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ReactOS Development > Doxygent_vb_light.c
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00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 6.5 00004 * 00005 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. 00006 * 00007 * Permission is hereby granted, free of charge, to any person obtaining a 00008 * copy of this software and associated documentation files (the "Software"), 00009 * to deal in the Software without restriction, including without limitation 00010 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00011 * and/or sell copies of the Software, and to permit persons to whom the 00012 * Software is furnished to do so, subject to the following conditions: 00013 * 00014 * The above copyright notice and this permission notice shall be included 00015 * in all copies or substantial portions of the Software. 00016 * 00017 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00018 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00019 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00020 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00021 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00022 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00023 */ 00024 00025 00026 00027 #include "main/glheader.h" 00028 #include "main/colormac.h" 00029 #include "main/light.h" 00030 #include "main/macros.h" 00031 #include "main/imports.h" 00032 #include "main/simple_list.h" 00033 #include "main/mtypes.h" 00034 00035 #include "math/m_translate.h" 00036 00037 #include "t_context.h" 00038 #include "t_pipeline.h" 00039 00040 #define LIGHT_TWOSIDE 0x1 00041 #define LIGHT_MATERIAL 0x2 00042 #define MAX_LIGHT_FUNC 0x4 00043 00044 typedef void (*light_func)( GLcontext *ctx, 00045 struct vertex_buffer *VB, 00046 struct tnl_pipeline_stage *stage, 00047 GLvector4f *input ); 00048 00053 struct material_cursor { 00054 const GLfloat *ptr; /* points to src vertex color (in VB array) */ 00055 GLuint stride; /* stride to next vertex color (bytes) */ 00056 GLfloat *current; /* points to material attribute to update */ 00057 GLuint size; /* vertex/color size: 1, 2, 3 or 4 */ 00058 }; 00059 00063 struct light_stage_data { 00064 GLvector4f Input; 00065 GLvector4f LitColor[2]; 00066 GLvector4f LitSecondary[2]; 00067 GLvector4f LitIndex[2]; 00068 light_func *light_func_tab; 00069 00070 struct material_cursor mat[MAT_ATTRIB_MAX]; 00071 GLuint mat_count; 00072 GLuint mat_bitmask; 00073 }; 00074 00075 00076 #define LIGHT_STAGE_DATA(stage) ((struct light_stage_data *)(stage->privatePtr)) 00077 00078 00079 00088 static void 00089 update_materials(GLcontext *ctx, struct light_stage_data *store) 00090 { 00091 GLuint i; 00092 00093 for (i = 0 ; i < store->mat_count ; i++) { 00094 /* update the material */ 00095 COPY_CLEAN_4V(store->mat[i].current, store->mat[i].size, store->mat[i].ptr); 00096 /* increment src vertex color pointer */ 00097 STRIDE_F(store->mat[i].ptr, store->mat[i].stride); 00098 } 00099 00100 /* recompute derived light/material values */ 00101 _mesa_update_material( ctx, store->mat_bitmask ); 00102 /* XXX we should only call this if we're tracking/changing the specular 00103 * exponent. 