diff options
Diffstat (limited to 'src/mesa/drivers/dri/nouveau')
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv10_state.c | 4 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv20_state.c | 87 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv30_state.c | 87 |
3 files changed, 124 insertions, 54 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c index ed688a076b..e88ac2bfe6 100644 --- a/src/mesa/drivers/dri/nouveau/nv10_state.c +++ b/src/mesa/drivers/dri/nouveau/nv10_state.c @@ -406,7 +406,7 @@ static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa case SPOTLIGHT_UPDATE_EXPONENT: { GLfloat cc,lc,qc; - cc = 1.0; /* These need to be correctly computed */ + cc = 1.0; /* FIXME: These need to be correctly computed */ lc = 0.0; qc = 2.0; BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3); @@ -418,7 +418,7 @@ static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa case SPOTLIGHT_UPDATE_ALL: { GLfloat cc,lc,qc, x,y,z, c; - cc = 1.0; /* These need to be correctly computed */ + cc = 1.0; /* FIXME: These need to be correctly computed */ lc = 0.0; qc = 2.0; x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; diff --git a/src/mesa/drivers/dri/nouveau/nv20_state.c b/src/mesa/drivers/dri/nouveau/nv20_state.c index 082dc64b83..ff06d481ee 100644 --- a/src/mesa/drivers/dri/nouveau/nv20_state.c +++ b/src/mesa/drivers/dri/nouveau/nv20_state.c @@ -337,11 +337,18 @@ static void nv20Hint(GLcontext *ctx, GLenum target, GLenum mode) // void (*IndexMask)(GLcontext *ctx, GLuint mask); +enum { + SPOTLIGHT_UPDATE_EXPONENT, + SPOTLIGHT_UPDATE_DIRECTION, + SPOTLIGHT_UPDATE_ALL +}; + static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLint p = light - GL_LIGHT0; struct gl_light *l = &ctx->Light.Light[p]; + int spotlightUpdate = -1; /* not sure where the fourth param value goes...*/ switch(pname) @@ -364,41 +371,20 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; - case GL_SPOT_DIRECTION: - { - GLfloat x,y,z; - x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; - y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1]; - z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2]; - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3); - OUT_RING_CACHEf(x); - OUT_RING_CACHEf(y); - OUT_RING_CACHEf(z); - } - break; case GL_POSITION: BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; + case GL_SPOT_DIRECTION: + spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION; + break; case GL_SPOT_EXPONENT: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1); - OUT_RING_CACHEf(*params); + spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT; break; case GL_SPOT_CUTOFF: - /* you can't factor these */ - { - GLfloat c; - c = -2.0 * (0.5 + l->_CosCutoff); - - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1); - OUT_RING_CACHEf(params[0]); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1); - OUT_RING_CACHEf(params[1]); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1); - OUT_RING_CACHEf(c); - } + spotlightUpdate = SPOTLIGHT_UPDATE_ALL; break; case GL_CONSTANT_ATTENUATION: BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1); @@ -415,6 +401,55 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa default: break; } + + switch(spotlightUpdate) { + case SPOTLIGHT_UPDATE_DIRECTION: + { + GLfloat x,y,z; + x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; + y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1]; + z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2]; + BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3); + OUT_RING_CACHEf(x); + OUT_RING_CACHEf(y); + OUT_RING_CACHEf(z); + } + break; + case SPOTLIGHT_UPDATE_EXPONENT: + { + GLfloat cc,lc,qc; + cc = 1.0; /* FIXME: These need to be correctly computed */ + lc = 0.0; + qc = 2.0; + BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3); + OUT_RING_CACHEf(cc); + OUT_RING_CACHEf(lc); + OUT_RING_CACHEf(qc); + } + break; + case SPOTLIGHT_UPDATE_ALL: + { + GLfloat cc,lc,qc, x,y,z, c; + cc = 1.0; /* FIXME: These need to be correctly computed */ + lc = 0.0; + qc = 2.0; + x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; + y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1]; + z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2]; + c = -2.0 * (0.5 + l->_CosCutoff); + BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7); + OUT_RING_CACHEf(cc); + OUT_RING_CACHEf(lc); + OUT_RING_CACHEf(qc); + OUT_RING_CACHEf(x); + OUT_RING_CACHEf(y); + OUT_RING_CACHEf(z); + OUT_RING_CACHEf(c); + } + break; + default: + break; + } } /** Set the lighting model parameters */ diff --git a/src/mesa/drivers/dri/nouveau/nv30_state.c b/src/mesa/drivers/dri/nouveau/nv30_state.c index f0b37a76f5..e30dc8a37c 100644 --- a/src/mesa/drivers/dri/nouveau/nv30_state.c +++ b/src/mesa/drivers/dri/nouveau/nv30_state.c @@ -366,11 +366,18 @@ static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode) // void (*IndexMask)(GLcontext *ctx, GLuint mask); +enum { + SPOTLIGHT_UPDATE_EXPONENT, + SPOTLIGHT_UPDATE_DIRECTION, + SPOTLIGHT_UPDATE_ALL +}; + static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLint p = light - GL_LIGHT0; struct gl_light *l = &ctx->Light.Light[p]; + int spotlightUpdate = -1; if (NOUVEAU_CARD_USING_SHADERS) return; @@ -396,41 +403,20 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; - case GL_SPOT_DIRECTION: - { - GLfloat x,y,z; - x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; - y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1]; - z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2]; - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3); - OUT_RING_CACHEf(x); - OUT_RING_CACHEf(y); - OUT_RING_CACHEf(z); - } - break; case GL_POSITION: BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3); OUT_RING_CACHEf(params[0]); OUT_RING_CACHEf(params[1]); OUT_RING_CACHEf(params[2]); break; + case GL_SPOT_DIRECTION: + spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION; + break; case GL_SPOT_EXPONENT: - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(p), 1); - OUT_RING_CACHEf(*params); + spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT; break; case GL_SPOT_CUTOFF: - /* you can't factor these */ - { - GLfloat c; - c = -2.0 * (0.5 + l->_CosCutoff); - - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 1); - OUT_RING_CACHEf(params[0]); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(p), 1); - OUT_RING_CACHEf(params[1]); - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(p), 1); - OUT_RING_CACHEf(c); - } + spotlightUpdate = SPOTLIGHT_UPDATE_ALL; break; case GL_CONSTANT_ATTENUATION: BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1); @@ -447,6 +433,55 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa default: break; } + + switch(spotlightUpdate) { + case SPOTLIGHT_UPDATE_DIRECTION: + { + GLfloat x,y,z; + x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; + y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1]; + z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2]; + BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3); + OUT_RING_CACHEf(x); + OUT_RING_CACHEf(y); + OUT_RING_CACHEf(z); + } + break; + case SPOTLIGHT_UPDATE_EXPONENT: + { + GLfloat cc,lc,qc; + cc = 1.0; /* FIXME: These need to be correctly computed */ + lc = 0.0; + qc = 2.0; + BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3); + OUT_RING_CACHEf(cc); + OUT_RING_CACHEf(lc); + OUT_RING_CACHEf(qc); + } + break; + case SPOTLIGHT_UPDATE_ALL: + { + GLfloat cc,lc,qc, x,y,z, c; + cc = 1.0; /* FIXME: These need to be correctly computed */ + lc = 0.0; + qc = 2.0; + x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0]; + y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1]; + z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2]; + c = -2.0 * (0.5 + l->_CosCutoff); + BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7); + OUT_RING_CACHEf(cc); + OUT_RING_CACHEf(lc); + OUT_RING_CACHEf(qc); + OUT_RING_CACHEf(x); + OUT_RING_CACHEf(y); + OUT_RING_CACHEf(z); + OUT_RING_CACHEf(c); + } + break; + default: + break; + } } /** Set the lighting model parameters */ |