コード例 #1
0
ファイル: t_vb_texgen.c プロジェクト: chemecse/mesa
static void build_f2( GLfloat *f,
		      GLuint fstride,
		      const GLvector4f *normal,
		      const GLvector4f *eye )
{
   GLuint stride = eye->stride;
   GLfloat *coord = eye->start;
   GLuint count = eye->count;
   GLfloat *norm = normal->start;
   GLuint i;

   for (i=0;i<count;i++) {

      GLfloat u[3], two_nu;
      COPY_2V( u, coord );
      u[2] = 0;
      NORMALIZE_3FV( u );
      two_nu = 2.0F * DOT3(norm,u);
      f[0] = u[0] - norm[0] * two_nu;
      f[1] = u[1] - norm[1] * two_nu;
      f[2] = u[2] - norm[2] * two_nu;

      STRIDE_F(coord,stride);
      STRIDE_F(f,fstride);
      STRIDE_F(norm, normal->stride);
   }
}
コード例 #2
0
ファイル: light.c プロジェクト: kharthik/miaow_dev_vin
static GLfloat opengl_light_spot(GLfloat *ppli, GLfloat *v, GLfloat *sdli, GLfloat srli, GLfloat crli)
{
	GLfloat spot_direction;
	GLfloat unit_ppliv[4];
	GLfloat unit_sdli[4];
	GLfloat cos_crli;
	GLfloat spot_factor;

	/* Get the unit vectors */
	opengl_vector_unit(unit_ppliv, ppli, v);
	COPY_3V(unit_sdli, sdli);
	NORMALIZE_3FV(unit_sdli);

	/* Calculate the direction */
	spot_direction = opengl_direction_mul(unit_ppliv, unit_sdli);
	cos_crli = cos(crli);

	if (fabs(crli - 180.0f) < 0.00000001f)
		return 1.0f;
	else
	{
		if (spot_direction >= cos_crli)
		{
			spot_factor = pow(spot_direction, srli);
			return spot_factor;
		}
		else
		{
			return 0.0f;
		}		
	}
}
コード例 #3
0
ファイル: t_vb_texgen.c プロジェクト: chemecse/mesa
static void build_m2( GLfloat f[][3], GLfloat m[],
		      const GLvector4f *normal,
		      const GLvector4f *eye )
{
   GLuint stride = eye->stride;
   GLfloat *coord = eye->start;
   GLuint count = eye->count;

   GLfloat *norm = normal->start;
   GLuint i;

   for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(norm,normal->stride)) {
      GLfloat u[3], two_nu, fx, fy, fz;
      COPY_2V( u, coord );
      u[2] = 0;
      NORMALIZE_3FV( u );
      two_nu = 2.0F * DOT3(norm,u);
      fx = f[i][0] = u[0] - norm[0] * two_nu;
      fy = f[i][1] = u[1] - norm[1] * two_nu;
      fz = f[i][2] = u[2] - norm[2] * two_nu;
      m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
      if (m[i] != 0.0F) {
	 m[i] = 0.5F * (1.0f / sqrtf(m[i]));
      }
   }
}
コード例 #4
0
/* Only 3 elements are used, the 4th is ignored */
void x86_opengl_vector_unit(GLfloat *dst, GLfloat *p1, GLfloat *p2)
{
	if (p1[3] == 0 && p2[3] !=0)
		ACC_SCALE_SCALAR_3V(dst, -1.0f, p1);
	else if (p1[3] != 0 && p2[3] ==0)
		COPY_3V(dst, p2);
	else if (p1[3] == 0 && p2[3] == 0)
		SUB_3V(dst, p2, p1);
	else
		SUB_3V(dst, p2, p1);
	
	NORMALIZE_3FV(dst);
}
コード例 #5
0
ファイル: program.c プロジェクト: basecq/q2dos
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
                  GLfloat *value)
{
   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT]);
            return;
         case STATE_DIFFUSE:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE]);
            return;
         case STATE_SPECULAR:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SPECULAR]);
            return;
         case STATE_EMISSION:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION]);
            return;
         case STATE_SHININESS:
            if (face == 0)
               value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
            else
               value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      };
      return;
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_4V(value, ctx->Light.Light[ln].EyeDirection);
            return;
         case STATE_HALF:
            {
               GLfloat eye_z[] = {0, 0, 1};
					
