3] = 0.0F;
    205    _mesa_Lightfv( light, pname, fparam );
    206 }
    207 
    208 
    209 void GLAPIENTRY
    210 _mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
    211 {
    212    GET_CURRENT_CONTEXT(ctx);
    213    GLint i = (GLint) (light - GL_LIGHT0);
    214    GLfloat temp[4];
    215    ASSERT_OUTSIDE_BEGIN_END(ctx);
    216 
    217    if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
    218       _mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
    219       return;
    220    }
    221 
    222    /* do particular error checks, transformations */
    223    switch (pname) {
    224    case GL_AMBIENT:
    225    case GL_DIFFUSE:
    226    case GL_SPECULAR:
    227       /* nothing */
    228       break;
    229    case GL_POSITION:
    230       /* transform position by ModelView matrix */
    231       TRANSFORM_POINT(temp, ctx->ModelviewMatrixStack.Top->m, params);
    232       params = temp;
    233       break;
    234    case GL_SPOT_DIRECTION:
    235       /* transform direction by inverse modelview */
    236       if (_math_matrix_is_dirty(ctx->ModelviewMatrixStack.Top)) {
    237 	 _math_matrix_analyse(ctx->ModelviewMatrixStack.Top);
    238       }
    239       TRANSFORM_DIRECTION(temp, params, ctx->ModelviewMatrixStack.Top->m);
    240       params = temp;
    241       break;
    242    case GL_SPOT_EXPONENT:
    243       if (params[0] < 0.0 || params[0] > ctx->Const.MaxSpotExponent) {
    244 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
    245 	 return;
    246       }
    247       break;
    248    case GL_SPOT_CUTOFF:
    249       if ((params[0] < 0.0 || params[0] > 90.0) && params[0] != 180.0) {
    250 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
    251 	 return;
    252       }
    253       break;
    254    case GL_CONSTANT_ATTENUATION:
    255       if (params[0] < 0.0) {
    256 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
    257 	 return;
    258       }
    259       break;
    260    case GL_LINEAR_ATTENUATION:
    261       if (params[0] < 0.0) {
    262 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
    263 	 return;
    264       }
    265       break;
    266    case GL_QUADRATIC_ATTENUATION:
    267       if (params[0] < 0.0) {
    268 	 _mesa_error(ctx, GL_INVALID_VALUE, "glLight");
    269 	 return;
    270       }
    271       break;
    272    default:
    273       _mesa_error(ctx, GL_INVALID_ENUM, "glLight(pname=0x%x)", pname);
    274       return;
    275    }
    276 
    277    _mesa_light(ctx, i, pname, params);
    278 }
    279 
    280 
    281 void GLAPIENTRY
    282 _mesa_Lighti( GLenum light, GLenum pname, GLint param )
    283 {
    284    GLint iparam[4];
    285    iparam[0] = param;
    286    iparam[1] = iparam[2] = iparam[3] = 0;
    287    _mesa_Lightiv( light, pname, iparam );
    288 }
    289 
    290 
    291 void GLAPIENTRY
    292 _mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
    293 {
    294    GLfloat fparam[4];
    295 
    296    switch (pname) {
    297       case GL_AMBIENT:
    298       case GL_DIFFUSE:
    299       case GL_SPECULAR:
    300          fparam[0] = INT_TO_FLOAT( params[0] );
    301          fparam[1] = INT_TO_FLOAT( params[1] );
    302          fparam[2] = INT_TO_FLOAT( params[2] );
    303          fparam[3] = INT_TO_FLOAT( params[3] );
    304          break;
    305       case GL_POSITION:
    306          fparam[0] = (GLfloat) params[0];
    307          fparam[1] = (GLfloat) params[1];
    308          fparam[2] = (GLfloat) params[2];
    309          fparam[3] = (GLfloat) params[3];
    310          break;
    311       case GL_SPOT_DIRECTION:
    312          fparam[0] = (GLfloat) params[0];
    313          fparam[1] = (GLfloat) params[1];
    314          fparam[2] = (GLfloat) params[2];
    315          break;
    316       case GL_SPOT_EXPONENT:
    317       case GL_SPOT_CUTOFF:
    318       case GL_CONSTANT_ATTENUATION:
    319       case GL_LINEAR_ATTENUATION:
    320       case GL_QUADRATIC_ATTENUATION:
    321          fparam[0] = (GLfloat) params[0];
    322          break;
    323       default:
    324          /* error will be caught later in gl_Lightfv */
    325          ;
    326    }
    327 
    328    _mesa_Lightfv( light, pname, fparam );
    329 }
    330 
    331 
    332 
    333 void GLAPIENTRY
    334 _mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
    335 {
    336    GET_CURRENT_CONTEXT(ctx);
    337    GLint l = (GLint) (light - GL_LIGHT0);
    338    ASSERT_OUTSIDE_BEGIN_END(ctx);