00104 */ 00105 _mesa_validate_all_lighting_tables( ctx ); 00106 } 00107 00108 00113 static GLuint 00114 prepare_materials(GLcontext *ctx, 00115 struct vertex_buffer *VB, struct light_stage_data *store) 00116 { 00117 GLuint i; 00118 00119 store->mat_count = 0; 00120 store->mat_bitmask = 0; 00121 00122 /* Examine the ColorMaterialBitmask to determine which materials 00123 * track vertex color. Override the material attribute's pointer 00124 * with the color pointer for each one. 00125 */ 00126 if (ctx->Light.ColorMaterialEnabled) { 00127 const GLuint bitmask = ctx->Light.ColorMaterialBitmask; 00128 for (i = 0 ; i < MAT_ATTRIB_MAX ; i++) 00129 if (bitmask & (1<<i)) 00130 VB->AttribPtr[_TNL_ATTRIB_MAT_FRONT_AMBIENT + i] = VB->ColorPtr[0]; 00131 } 00132 00133 /* Now, for each material attribute that's tracking vertex color, save 00134 * some values (ptr, stride, size, current) that we'll need in 00135 * update_materials(), above, that'll actually copy the vertex color to 00136 * the material attribute(s). 00137 */ 00138 for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) { 00139 if (VB->AttribPtr[i]->stride) { 00140 const GLuint j = store->mat_count++; 00141 const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT; 00142 store->mat[j].ptr = VB->AttribPtr[i]->start; 00143 store->mat[j].stride = VB->AttribPtr[i]->stride; 00144 store->mat[j].size = VB->AttribPtr[i]->size; 00145 store->mat[j].current = ctx->Light.Material.Attrib[attr]; 00146 store->mat_bitmask |= (1<<attr); 00147 } 00148 } 00149 00150 /* FIXME: Is this already done? 00151 */ 00152 _mesa_update_material( ctx, ~0 ); 00153 _mesa_validate_all_lighting_tables( ctx ); 00154 00155 return store->mat_count; 00156 } 00157 00158 /* Tables for all the shading functions. 00159 */ 00160 static light_func _tnl_light_tab[MAX_LIGHT_FUNC]; 00161 static light_func _tnl_light_fast_tab[MAX_LIGHT_FUNC]; 00162 static light_func _tnl_light_fast_single_tab[MAX_LIGHT_FUNC]; 00163 static light_func _tnl_light_spec_tab[MAX_LIGHT_FUNC]; 00164 static light_func _tnl_light_ci_tab[MAX_LIGHT_FUNC]; 00165 00166 #define TAG(x) x 00167 #define IDX (0) 00168 #include "t_vb_lighttmp.h" 00169 00170 #define TAG(x) x##_twoside 00171 #define IDX (LIGHT_TWOSIDE) 00172 #include "t_vb_lighttmp.h" 00173 00174 #define TAG(x) x##_material 00175 #define IDX (LIGHT_MATERIAL) 00176 #include "t_vb_lighttmp.h" 00177 00178 #define TAG(x) x##_twoside_material 00179 #define IDX (LIGHT_TWOSIDE|LIGHT_MATERIAL) 00180 #include "t_vb_lighttmp.h" 00181 00182 00183 static void init_lighting_tables( void ) 00184 { 00185 static int done; 00186 00187 if (!done) { 00188 init_light_tab(); 00189 init_light_tab_twoside(); 00190 init_light_tab_material(); 00191 init_light_tab_twoside_material(); 00192 done = 1; 00193 } 00194 } 00195 00196 00197 static GLboolean run_lighting( GLcontext *ctx, 00198 struct tnl_pipeline_stage *stage ) 00199 { 00200 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 00201 TNLcontext *tnl = TNL_CONTEXT(ctx); 00202 struct vertex_buffer *VB = &tnl->vb; 00203 GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; 00204 GLuint idx; 00205 00206 if (!ctx->Light.Enabled || ctx->VertexProgram._Current) 00207 return GL_TRUE; 00208 00209 /* Make sure we can talk about position x,y and z: 00210 */ 00211 if (input->size <= 2 && input == VB->ObjPtr) { 00212 00213 _math_trans_4f( store->Input.data, 00214 VB->ObjPtr->data, 00215 VB->ObjPtr->stride, 00216 GL_FLOAT, 00217 VB->ObjPtr->size, 00218 0, 00219 VB->Count ); 00220 00221 if (input->size <= 2) { 00222 /* Clean z. 00223 */ 00224 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 2); 00225 } 00226 00227 if (input->size <= 1) { 00228 /* Clean y. 00229 */ 00230 _mesa_vector4f_clean_elem(&store->Input, VB->Count, 1); 00231 } 00232 00233 input = &store->Input; 00234 } 00235 00236 idx = 0; 00237 00238 if (prepare_materials( ctx, VB, store )) 00239 idx |= LIGHT_MATERIAL; 00240 00241 if (ctx->Light.Model.TwoSide) 00242 idx |= LIGHT_TWOSIDE; 00243 00244 /* The individual functions know about replaying side-effects 00245 * vs. full re-execution. 