               /* Compute infinite half angle vector:
                *   half-vector = light_position + (0, 0, 1) 
                * and then normalize.  w = 0
					 *
					 * light.EyePosition.w should be 0 for infinite lights.
                */
					ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
					NORMALIZE_3FV(value);
					value[3] = 0;
            }						  
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
      return;
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 4; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 4; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         ASSERT(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
      return;
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
      return;
   case STATE_TEXENV_COLOR:
      {		
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
      }			
      return;
   case STATE_FOG_COLOR:
      COPY_4V(value, ctx->Fog.Color);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MATRIX:
      {
         /* state[1] = modelview, projection, texture, etc. */
         /* state[2] = which texture matrix or program matrix */
         /* state[3] = first column to fetch */
         /* state[4] = last column to fetch */
         /* state[5] = transpose, inverse or invtrans */

         const GLmatrix *matrix;
         const enum state_index mat = state[1];
         const GLuint index = (GLuint) state[2];
         const GLuint first = (GLuint) state[3];
         const GLuint last = (GLuint) state[4];
         const enum state_index modifier = state[5];
         const GLfloat *m;
         GLuint row, i;
         if (mat == STATE_MODELVIEW) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE) {
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM) {
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* XXX be sure inverse is up to date */
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = first; row <= last; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = first; row <= last; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->Viewport.Near;                     /* near       */		
      value[1] = ctx->Viewport.Far;                      /* far        */		
      value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */		
      value[3] = 0;		
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         int idx = state[2];				  

         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);						  
               break;

            case STATE_LOCAL:
               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
               break;				
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }				  
      }			
      return;
		
   case STATE_VERTEX_PROGRAM:
      {		
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         int idx = state[2];				  
			
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);						  
               break;

            case STATE_LOCAL:
               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
               break;				
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }				  
      }			
      return;
   default:
      _mesa_problem(ctx, "Invalid state in fetch_state");
      return;
   }
}
コード例 #6
0
/**
 * Do texgen needed for glRasterPos.
 * \param ctx  rendering context
 * \param vObj  object-space vertex coordinate
 * \param vEye  eye-space vertex coordinate
 * \param normal  vertex normal
 * \param unit  texture unit number
 * \param texcoord  incoming texcoord and resulting texcoord
 */
static void
compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye[4],
               const GLfloat normal[3], GLuint unit, GLfloat texcoord[4])
{
   const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];

   /* always compute sphere map terms, just in case */
   GLfloat u[3], two_nu, rx, ry, rz, m, mInv;
   COPY_3V(u, vEye);
   NORMALIZE_3FV(u);
   two_nu = 2.0F * DOT3(normal, u);
   rx = u[0] - normal[0] * two_nu;
   ry = u[1] - normal[1] * two_nu;
   rz = u[2] - normal[2] * two_nu;
   m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F);
   if (m > 0.0F)
      mInv = 0.5F * (1.0f / sqrtf(m));
   else
      mInv = 0.0F;

   if (texUnit->TexGenEnabled & S_BIT) {
      switch (texUnit->GenS.Mode) {
         case GL_OBJECT_LINEAR:
            texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane);
            break;
         case GL_EYE_LINEAR:
            texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane);
            break;
         case GL_SPHERE_MAP:
            texcoord[0] = rx * mInv + 0.5F;
            break;
         case GL_REFLECTION_MAP:
            texcoord[0] = rx;
            break;
         case GL_NORMAL_MAP:
            texcoord[0] = normal[0];
            break;
         default:
            _mesa_problem(ctx, "Bad S texgen in compute_texgen()");
            return;
      }
   }

   if (texUnit->TexGenEnabled & T_BIT) {
      switch (texUnit->GenT.Mode) {
         case GL_OBJECT_LINEAR:
            texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane);
            break;
         case GL_EYE_LINEAR:
            texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane);
            break;
         case GL_SPHERE_MAP:
            texcoord[1] = ry * mInv + 0.5F;
            break;
         case GL_REFLECTION_MAP:
            texcoord[1] = ry;
            break;
         case GL_NORMAL_MAP:
            texcoord[1] = normal[1];
            break;
         default:
            _mesa_problem(ctx, "Bad T texgen in compute_texgen()");
            return;
      }
   }