    339 
    340    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
    341       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
    342       return;
    343    }
    344 
    345    switch (pname) {
    346       case GL_AMBIENT:
    347          COPY_4V( params, ctx->Light.Light[l].Ambient );
    348          break;
    349       case GL_DIFFUSE:
    350          COPY_4V( params, ctx->Light.Light[l].Diffuse );
    351          break;
    352       case GL_SPECULAR:
    353          COPY_4V( params, ctx->Light.Light[l].Specular );
    354          break;
    355       case GL_POSITION:
    356          COPY_4V( params, ctx->Light.Light[l].EyePosition );
    357          break;
    358       case GL_SPOT_DIRECTION:
    359          COPY_3V( params, ctx->Light.Light[l].SpotDirection );
    360          break;
    361       case GL_SPOT_EXPONENT:
    362          params[0] = ctx->Light.Light[l].SpotExponent;
    363          break;
    364       case GL_SPOT_CUTOFF:
    365          params[0] = ctx->Light.Light[l].SpotCutoff;
    366          break;
    367       case GL_CONSTANT_ATTENUATION:
    368          params[0] = ctx->Light.Light[l].ConstantAttenuation;
    369          break;
    370       case GL_LINEAR_ATTENUATION:
    371          params[0] = ctx->Light.Light[l].LinearAttenuation;
    372          break;
    373       case GL_QUADRATIC_ATTENUATION:
    374          params[0] = ctx->Light.Light[l].QuadraticAttenuation;
    375          break;
    376       default:
    377          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
    378          break;
    379    }
    380 }
    381 
    382 
    383 void GLAPIENTRY
    384 _mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
    385 {
    386    GET_CURRENT_CONTEXT(ctx);
    387    GLint l = (GLint) (light - GL_LIGHT0);
    388    ASSERT_OUTSIDE_BEGIN_END(ctx);
    389 
    390    if (l < 0 || l >= (GLint) ctx->Const.MaxLights) {
    391       _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
    392       return;
    393    }
    394 
    395    switch (pname) {
    396       case GL_AMBIENT:
    397          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
    398          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
    399          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
    400          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
    401          break;
    402       case GL_DIFFUSE:
    403          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
    404          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
    405          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
    406          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
    407          break;
    408       case GL_SPECULAR:
    409          params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
    410          params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
    411          params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
    412          params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
    413          break;
    414       case GL_POSITION:
    415          params[0] = (GLint) ctx->Light.Light[l].EyePosition[0];
    416          params[1] = (GLint) ctx->Light.Light[l].EyePosition[1];
    417          params[2] = (GLint) ctx->Light.Light[l].EyePosition[2];
    418          params[3] = (GLint) ctx->Light.Light[l].EyePosition[3];
    419          break;
    420       case GL_SPOT_DIRECTION:
    421          params[0] = (GLint) ctx->Light.Light[l].SpotDirection[0];
    422          params[1] = (GLint) ctx->Light.Light[l].SpotDirection[1];
    423          params[2] = (GLint) ctx->Light.Light[l].SpotDirection[2];
    424          break;
    425       case GL_SPOT_EXPONENT:
    426          params[0] = (GLint) ctx->Light.Light[l].SpotExponent;
    427          break;
    428       case GL_SPOT_CUTOFF:
    429          params[0] = (GLint) ctx->Light.Light[l].SpotCutoff;
    430          break;
    431       case GL_CONSTANT_ATTENUATION:
    432          params[0] = (GLint) ctx->Light.Light[l].ConstantAttenuation;
    433          break;
    434       case GL_LINEAR_ATTENUATION:
    435          params[0] = (GLint) ctx->Light.Light[l].LinearAttenuation;
    436          break;
    437       case GL_QUADRATIC_ATTENUATION:
    438          params[0] = (GLint) ctx->Light.Light[l].QuadraticAttenuation;
    439          break;
    440       default:
    441          _mesa_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
    442          break;
