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authorKeith Whitwell <keith@tungstengraphics.com>2000-11-16 21:05:34 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2000-11-16 21:05:34 +0000
commit23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch)
tree21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/main/rastpos.c
parent179516673211a2350e479d5321840291f339f5dd (diff)
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/main/rastpos.c')
-rw-r--r--src/mesa/main/rastpos.c203
1 files changed, 197 insertions, 6 deletions
diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c
index e8d36a3ba0..a59e22a36a 100644
--- a/src/mesa/main/rastpos.c
+++ b/src/mesa/main/rastpos.c
@@ -1,4 +1,4 @@
-/* $Id: rastpos.c,v 1.13 2000/11/13 20:02:56 keithw Exp $ */
+/* $Id: rastpos.c,v 1.14 2000/11/16 21:05:35 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -35,17 +35,206 @@
#include "feedback.h"
#include "light.h"
#include "macros.h"
-#include "matrix.h"
#include "mmath.h"
#include "rastpos.h"
-#include "shade.h"
#include "state.h"
+#include "simple_list.h"
#include "types.h"
-#include "xform.h"
+
+#include "math/m_matrix.h"
+#include "math/m_xform.h"
#endif
/*
+ * Clip a point against the view volume.
+ * Input: v - vertex-vector describing the point to clip
+ * Return: 0 = outside view volume
+ * 1 = inside view volume
+ */
+static GLuint gl_viewclip_point( const GLfloat v[] )
+{
+ if ( v[0] > v[3] || v[0] < -v[3]
+ || v[1] > v[3] || v[1] < -v[3]
+ || v[2] > v[3] || v[2] < -v[3] ) {
+ return 0;
+ }
+ else {
+ return 1;
+ }
+}
+
+/*
+ * Clip a point against the user clipping planes.
+ * Input: v - vertex-vector describing the point to clip.
+ * Return: 0 = point was clipped
+ * 1 = point not clipped
+ */
+static GLuint gl_userclip_point( GLcontext* ctx, const GLfloat v[] )
+{
+ GLuint p;
+
+ for (p=0;p<MAX_CLIP_PLANES;p++) {
+ if (ctx->Transform.ClipEnabled[p]) {
+ GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0]
+ + v[1] * ctx->Transform._ClipUserPlane[p][1]
+ + v[2] * ctx->Transform._ClipUserPlane[p][2]
+ + v[3] * ctx->Transform._ClipUserPlane[p][3];
+ if (dot < 0.0F) {
+ return 0;
+ }
+ }
+ }
+
+ return 1;
+}
+
+
+/* This has been split off to allow the normal shade routines to
+ * get a little closer to the vertex buffer, and to use the
+ * GLvector objects directly.
+ */
+static void gl_shade_rastpos( GLcontext *ctx,
+ GLfloat vertex[4],
+ GLfloat normal[3],
+ GLfloat Rcolor[4],
+ GLuint *index )
+{
+ GLfloat (*base)[3] = ctx->Light._BaseColor;
+ const GLchan *sumA = ctx->Light._BaseAlpha;
+ struct gl_light *light;
+ GLfloat color[4];
+ GLfloat diffuse = 0, specular = 0;
+
+ COPY_3V(color, base[0]);
+ color[3] = CHAN_TO_FLOAT( sumA[0] );
+
+ foreach (light, &ctx->Light.EnabledList) {
+ GLfloat n_dot_h;
+ GLfloat attenuation = 1.0;
+ GLfloat VP[3];
+ GLfloat n_dot_VP;
+ GLfloat *h;
+ GLfloat contrib[3];
+ GLboolean normalized;
+
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ COPY_3V(VP, light->_VP_inf_norm);
+ attenuation = light->_VP_inf_spot_attenuation;
+ }
+ else {
+ GLfloat d;
+