00246 */ 00247 store->light_func_tab[idx]( ctx, VB, stage, input ); 00248 00249 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0]; 00250 VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0]; 00251 VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX] = VB->IndexPtr[0]; 00252 00253 return GL_TRUE; 00254 } 00255 00256 00257 /* Called in place of do_lighting when the light table may have changed. 00258 */ 00259 static void validate_lighting( GLcontext *ctx, 00260 struct tnl_pipeline_stage *stage ) 00261 { 00262 light_func *tab; 00263 00264 if (!ctx->Light.Enabled || ctx->VertexProgram._Current) 00265 return; 00266 00267 if (ctx->Visual.rgbMode) { 00268 if (ctx->Light._NeedVertices) { 00269 if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) 00270 tab = _tnl_light_spec_tab; 00271 else 00272 tab = _tnl_light_tab; 00273 } 00274 else { 00275 if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) 00276 tab = _tnl_light_fast_single_tab; 00277 else 00278 tab = _tnl_light_fast_tab; 00279 } 00280 } 00281 else 00282 tab = _tnl_light_ci_tab; 00283 00284 00285 LIGHT_STAGE_DATA(stage)->light_func_tab = tab; 00286 00287 /* This and the above should only be done on _NEW_LIGHT: 00288 */ 00289 TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx ); 00290 } 00291 00292 00293 00294 /* Called the first time stage->run is called. In effect, don't 00295 * allocate data until the first time the stage is run. 00296 */ 00297 static GLboolean init_lighting( GLcontext *ctx, 00298 struct tnl_pipeline_stage *stage ) 00299 { 00300 TNLcontext *tnl = TNL_CONTEXT(ctx); 00301 struct light_stage_data *store; 00302 GLuint size = tnl->vb.Size; 00303 00304 stage->privatePtr = MALLOC(sizeof(*store)); 00305 store = LIGHT_STAGE_DATA(stage); 00306 if (!store) 00307 return GL_FALSE; 00308 00309 /* Do onetime init. 00310 */ 00311 init_lighting_tables(); 00312 00313 _mesa_vector4f_alloc( &store->Input, 0, size, 32 ); 00314 _mesa_vector4f_alloc( &store->LitColor[0], 0, size, 32 ); 00315 _mesa_vector4f_alloc( &store->LitColor[1], 0, size, 32 ); 00316 _mesa_vector4f_alloc( &store->LitSecondary[0], 0, size, 32 ); 00317 _mesa_vector4f_alloc( &store->LitSecondary[1], 0, size, 32 ); 00318 _mesa_vector4f_alloc( &store->LitIndex[0], 0, size, 32 ); 00319 _mesa_vector4f_alloc( &store->LitIndex[1], 0, size, 32 ); 00320 00321 store->LitColor[0].size = 4; 00322 store->LitColor[1].size = 4; 00323 store->LitSecondary[0].size = 3; 00324 store->LitSecondary[1].size = 3; 00325 00326 store->LitIndex[0].size = 1; 00327 store->LitIndex[0].stride = sizeof(GLfloat); 00328 store->LitIndex[1].size = 1; 00329 store->LitIndex[1].stride = sizeof(GLfloat); 00330 00331 return GL_TRUE; 00332 } 00333 00334 00335 00336 00337 static void dtr( struct tnl_pipeline_stage *stage ) 00338 { 00339 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 00340 00341 if (store) { 00342 _mesa_vector4f_free( &store->Input ); 00343 _mesa_vector4f_free( &store->LitColor[0] ); 00344 _mesa_vector4f_free( &store->LitColor[1] ); 00345 _mesa_vector4f_free( &store->LitSecondary[0] ); 00346 _mesa_vector4f_free( &store->LitSecondary[1] ); 00347 _mesa_vector4f_free( &store->LitIndex[0] ); 00348 _mesa_vector4f_free( &store->LitIndex[1] ); 00349 FREE( store ); 00350 stage->privatePtr = NULL; 00351 } 00352 } 00353 00354 const struct tnl_pipeline_stage _tnl_lighting_stage = 00355 { 00356 "lighting", /* name */ 00357 NULL, /* private_data */ 00358 init_lighting, 00359 dtr, /* destroy */ 00360 validate_lighting, 00361 run_lighting 00362 }; Generated on Sat May 26 2012 04:19:35 for ReactOS by
1.7.6.1
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