    443    }
    444 }
    445 
    446 
    447 
    448 /**********************************************************************/
    449 /***                        Light Model                             ***/
    450 /**********************************************************************/
    451 
    452 
    453 void GLAPIENTRY
    454 _mesa_LightModelfv( GLenum pname, const GLfloat *params )
    455 {
    456    GLenum newenum;
    457    GLboolean newbool;
    458    GET_CURRENT_CONTEXT(ctx);
    459    ASSERT_OUTSIDE_BEGIN_END(ctx);
    460 
    461    switch (pname) {
    462       case GL_LIGHT_MODEL_AMBIENT:
    463          if (TEST_EQ_4V( ctx->Light.Model.Ambient, params ))
    464 	    return;
    465 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
    466          COPY_4V( ctx->Light.Model.Ambient, params );
    467          break;
    468       case GL_LIGHT_MODEL_LOCAL_VIEWER:
    469          if (ctx->API != API_OPENGL)
    470             goto invalid_pname;
    471          newbool = (params[0]!=0.0);
    472 	 if (ctx->Light.Model.LocalViewer == newbool)
    473 	    return;
    474 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
    475 	 ctx->Light.Model.LocalViewer = newbool;
    476          break;
    477       case GL_LIGHT_MODEL_TWO_SIDE:
    478          newbool = (params[0]!=0.0);
    479 	 if (ctx->Light.Model.TwoSide == newbool)
    480 	    return;
    481 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
    482 	 ctx->Light.Model.TwoSide = newbool;
    483          if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
    484             ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
    485          else
    486             ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
    487          break;
    488       case GL_LIGHT_MODEL_COLOR_CONTROL:
    489          if (ctx->API != API_OPENGL)
    490             goto invalid_pname;
    491          if (params[0] == (GLfloat) GL_SINGLE_COLOR)
    492 	    newenum = GL_SINGLE_COLOR;
    493          else if (params[0] == (GLfloat) GL_SEPARATE_SPECULAR_COLOR)
    494 	    newenum = GL_SEPARATE_SPECULAR_COLOR;
    495 	 else {
    496             _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(param=0x0%x)",
    497                          (GLint) params[0] );
    498 	    return;
    499          }
    500 	 if (ctx->Light.Model.ColorControl == newenum)
    501 	    return;
    502 	 FLUSH_VERTICES(ctx, _NEW_LIGHT);
    503 	 ctx->Light.Model.ColorControl = newenum;
    504          break;
    505       default:
    506          goto invalid_pname;
    507    }
    508 
    509    if (ctx->Driver.LightModelfv)
    510       ctx->Driver.LightModelfv( ctx, pname, params );
    511 
    512    return;
    513 
    514 invalid_pname:
    515    _mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
    516    return;
    517 }
    518 
    519 
    520 void GLAPIENTRY
    521 _mesa_LightModeliv( GLenum pname, const GLint *params )
    522 {
    523    GLfloat fparam[4];
    524 
    525    switch (pname) {
    526       case GL_LIGHT_MODEL_AMBIENT:
    527          fparam[0] = INT_TO_FLOAT( params[0] );
    528          fparam[1] = INT_TO_FLOAT( params[1] );
    529          fparam[2] = INT_TO_FLOAT( params[2] );
    530          fparam[3] = INT_TO_FLOAT( params[3] );
    531          break;
    532       case GL_LIGHT_MODEL_LOCAL_VIEWER:
    533       case GL_LIGHT_MODEL_TWO_SIDE:
    534       case GL_LIGHT_MODEL_COLOR_CONTROL:
    535          fparam[0] = (GLfloat) params[0];
    536          break;
    537       default:
    538          /* Error will be caught later in gl_LightModelfv */
    539          ASSIGN_4V(fparam, 0.0F, 0.0F, 0.0F, 0.0F);
    540    }
    541    _mesa_LightModelfv( pname, fparam );
    542 }
    543 
    544 
    545 void GLAPIENTRY
    546 _mesa_LightModeli( GLenum pname, GLint param )
    547 {
    548    GLint iparam[4];
    549    iparam[0] = param;
    550    iparam[1] = iparam[2] = iparam[3] = 0;
    551    _mesa_LightModeliv( pname, iparam );
    552 }
    553 
    554 
    555 void GLAPIENTRY
    556 _mesa_LightModelf( GLenum pname, GLfloat param )
    557 {
    558    GLfloat fparam[4];
    559    fparam[0] = param;
    560    fparam[1] = fparam[2] = fparam[3] = 0.0F;
    561    _mesa_LightModelfv( pname, fparam );
    562 }
    563 
    564 
    565 
    566 /********** MATERIAL **********/
    567 
    568 
    569 /*
    570  * Given a face and pname value (ala glColorMaterial), compute a bitmask
    571  * of the targeted material values.
