diff options
author | Keith Whitwell <keith@tungstengraphics.com> | 2000-11-16 21:05:34 +0000 |
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committer | Keith Whitwell <keith@tungstengraphics.com> | 2000-11-16 21:05:34 +0000 |
commit | 23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch) | |
tree | 21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/main/rastpos.c | |
parent | 179516673211a2350e479d5321840291f339f5dd (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.c | 203 |
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 ); |