   if (texUnit->TexGenEnabled & R_BIT) {
      switch (texUnit->GenR.Mode) {
         case GL_OBJECT_LINEAR:
            texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane);
            break;
         case GL_EYE_LINEAR:
            texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane);
            break;
         case GL_REFLECTION_MAP:
            texcoord[2] = rz;
            break;
         case GL_NORMAL_MAP:
            texcoord[2] = normal[2];
            break;
         default:
            _mesa_problem(ctx, "Bad R texgen in compute_texgen()");
            return;
      }
   }

   if (texUnit->TexGenEnabled & Q_BIT) {
      switch (texUnit->GenQ.Mode) {
         case GL_OBJECT_LINEAR:
            texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane);
            break;
         case GL_EYE_LINEAR:
            texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane);
            break;
         default:
            _mesa_problem(ctx, "Bad Q texgen in compute_texgen()");
            return;
      }
   }
}
コード例 #7
0
/**
 * Compute lighting for the raster position.  RGB modes computed.
 * \param ctx the context
 * \param vertex vertex location
 * \param normal normal vector
 * \param Rcolor returned color
 * \param Rspec returned specular color (if separate specular enabled)
 */
static void
shade_rastpos(struct gl_context *ctx,
              const GLfloat vertex[4],
              const GLfloat normal[3],
              GLfloat Rcolor[4],
              GLfloat Rspec[4])
{
   /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
   GLbitfield mask;
   GLfloat diffuseColor[4], specularColor[4];  /* for RGB mode only */

   COPY_3V(diffuseColor, base[0]);
   diffuseColor[3] = CLAMP(
      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
   ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0);

   mask = ctx->Light._EnabledLights;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_light *light = &ctx->Light.Light[i];
      GLfloat attenuation = 1.0;
      GLfloat VP[3]; /* vector from vertex to light pos */
      GLfloat n_dot_VP;
      GLfloat diffuseContrib[3], specularContrib[3];

      if (!(light->_Flags & LIGHT_POSITIONAL)) {
         /* light at infinity */
	 COPY_3V(VP, light->_VP_inf_norm);
	 attenuation = light->_VP_inf_spot_attenuation;
      }
      else {
         /* local/positional light */
	 GLfloat d;

         /* VP = vector from vertex pos to light[i].pos */
	 SUB_3V(VP, light->_Position, vertex);
         /* d = length(VP) */
	 d = (GLfloat) LEN_3FV( VP );
	 if (d > 1.0e-6F) {
            /* normalize VP */
	    GLfloat invd = 1.0F / d;
	    SELF_SCALE_SCALAR_3V(VP, invd);
	 }

         /* atti */
	 attenuation = 1.0F / (light->ConstantAttenuation + d *
			       (light->LinearAttenuation + d *
				light->QuadraticAttenuation));

	 if (light->_Flags & LIGHT_SPOT) {
	    GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);

	    if (PV_dot_dir<light->_CosCutoff) {
	       continue;
	    }
	    else {
               GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
	       attenuation *= spot;
	    }
	 }
      }

      if (attenuation < 1e-3F)
	 continue;

      n_dot_VP = DOT3( normal, VP );

      if (n_dot_VP < 0.0F) {
	 ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
	 continue;
      }

      /* Ambient + diffuse */
      COPY_3V(diffuseContrib, light->_MatAmbient[0]);
      ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);

      /* Specular */
      {
         const GLfloat *h;
         GLfloat n_dot_h;

         ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);

	 if (ctx->Light.Model.LocalViewer) {
	    GLfloat v[3];
	    COPY_3V(v, vertex);
	    NORMALIZE_3FV(v);
	    SUB_3V(VP, VP, v);
            NORMALIZE_3FV(VP);
	    h = VP;
	 }
	 else if (light->_Flags & LIGHT_POSITIONAL) {
	    ACC_3V(VP, ctx->_EyeZDir);
            NORMALIZE_3FV(VP);
	    h = VP;
	 }
         else {
	    h = light->_h_inf_norm;
	 }

	 n_dot_h = DOT3(normal, h);

	 if (n_dot_h > 0.0F) {
	    GLfloat shine;
	    GLfloat spec_coef;

	    shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
	    spec_coef = powf(n_dot_h, shine);

	    if (spec_coef > 1.0e-10F) {
               if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
                  ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
                                       light->_MatSpecular[0]);
               }
               else {
                  ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
                                       light->_MatSpecular[0]);
               }
	    }
	 }
      }

      ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
      ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
   }

   Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F);
   Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F);
   Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F);
   Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F);
   Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F);
   Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F);
   Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F);
   Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
}
コード例 #8
0
ファイル: prog_statevars.c プロジェクト: austriancoder/mesa-1
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
                  GLfloat *value)
{
   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         const struct gl_material *mat = &ctx->Light.Material;
         ASSERT(face == 0 || face == 1);
         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
         ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
         /* XXX we could get rid of this switch entirely with a little
          * work in arbprogparse.c's parse_state_single_item().
          */
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
            return;
         case STATE_EMISSION:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
            return;
         case STATE_SHININESS:
            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      }
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
            return;
         case STATE_SPOT_CUTOFF:
            value[0] = ctx->Light.Light[ln].SpotCutoff;
            return;
         case STATE_HALF_VECTOR:
            {
               static const GLfloat eye_z[] = {0, 0, 1};
               GLfloat p[3];
               /* Compute infinite half angle vector:
                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
		* light.EyePosition.w should be 0 for infinite lights.
                */
               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
               NORMALIZE_3FV(p);
	       ADD_3V(value, p, eye_z);
	       NORMALIZE_3FV(value);
	       value[3] = 1.0;
            }
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         ASSERT(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
   case STATE_TEXENV_COLOR:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         if (_mesa_get_clamp_fragment_color(ctx))
            COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
         else
            COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
      }
      return;
   case STATE_FOG_COLOR:
      if (_mesa_get_clamp_fragment_color(ctx))
         COPY_4V(value, ctx->Fog.Color);
      else
         COPY_4V(value, ctx->Fog.ColorUnclamped);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MODELVIEW_MATRIX:
   case STATE_PROJECTION_MATRIX:
   case STATE_MVP_MATRIX:
   case STATE_TEXTURE_MATRIX:
   case STATE_PROGRAM_MATRIX:
      {
         /* state[0] = modelview, projection, texture, etc. */
         /* state[1] = which texture matrix or program matrix */
         /* state[2] = first row to fetch */
         /* state[3] = last row to fetch */
         /* state[4] = transpose, inverse or invtrans */
         const GLmatrix *matrix;
         const gl_state_index mat = state[0];
         const GLuint index = (GLuint) state[1];
         const GLuint firstRow = (GLuint) state[2];
         const GLuint lastRow = (GLuint) state[3];
         const gl_state_index modifier = state[4];
         const GLfloat *m;
         GLuint row, i;
         ASSERT(firstRow >= 0);
         ASSERT(firstRow < 4);
         ASSERT(lastRow >= 0);
         ASSERT(lastRow < 4);
         if (mat == STATE_MODELVIEW_MATRIX) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION_MATRIX) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP_MATRIX) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE_MATRIX) {
            ASSERT(index < Elements(ctx->TextureMatrixStack));
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM_MATRIX) {
            ASSERT(index < Elements(ctx->ProgramMatrixStack));
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* Be sure inverse is up to date:
	     */
	    _math_matrix_analyse( (GLmatrix*) matrix );
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_NUM_SAMPLES:
      ((int *)value)[0] = ctx->DrawBuffer->Visual.samples;
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->ViewportArray[0].Near;                /* near       */
      value[1] = ctx->ViewportArray[0].Far;                 /* far        */
      value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
      value[3] = 1.0;
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
               return;
            case STATE_LOCAL:
               if (!ctx->FragmentProgram.Current->Base.LocalParams) {
                  ctx->FragmentProgram.Current->Base.LocalParams =
                     calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
                  if (!ctx->FragmentProgram.Current->Base.LocalParams)
                     return;
               }