    572  */
    573 GLuint
    574 _mesa_material_bitmask( struct gl_context *ctx, GLenum face, GLenum pname,
    575                         GLuint legal, const char *where )
    576 {
    577    GLuint bitmask = 0;
    578 
    579    /* Make a bitmask indicating what material attribute(s) we're updating */
    580    switch (pname) {
    581       case GL_EMISSION:
    582          bitmask |= MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION;
    583          break;
    584       case GL_AMBIENT:
    585          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
    586          break;
    587       case GL_DIFFUSE:
    588          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
    589          break;
    590       case GL_SPECULAR:
    591          bitmask |= MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR;
    592          break;
    593       case GL_SHININESS:
    594          bitmask |= MAT_BIT_FRONT_SHININESS | MAT_BIT_BACK_SHININESS;
    595          break;
    596       case GL_AMBIENT_AND_DIFFUSE:
    597          bitmask |= MAT_BIT_FRONT_AMBIENT | MAT_BIT_BACK_AMBIENT;
    598          bitmask |= MAT_BIT_FRONT_DIFFUSE | MAT_BIT_BACK_DIFFUSE;
    599          break;
    600       case GL_COLOR_INDEXES:
    601          bitmask |= MAT_BIT_FRONT_INDEXES  | MAT_BIT_BACK_INDEXES;
    602          break;
    603       default:
    604          _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
    605          return 0;
    606    }
    607 
    608    if (face==GL_FRONT) {
    609       bitmask &= FRONT_MATERIAL_BITS;
    610    }
    611    else if (face==GL_BACK) {
    612       bitmask &= BACK_MATERIAL_BITS;
    613    }
    614    else if (face != GL_FRONT_AND_BACK) {
    615       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
    616       return 0;
    617    }
    618 
    619    if (bitmask & ~legal) {
    620       _mesa_error( ctx, GL_INVALID_ENUM, "%s", where );
    621       return 0;
    622    }
    623 
    624    return bitmask;
    625 }
    626 
    627 
    628 
    629 /* Update derived values following a change in ctx->Light.Material
    630  */
    631 void
    632 _mesa_update_material( struct gl_context *ctx, GLuint bitmask )
    633 {
    634    struct gl_light *light, *list = &ctx->Light.EnabledList;
    635    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
    636 
    637    if (MESA_VERBOSE & VERBOSE_MATERIAL)
    638       _mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
    639 
    640    if (!bitmask)
    641       return;
    642 
    643    /* update material ambience */
    644    if (bitmask & MAT_BIT_FRONT_AMBIENT) {
    645       foreach (light, list) {
    646          SCALE_3V( light->_MatAmbient[0], light->Ambient,
    647 		   mat[MAT_ATTRIB_FRONT_AMBIENT]);
    648       }
    649    }
    650 
    651    if (bitmask & MAT_BIT_BACK_AMBIENT) {
    652       foreach (light, list) {
    653          SCALE_3V( light->_MatAmbient[1], light->Ambient,
    654 		   mat[MAT_ATTRIB_BACK_AMBIENT]);
    655       }
    656    }
    657 
    658    /* update BaseColor = emission + scene's ambience * material's ambience */
    659    if (bitmask & (MAT_BIT_FRONT_EMISSION | MAT_BIT_FRONT_AMBIENT)) {
    660       COPY_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_EMISSION] );
    661       ACC_SCALE_3V( ctx->Light._BaseColor[0], mat[MAT_ATTRIB_FRONT_AMBIENT],
    662 		    ctx->Light.Model.Ambient );
    663    }
    664 
    665    if (bitmask & (MAT_BIT_BACK_EMISSION | MAT_BIT_BACK_AMBIENT)) {
    666       COPY_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_EMISSION] );
    667       ACC_SCALE_3V( ctx->Light._BaseColor[1], mat[MAT_ATTRIB_BACK_AMBIENT],
    668 		    ctx->Light.Model.Ambient );
    669    }
    670 
    671    /* update material diffuse values */
    672    if (bitmask & MAT_BIT_FRONT_DIFFUSE) {
    673       foreach (light, list) {
    674 	 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
    675 		   mat[MAT_ATTRIB_FRONT_DIFFUSE] );
    676       }
    677    }
    678 
    679    if (bitmask & MAT_BIT_BACK_DIFFUSE) {
    680       foreach (light, list) {
    681 	 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
    682 		   mat[MAT_ATTRIB_BACK_DIFFUSE] );
    683       }
    684    }
    685 
    686    /* update material specular values */
    687    if (bitmask & MAT_BIT_FRONT_SPECULAR) {
    688       foreach (light, list) {
    689 	 SCALE_3V( light->_MatSpecular[0], light->Specular,
    690 		   mat[MAT_ATTRIB_FRONT_SPECULAR]);
    691       }
    692    }
    693 
    694    if (bitmask & MAT_BIT_BACK_SPECULAR) {
    695       foreach (light, list) {
    696 	 SCALE_3V( light->_MatSpecular[1], light->Specular,
    697 		   mat[MAT_ATTRIB_BACK_SPECULAR]);
    698       }
    699    }
    700 }
    701 
    702 
    703 /*
    704  * Update the current materials from the given rgba color
    705  * according to the bitmask in _ColorMaterialBitmask, which is
    706  * set by glColorMaterial().