+ SUB_3V(VP, light->_Position, vertex);
+ d = LEN_3FV( VP );
+
+ if ( d > 1e-6) {
+ GLfloat invd = 1.0F / d;
+ SELF_SCALE_SCALAR_3V(VP, invd);
+ }
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
+ light->QuadraticAttenuation));
+
+ if (light->_Flags & LIGHT_SPOT)
+ {
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+
+ if (PV_dot_dir<light->_CosCutoff) {
+ continue;
+ }
+ else
+ {
+ double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
+ int k = (int) x;
+ GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
+ + (x-k)*light->_SpotExpTable[k][1]);
+ attenuation *= spot;
+ }
+ }
+ }
+
+ if (attenuation < 1e-3)
+ continue;
+
+ n_dot_VP = DOT3( normal, VP );
+
+ if (n_dot_VP < 0.0F) {
+ ACC_SCALE_SCALAR_3V(color, attenuation, light->_MatAmbient[0]);
+ continue;
+ }
+
+ COPY_3V(contrib, light->_MatAmbient[0]);
+ ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[0]);
+ diffuse += n_dot_VP * light->_dli * attenuation;
+
+ if (light->_IsMatSpecular[0]) {
+ if (ctx->Light.Model.LocalViewer) {
+ GLfloat v[3];
+ COPY_3V(v, vertex);
+ NORMALIZE_3FV(v);
+ SUB_3V(VP, VP, v);
+ h = VP;
+ normalized = 0;
+ }
+ else if (light->_Flags & LIGHT_POSITIONAL) {
+ h = VP;
+ ACC_3V(h, ctx->_EyeZDir);
+ normalized = 0;
+ }
+ else {
+ h = light->_h_inf_norm;
+ normalized = 1;
+ }
+
+ n_dot_h = DOT3(normal, h);
+
+ if (n_dot_h > 0.0F) {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ GLfloat spec_coef;
+ GLfloat shininess = mat->Shininess;
+
+ if (!normalized) {
+ n_dot_h *= n_dot_h;
+ n_dot_h /= LEN_SQUARED_3FV( h );
+ shininess *= .5;
+ }
+
+ GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec_coef );
+
+ if (spec_coef > 1.0e-10) {
+ ACC_SCALE_SCALAR_3V( contrib, spec_coef,
+ light->_MatSpecular[0]);
+ specular += spec_coef * light->_sli * attenuation;
+ }
+ }
+ }
+
+ ACC_SCALE_SCALAR_3V( color, attenuation, contrib );
+ }
+
+ if (ctx->Visual.RGBAflag) {
+ Rcolor[0] = CLAMP(color[0], 0.0F, 1.0F);
+ Rcolor[1] = CLAMP(color[1], 0.0F, 1.0F);
+ Rcolor[2] = CLAMP(color[2], 0.0F, 1.0F);
+ Rcolor[3] = CLAMP(color[3], 0.0F, 1.0F);
+ }
+ else {
+ struct gl_material *mat = &ctx->Light.Material[0];
+ GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
+ GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
+ GLfloat ind = mat->AmbientIndex
+ + diffuse * (1.0F-specular) * d_a
+ + specular * s_a;
+ if (ind > mat->SpecularIndex) {
+ ind = mat->SpecularIndex;
+ }
+ *index = (GLuint) (GLint) ind;
+ }
+
+}
+
+/*
* Caller: context->API.RasterPos4f
*/
static void raster_pos4f( GLcontext *ctx,
@@ -54,10 +243,12 @@ static void raster_pos4f( GLcontext *ctx,
GLfloat v[4], eye[4], clip[4], ndc[3], d;
/* KW: Added this test, which is in the spec. We can't do this
- * outside begin/end any more because the ctx->Current values
+ * inside begin/end any more because the ctx->Current values
* aren't uptodate during that period.
*/
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "glRasterPos" );
+ FLUSH_TNL_RETURN(ctx, (FLUSH_INSIDE_BEGIN_END|
+ FLUSH_STORED_VERTICES|
+ FLUSH_UPDATE_CURRENT), "raster_pos4f");
if (ctx->NewState)
gl_update_state( ctx );