               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
               return;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_VERTEX_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
               return;
            case STATE_LOCAL:
               if (!ctx->VertexProgram.Current->Base.LocalParams) {
                  ctx->VertexProgram.Current->Base.LocalParams =
                     calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
                  if (!ctx->VertexProgram.Current->Base.LocalParams)
                     return;
               }

               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
               return;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_NORMAL_SCALE:
      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
      return;

   case STATE_INTERNAL:
      switch (state[1]) {
      case STATE_CURRENT_ATTRIB:
         {
            const GLuint idx = (GLuint) state[2];
            COPY_4V(value, ctx->Current.Attrib[idx]);
         }
         return;

      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
         {
            const GLuint idx = (GLuint) state[2];
            if(ctx->Light._ClampVertexColor &&
               (idx == VERT_ATTRIB_COLOR0 ||
                idx == VERT_ATTRIB_COLOR1)) {
               value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
               value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
               value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
               value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
            }
            else
               COPY_4V(value, ctx->Current.Attrib[idx]);
         }
         return;

      case STATE_NORMAL_SCALE:
         ASSIGN_4V(value, 
                   ctx->_ModelViewInvScale, 
                   ctx->_ModelViewInvScale, 
                   ctx->_ModelViewInvScale, 
                   1);
         return;

      case STATE_TEXRECT_SCALE:
         /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
          * Used to convert unnormalized texcoords to normalized texcoords.
          */
         {
            const int unit = (int) state[2];
            const struct gl_texture_object *texObj
               = ctx->Texture.Unit[unit]._Current;
            if (texObj) {
               struct gl_texture_image *texImage = texObj->Image[0][0];
               ASSIGN_4V(value,
                         (GLfloat) (1.0 / texImage->Width),
                         (GLfloat) (1.0 / texImage->Height),
                         0.0f, 1.0f);
            }
         }
         return;

      case STATE_FOG_PARAMS_OPTIMIZED:
         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
          * might be more expensive than EX2 on some hw, plus it needs
          * another constant (e) anyway. Linear fog can now be done with a
          * single MAD.
          * linear: fogcoord * -1/(end-start) + end/(end-start)
          * exp: 2^-(density/ln(2) * fogcoord)
          * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
          */
         value[0] = (ctx->Fog.End == ctx->Fog.Start)
            ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
         value[1] = ctx->Fog.End * -value[0];
         value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
         return;

      case STATE_POINT_SIZE_CLAMPED:
         {
           /* this includes implementation dependent limits, to avoid
            * another potentially necessary clamp.
            * Note: for sprites, point smooth (point AA) is ignored
            * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
            * expect drivers will want to say their minimum for AA size is 0.0
            * but for non-AA it's 1.0 (because normal points with size below 1.0
            * need to get rounded up to 1.0, hence never disappear). GL does
            * not specify max clamp size for sprites, other than it needs to be
            * at least as large as max AA size, hence use non-AA size there.
            */
            GLfloat minImplSize;
            GLfloat maxImplSize;
            if (ctx->Point.PointSprite) {
               minImplSize = ctx->Const.MinPointSizeAA;
               maxImplSize = ctx->Const.MaxPointSize;
            }
            else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
               minImplSize = ctx->Const.MinPointSizeAA;
               maxImplSize = ctx->Const.MaxPointSizeAA;
            }
            else {
               minImplSize = ctx->Const.MinPointSize;
               maxImplSize = ctx->Const.MaxPointSize;
            }
            value[0] = ctx->Point.Size;
            value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
            value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
            value[3] = ctx->Point.Threshold;
         }
         return;
      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
         {
            /* here, state[2] is the light number */
            /* pre-normalize spot dir */
            const GLuint ln = (GLuint) state[2];
            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
         }
         return;

      case STATE_LIGHT_POSITION:
         {
            const GLuint ln = (GLuint) state[2];
            COPY_4V(value, ctx->Light.Light[ln]._Position);
         }
         return;

      case STATE_LIGHT_POSITION_NORMALIZED:
         {
            const GLuint ln = (GLuint) state[2];
            COPY_4V(value, ctx->Light.Light[ln]._Position);
            NORMALIZE_3FV( value );
         }
         return;