    707  */
    708 void
    709 _mesa_update_color_material( struct gl_context *ctx, const GLfloat color[4] )
    710 {
    711    const GLbitfield bitmask = ctx->Light._ColorMaterialBitmask;
    712    struct gl_material *mat = &ctx->Light.Material;
    713    int i;
    714 
    715    for (i = 0 ; i < MAT_ATTRIB_MAX ; i++)
    716       if (bitmask & (1<<i))
    717 	 COPY_4FV( mat->Attrib[i], color );
    718 
    719    _mesa_update_material( ctx, bitmask );
    720 }
    721 
    722 
    723 void GLAPIENTRY
    724 _mesa_ColorMaterial( GLenum face, GLenum mode )
    725 {
    726    GET_CURRENT_CONTEXT(ctx);
    727    GLuint bitmask;
    728    GLuint legal = (MAT_BIT_FRONT_EMISSION | MAT_BIT_BACK_EMISSION |
    729 		   MAT_BIT_FRONT_SPECULAR | MAT_BIT_BACK_SPECULAR |
    730 		   MAT_BIT_FRONT_DIFFUSE  | MAT_BIT_BACK_DIFFUSE  |
    731 		   MAT_BIT_FRONT_AMBIENT  | MAT_BIT_BACK_AMBIENT);
    732    ASSERT_OUTSIDE_BEGIN_END(ctx);
    733 
    734    if (MESA_VERBOSE&VERBOSE_API)
    735       _mesa_debug(ctx, "glColorMaterial %s %s\n",
    736                   _mesa_lookup_enum_by_nr(face),
    737                   _mesa_lookup_enum_by_nr(mode));
    738 
    739    bitmask = _mesa_material_bitmask(ctx, face, mode, legal, "glColorMaterial");
    740    if (bitmask == 0)
    741       return; /* error was recorded */
    742 
    743    if (ctx->Light._ColorMaterialBitmask == bitmask &&
    744        ctx->Light.ColorMaterialFace == face &&
    745        ctx->Light.ColorMaterialMode == mode)
    746       return;
    747 
    748    FLUSH_VERTICES(ctx, _NEW_LIGHT);
    749    ctx->Light._ColorMaterialBitmask = bitmask;
    750    ctx->Light.ColorMaterialFace = face;
    751    ctx->Light.ColorMaterialMode = mode;
    752 
    753    if (ctx->Light.ColorMaterialEnabled) {
    754       FLUSH_CURRENT( ctx, 0 );
    755       _mesa_update_color_material(ctx,ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
    756    }
    757 
    758    if (ctx->Driver.ColorMaterial)
    759       ctx->Driver.ColorMaterial( ctx, face, mode );
    760 }
    761 
    762 
    763 void GLAPIENTRY
    764 _mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
    765 {
    766    GET_CURRENT_CONTEXT(ctx);
    767    GLuint f;
    768    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
    769    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
    770 
    771    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
    772 
    773    if (face==GL_FRONT) {
    774       f = 0;
    775    }
    776    else if (face==GL_BACK) {
    777       f = 1;
    778    }
    779    else {
    780       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
    781       return;
    782    }
    783 
    784    switch (pname) {
    785       case GL_AMBIENT:
    786          COPY_4FV( params, mat[MAT_ATTRIB_AMBIENT(f)] );
    787          break;
    788       case GL_DIFFUSE:
    789          COPY_4FV( params, mat[MAT_ATTRIB_DIFFUSE(f)] );
    790 	 break;
    791       case GL_SPECULAR:
    792          COPY_4FV( params, mat[MAT_ATTRIB_SPECULAR(f)] );
    793 	 break;
    794       case GL_EMISSION:
    795 	 COPY_4FV( params, mat[MAT_ATTRIB_EMISSION(f)] );
    796 	 break;
    797       case GL_SHININESS:
    798 	 *params = mat[MAT_ATTRIB_SHININESS(f)][0];
    799 	 break;
    800       case GL_COLOR_INDEXES:
    801          if (ctx->API != API_OPENGL) {
    802             _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
    803             return;
    804          }
    805 	 params[0] = mat[MAT_ATTRIB_INDEXES(f)][0];
    806 	 params[1] = mat[MAT_ATTRIB_INDEXES(f)][1];
    807 	 params[2] = mat[MAT_ATTRIB_INDEXES(f)][2];
    808 	 break;
    809       default:
    810          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
    811    }
    812 }
    813 
    814 
    815 void GLAPIENTRY
    816 _mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
    817 {
    818    GET_CURRENT_CONTEXT(ctx);
    819    GLuint f;
    820    GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
    821    ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); /* update materials */
    822 
    823    ASSERT(ctx->API == API_OPENGL);
    824 
    825    FLUSH_CURRENT(ctx, 0); /* update ctx->Light.Material from vertex buffer */
    826 
    827    if (face==GL_FRONT) {
    828       f = 0;
    829    }
    830    else if (face==GL_BACK) {
    831       f = 1;
    832    }
    833    else {
    834       _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
    835       return;
    836    }
    837    switch (pname) {
    838       case GL_AMBIENT:
    839          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][0] );
    840          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][1] );
    841          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][2] );
    842          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_AMBIENT(f)][3] );
    843          break;
    844       case GL_DIFFUSE:
    845          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][0] );
    846          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][1] );
    847          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][2] );
    848          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_DIFFUSE(f)][3] );
    849 	 break;
    850       case GL_SPECULAR:
    851          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][0] );
    852          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][1] );
    853          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][2] );
    854          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_SPECULAR(f)][3] );
    855 	 break;
    856       case GL_EMISSION:
    857          params[0] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][0] );
    858          params[1] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][1] );
    859          params[2] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][2] );
    860          params[3] = FLOAT_TO_INT( mat[MAT_ATTRIB_EMISSION(f)][3] );
    861 	 break;
    862       case GL_SHININESS:
    863          *params = IROUND( mat[MAT_ATTRIB_SHININESS(f)][0] );
    864 	 break;
    865       case GL_COLOR_INDEXES:
    866 	 params[0] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][0] );
    867 	 params[1] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][1] );
    868 	 params[2] = IROUND( mat[MAT_ATTRIB_INDEXES(f)][2] );
    869 	 break;
    870       default:
    871          _mesa_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
    872    }
    873 }
    874 
    875 
    876 
    877 /**
    878  * Examine current lighting parameters to determine if the optimized lighting
    879  * function can be used.
    880  * Also, precompute some lighting values such as the products of light
    881  * source and material ambient, diffuse and specular coefficients.
    882  */
    883 void
    884 _mesa_update_lighting( struct gl_context *ctx )
    885 {
    886    GLbitfield flags = 0;
    887    struct gl_light *light;
    888    ctx->Light._NeedEyeCoords = GL_FALSE;
    889 
    890    if (!ctx->Light.Enabled)
    891       return;
    892 
    893    foreach(light, &ctx->Light.EnabledList) {
    894       flags |= light->_Flags;
    895    }
    896 
    897    ctx->Light._NeedVertices =
    898       ((flags & (LIGHT_POSITIONAL|LIGHT_SPOT)) ||
    899        ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ||
    900        ctx->Light.Model.LocalViewer);
    901 
    902    ctx->Light._NeedEyeCoords = ((flags & LIGHT_POSITIONAL) ||
    903 				ctx->Light.Model.LocalViewer);
    904 
    905    /* XXX: This test is overkill & needs to be fixed both for software and
    906     * hardware t&l drivers.  The above should be sufficient & should
    907     * be tested to verify this.
    908     */
    909    if (ctx->Light._NeedVertices)
    910       ctx->Light._NeedEyeCoords = GL_TRUE;
    911 
    912    /* Precompute some shading values.  Although we reference
    913     * Light.Material here, we can get away without flushing
    914     * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
    915     * are flushed, they will update the derived state at that time.
    916     */
    917    if (ctx->Light.Model.TwoSide)
    918       _mesa_update_material(ctx,
    919 			    MAT_BIT_FRONT_EMISSION |
    920 			    MAT_BIT_FRONT_AMBIENT |
    921 			    MAT_BIT_FRONT_DIFFUSE |
    922 			    MAT_BIT_FRONT_SPECULAR |
    923 			    MAT_BIT_BACK_EMISSION |
    924 			    MAT_BIT_BACK_AMBIENT |
    925 			    MAT_BIT_BACK_DIFFUSE |
    926 			    MAT_BIT_BACK_SPECULAR);
    927    else
    928       _mesa_update_material(ctx,
    929 			    MAT_BIT_FRONT_EMISSION |
    930 			    MAT_BIT_FRONT_AMBIENT |
    931 			    MAT_BIT_FRONT_DIFFUSE |
    932 			    MAT_BIT_FRONT_SPECULAR);
    933 }
    934 
    935 
    936 /**
    937  * Update state derived from light position, spot direction.
    938  * Called upon:
    939  *   _NEW_MODELVIEW
    940  *   _NEW_LIGHT
    941  *   _TNL_NEW_NEED_EYE_COORDS
    942  *
    943  * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
    944  * Also update on lighting space changes.
    945  */
    946 static void
    947 compute_light_positions( struct gl_context *ctx )
    948 {
    949    struct gl_light *light;
    950    static const GLfloat eye_z[3] = { 0, 0, 1 };
    951 
    952    if (!ctx->Light.Enabled)
    953       return;
    954 
    955    if (ctx->_NeedEyeCoords) {
    956       COPY_3V( ctx->_EyeZDir, eye_z );
    957    }
    958    else {
    959       TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m );
    960    }
    961 
    962    foreach (light, &ctx->Light.EnabledList) {
    963 
    964       if (ctx->_NeedEyeCoords) {
    965          /* _Position is in eye coordinate space */
    966 	 COPY_4FV( light->_Position, light->EyePosition );
    967       }
    968       else {
    969          /* _Position is in object coordinate space */
    970 	 TRANSFORM_POINT( light->_Position, ctx->ModelviewMatrixStack.Top->inv,
    971 			  light->EyePosition );
    972       }
    973 
    974       if (!(light->_Flags & LIGHT_POSITIONAL)) {
    975 	 /* VP (VP) = Normalize( Position ) */
    976 	 COPY_3V( light->_VP_inf_norm, light->_Position );
    977 	 NORMALIZE_3FV( light->_VP_inf_norm );
    978 
    979 	 if (!ctx->Light.Model.LocalViewer) {
    980 	    /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
    981 	    ADD_3V( light->_h_inf_norm, light->_VP_inf_norm, ctx->_EyeZDir);
    982 	    NORMALIZE_3FV( light->_h_inf_norm );
    983 	 }
    984 	 light->_VP_inf_spot_attenuation = 1.0;
    985       }
    986       else {
    987          /* positional light w/ homogeneous coordinate, divide by W */
    988          GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
    989          light->_Position[0] *= wInv;
    990          light->_Position[1] *= wInv;
    991          light->_Position[2] *= wInv;
    992       }
    993 
    994       if (light->_Flags & LIGHT_SPOT) {
    995          /* Note: we normalize the spot direction now */