      case STATE_LIGHT_HALF_VECTOR:
         {
            const GLuint ln = (GLuint) state[2];
            GLfloat p[3];
            /* Compute infinite half angle vector:
             *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
             * light.EyePosition.w should be 0 for infinite lights.
             */
            COPY_3V(p, ctx->Light.Light[ln]._Position);
            NORMALIZE_3FV(p);
            ADD_3V(value, p, ctx->_EyeZDir);
            NORMALIZE_3FV(value);
            value[3] = 1.0;
         }
         return;

      case STATE_PT_SCALE:
         value[0] = ctx->Pixel.RedScale;
         value[1] = ctx->Pixel.GreenScale;
         value[2] = ctx->Pixel.BlueScale;
         value[3] = ctx->Pixel.AlphaScale;
         return;

      case STATE_PT_BIAS:
         value[0] = ctx->Pixel.RedBias;
         value[1] = ctx->Pixel.GreenBias;
         value[2] = ctx->Pixel.BlueBias;
         value[3] = ctx->Pixel.AlphaBias;
         return;

      case STATE_FB_SIZE:
         value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
         value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
         value[2] = 0.0F;
         value[3] = 0.0F;
         return;

      case STATE_FB_WPOS_Y_TRANSFORM:
         /* A driver may negate this conditional by using ZW swizzle
          * instead of XY (based on e.g. some other state). */
         if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
            /* Identity (XY) followed by flipping Y upside down (ZW). */
            value[0] = 1.0F;
            value[1] = 0.0F;
            value[2] = -1.0F;
            value[3] = (GLfloat) ctx->DrawBuffer->Height;
         } else {
            /* Flipping Y upside down (XY) followed by identity (ZW). */
            value[0] = -1.0F;
            value[1] = (GLfloat) ctx->DrawBuffer->Height;
            value[2] = 1.0F;
            value[3] = 0.0F;
         }
         return;

      /* XXX: make sure new tokens added here are also handled in the 
       * _mesa_program_state_flags() switch, below.
       */
      default:
         /* Unknown state indexes are silently ignored here.
          * Drivers may do something special.
          */
         return;
      }
      return;

   default:
      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
      return;
   }
}
コード例 #9
0
ファイル: vbo_exec_eval.c プロジェクト: MaikuMori/mesa
void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec,
                              GLfloat u, GLfloat v )
{
    GLuint attr;

    for (attr = 1; attr <= VBO_ATTRIB_TEX7; attr++) {
        struct gl_2d_map *map = exec->eval.map2[attr].map;
        if (map) {
            GLfloat uu = (u - map->u1) * map->du;
            GLfloat vv = (v - map->v1) * map->dv;
            GLfloat data[4];

            ASSIGN_4V(data, 0, 0, 0, 1);

            _math_horner_bezier_surf(map->Points,
                                     data,
                                     uu, vv,
                                     exec->eval.map2[attr].sz,
                                     map->Uorder, map->Vorder);

            COPY_SZ_4V( exec->vtx.attrptr[attr],
                        exec->vtx.attrsz[attr],
                        data );
        }
    }

    /** Vertex -- EvalCoord2f is a noop if this map not enabled:
     **/
    if (exec->eval.map2[0].map) {
        struct gl_2d_map *map = exec->eval.map2[0].map;
        GLfloat uu = (u - map->u1) * map->du;
        GLfloat vv = (v - map->v1) * map->dv;
        GLfloat vertex[4];

        ASSIGN_4V(vertex, 0, 0, 0, 1);

        if (exec->ctx->Eval.AutoNormal) {
            GLfloat normal[4];
            GLfloat du[4], dv[4];

            _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv,
                                    exec->eval.map2[0].sz,
                                    map->Uorder, map->Vorder);

            if (exec->eval.map2[0].sz == 4) {
                du[0] = du[0]*vertex[3] - du[3]*vertex[0];
                du[1] = du[1]*vertex[3] - du[3]*vertex[1];
                du[2] = du[2]*vertex[3] - du[3]*vertex[2];

                dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0];
                dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1];
                dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2];
            }


            CROSS3(normal, du, dv);
            NORMALIZE_3FV(normal);
            normal[3] = 1.0;

            COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL],
                        exec->vtx.attrsz[VBO_ATTRIB_NORMAL],
                        normal );