    996 
    997 	 if (ctx->_NeedEyeCoords) {
    998 	    COPY_3V( light->_NormSpotDirection, light->SpotDirection );
    999             NORMALIZE_3FV( light->_NormSpotDirection );
   1000 	 }
   1001          else {
   1002             GLfloat spotDir[3];
   1003             COPY_3V(spotDir, light->SpotDirection);
   1004             NORMALIZE_3FV(spotDir);
   1005 	    TRANSFORM_NORMAL( light->_NormSpotDirection,
   1006 			      spotDir,
   1007 			      ctx->ModelviewMatrixStack.Top->m);
   1008 	 }
   1009 
   1010 	 NORMALIZE_3FV( light->_NormSpotDirection );
   1011 
   1012 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
   1013 	    GLfloat PV_dot_dir = - DOT3(light->_VP_inf_norm,
   1014 					light->_NormSpotDirection);
   1015 
   1016 	    if (PV_dot_dir > light->_CosCutoff) {
   1017 	       light->_VP_inf_spot_attenuation =
   1018                   powf(PV_dot_dir, light->SpotExponent);
   1019 	    }
   1020 	    else {
   1021 	       light->_VP_inf_spot_attenuation = 0;
   1022             }
   1023 	 }
   1024       }
   1025    }
   1026 }
   1027 
   1028 
   1029 
   1030 static void
   1031 update_modelview_scale( struct gl_context *ctx )
   1032 {
   1033    ctx->_ModelViewInvScale = 1.0F;
   1034    if (!_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top)) {
   1035       const GLfloat *m = ctx->ModelviewMatrixStack.Top->inv;
   1036       GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
   1037       if (f < 1e-12) f = 1.0;
   1038       if (ctx->_NeedEyeCoords)
   1039 	 ctx->_ModelViewInvScale = (GLfloat) INV_SQRTF(f);
   1040       else
   1041 	 ctx->_ModelViewInvScale = (GLfloat) SQRTF(f);
   1042    }
   1043 }
   1044 
   1045 
   1046 /**
   1047  * Bring up to date any state that relies on _NeedEyeCoords.
   1048  */
   1049 void
   1050 _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state )
   1051 {
   1052    const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
   1053 
   1054    (void) new_state;
   1055    ctx->_NeedEyeCoords = GL_FALSE;
   1056 
   1057    if (ctx->_ForceEyeCoords ||
   1058        (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) ||
   1059        ctx->Point._Attenuated ||
   1060        ctx->Light._NeedEyeCoords)
   1061       ctx->_NeedEyeCoords = GL_TRUE;
   1062 
   1063    if (ctx->Light.Enabled &&
   1064        !_math_matrix_is_length_preserving(ctx->ModelviewMatrixStack.Top))
   1065       ctx->_NeedEyeCoords = GL_TRUE;
   1066 
   1067    /* Check if the truth-value interpretations of the bitfields have
   1068     * changed:
   1069     */
   1070    if (oldneedeyecoords != ctx->_NeedEyeCoords) {
   1071       /* Recalculate all state that depends on _NeedEyeCoords.
   1072        */
   1073       update_modelview_scale(ctx);
   1074       compute_light_positions( ctx );
   1075 
   1076       if (ctx->Driver.LightingSpaceChange)
   1077 	 ctx->Driver.LightingSpaceChange( ctx );
   1078    }
   1079    else {
   1080       GLuint new_state2 = ctx->NewState;
   1081 
   1082       /* Recalculate that same state only if it has been invalidated
   1083        * by other statechanges.
   1084        */
   1085       if (new_state2 & _NEW_MODELVIEW)
   1086 	 update_modelview_scale(ctx);
   1087 
   1088       if (new_state2 & (_NEW_LIGHT|_NEW_MODELVIEW))
   1089 	 compute_light_positions( ctx );
   1090    }
   1091 }
   1092 
   1093 
   1094 /**
   1095  * Drivers may need this if the hardware tnl unit doesn't support the
   1096  * light-in-modelspace optimization.  It's also useful for debugging.
   1097  */
   1098 void
   1099 _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag )
   1100 {
   1101    ctx->_ForceEyeCoords = !flag;
   1102    ctx->NewState |= _NEW_POINT;	/* one of the bits from
   1103 				 * _MESA_NEW_NEED_EYE_COORDS.
   1104 				 */
   1105 }
   1106 
   1107 
   1108 
   1109 /**********************************************************************/
   1110 /*****                      Initialization                        *****/
   1111 /**********************************************************************/
   1112 
   1113 /**
   1114  * Initialize the n-th light data structure.
   1115  *
   1116  * \param l pointer to the gl_light structure to be initialized.
   1117  * \param n number of the light.
   1118  * \note The defaults for light 0 are different than the other lights.
   1119  */
   1120 static void
   1121 init_light( struct gl_light *l, GLuint n )
   1122 {
   1123    make_empty_list( l );
   1124 
   1125    ASSIGN_4V( l->Ambient, 0.0, 0.0, 0.0, 1.0 );
   1126    if (n==0) {
   1127       ASSIGN_4V( l->Diffuse, 1.0, 1.0, 1.0, 1.0 );
   1128       ASSIGN_4V( l->Specular, 1.0, 1.0, 1.0, 1.0 );
   1129    }
   1130    else {
   1131       ASSIGN_4V( l->Diffuse, 0.0, 0.0, 0.0, 1.0 );
   1132       ASSIGN_4V( l->Specular, 0.0, 0.0, 0.0, 1.0 );
   1133    }
   1134    ASSIGN_4V( l->EyePosition, 0.0, 0.0, 1.0, 0.0 );
   1135    ASSIGN_3V( l->SpotDirection, 0.0, 0.0, -1.0 );
   1136    l->SpotExponent = 0.0;
   1137    l->SpotCutoff = 180.0;
   1138    l->_CosCutoff = 0.0;		/* KW: -ve values not admitted */
   1139    l->ConstantAttenuation = 1.0;
   1140    l->LinearAttenuation = 0.0;
   1141    l->QuadraticAttenuation = 0.0;
   1142    l->Enabled = GL_FALSE;
   1143 }
   1144 
   1145 
   1146 /**
   1147  * Initialize the light model data structure.
   1148  *
   1149  * \param lm pointer to the gl_lightmodel structure to be initialized.
   1150  */
   1151 static void
   1152 init_lightmodel( struct gl_lightmodel *lm )
   1153 {
   1154    ASSIGN_4V( lm->Ambient, 0.2F, 0.2F, 0.2F, 1.0F );
   1155    lm->LocalViewer = GL_FALSE;
   1156    lm->TwoSide = GL_FALSE;
   1157    lm->ColorControl = GL_SINGLE_COLOR;
   1158 }
   1159 
   1160 
   1161 /**
   1162  * Initialize the material data structure.
   1163  *
   1164  * \param m pointer to the gl_material structure to be initialized.
   1165  */
   1166 static void
   1167 init_material( struct gl_material *m )
   1168 {
   1169    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_AMBIENT],  0.2F, 0.2F, 0.2F, 1.0F );
   1170    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_DIFFUSE],  0.8F, 0.8F, 0.8F, 1.0F );
   1171    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
   1172    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
   1173    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
   1174    ASSIGN_4V( m->Attrib[MAT_ATTRIB_FRONT_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
   1175 
   1176    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_AMBIENT],  0.2F, 0.2F, 0.2F, 1.0F );
   1177    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_DIFFUSE],  0.8F, 0.8F, 0.8F, 1.0F );
   1178    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SPECULAR], 0.0F, 0.0F, 0.0F, 1.0F );
   1179    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_EMISSION], 0.0F, 0.0F, 0.0F, 1.0F );
   1180    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_SHININESS], 0.0F, 0.0F, 0.0F, 0.0F );
   1181    ASSIGN_4V( m->Attrib[MAT_ATTRIB_BACK_INDEXES], 0.0F, 1.0F, 1.0F, 0.0F );
   1182 }
   1183 
   1184 
   1185 /**
   1186  * Initialize all lighting state for the given context.
   1187  */
   1188 void
   1189 _mesa_init_lighting( struct gl_context *ctx )
   1190 {
   1191    GLuint i;
   1192 
   1193    /* Lighting group */
   1194    for (i = 0; i < MAX_LIGHTS; i++) {
   1195       init_light( &ctx->Light.Light[i], i );
   1196    }
   1197    make_empty_list( &ctx->Light.EnabledList );
   1198 
   1199    init_lightmodel( &ctx->Light.Model );
   1200    init_material( &ctx->Light.Material );
   1201    ctx->Light.ShadeModel = GL_SMOOTH;
   1202    ctx->Light.ProvokingVertex = GL_LAST_VERTEX_CONVENTION_EXT;
   1203    ctx->Light.Enabled = GL_FALSE;
   1204    ctx->Light.ColorMaterialFace = GL_FRONT_AND_BACK;
   1205    ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
   1206    ctx->Light._ColorMaterialBitmask = _mesa_material_bitmask( ctx,
   1207                                                GL_FRONT_AND_BACK,
   1208                                                GL_AMBIENT_AND_DIFFUSE, ~0,
   1209                                                NULL );
   1210 
   1211    ctx->Light.ColorMaterialEnabled = GL_FALSE;
   1212    ctx->Light.ClampVertexColor = GL_TRUE;
   1213 
   1214    /* Miscellaneous */
   1215    ctx->Light._NeedEyeCoords = GL_FALSE;
   1216    ctx->_NeedEyeCoords = GL_FALSE;
   1217    ctx->_ForceEyeCoords = GL_FALSE;
   1218    ctx->_ModelViewInvScale = 1.0;
   1219 }
   1220 
   1221 
   1222 /**
   1223  * Deallocate malloc'd lighting state attached to given context.
   1224  */
   1225 void
   1226 _mesa_free_lighting_data( struct gl_context *ctx )
   1227 {
   1228 }
   1229