        }
        else {
            _math_horner_bezier_surf(map->Points, vertex, uu, vv,
                                     exec->eval.map2[0].sz,
                                     map->Uorder, map->Vorder);
        }

        if (exec->vtx.attrsz[0] == 4)
            CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));
        else
            CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));
    }
}
コード例 #10
0
ファイル: prog_statevars.c プロジェクト: Starlink/mesa
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
                  GLfloat *value)
{
   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         const struct gl_material *mat = &ctx->Light.Material;
         ASSERT(face == 0 || face == 1);
         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
         ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
         /* XXX we could get rid of this switch entirely with a little
          * work in arbprogparse.c's parse_state_single_item().
          */
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
            return;
         case STATE_EMISSION:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
            return;
         case STATE_SHININESS:
            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      }
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
            return;
         case STATE_SPOT_CUTOFF:
            value[0] = ctx->Light.Light[ln].SpotCutoff;
            return;
         case STATE_HALF_VECTOR:
            {
               static const GLfloat eye_z[] = {0, 0, 1};
               GLfloat p[3];
               /* Compute infinite half angle vector:
                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
		* light.EyePosition.w should be 0 for infinite lights.
                */
               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
               NORMALIZE_3FV(p);
	       ADD_3V(value, p, eye_z);
	       NORMALIZE_3FV(value);
	       value[3] = 1.0;
            }						  
            return;
	 case STATE_POSITION_NORMALIZED:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
	    NORMALIZE_3FV( value );
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         ASSERT(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
   case STATE_TEXENV_COLOR:
      {		
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
      }			
      return;
   case STATE_FOG_COLOR:
      COPY_4V(value, ctx->Fog.Color);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MODELVIEW_MATRIX:
   case STATE_PROJECTION_MATRIX:
   case STATE_MVP_MATRIX:
   case STATE_TEXTURE_MATRIX:
   case STATE_PROGRAM_MATRIX:
      {
         /* state[0] = modelview, projection, texture, etc. */
         /* state[1] = which texture matrix or program matrix */
         /* state[2] = first row to fetch */
         /* state[3] = last row to fetch */
         /* state[4] = transpose, inverse or invtrans */
         const GLmatrix *matrix;
         const gl_state_index mat = state[0];
         const GLuint index = (GLuint) state[1];
         const GLuint firstRow = (GLuint) state[2];
         const GLuint lastRow = (GLuint) state[3];
         const gl_state_index modifier = state[4];
         const GLfloat *m;
         GLuint row, i;
         ASSERT(firstRow >= 0);
         ASSERT(firstRow < 4);
         ASSERT(lastRow >= 0);
         ASSERT(lastRow < 4);
         if (mat == STATE_MODELVIEW_MATRIX) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION_MATRIX) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP_MATRIX) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE_MATRIX) {
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM_MATRIX) {
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* Be sure inverse is up to date:
	     */
            _math_matrix_alloc_inv( (GLmatrix *) matrix );
	    _math_matrix_analyse( (GLmatrix*) matrix );
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->Viewport.Near;                     /* near       */
      value[1] = ctx->Viewport.Far;                      /* far        */
      value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
      value[3] = 1.0;
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
               break;
            case STATE_LOCAL:
               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
               break;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;
		
   case STATE_VERTEX_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
               break;
            case STATE_LOCAL:
               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
               break;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_NORMAL_SCALE:
      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
      return;

   case STATE_INTERNAL:
      switch (state[1]) {
      case STATE_NORMAL_SCALE:
         ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
         return;
      case STATE_TEXRECT_SCALE:
         {
            const int unit = (int) state[2];
            const struct gl_texture_object *texObj
               = ctx->Texture.Unit[unit]._Current;
            if (texObj) {
               struct gl_texture_image *texImage = texObj->Image[0][0];
               ASSIGN_4V(value, 1.0 / texImage->Width,
                         1.0 / texImage->Height,
                         0.0, 1.0);
            }
         }
         return;
      case STATE_FOG_PARAMS_OPTIMIZED:
         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
          * might be more expensive than EX2 on some hw, plus it needs
          * another constant (e) anyway. Linear fog can now be done with a
          * single MAD.
          * linear: fogcoord * -1/(end-start) + end/(end-start)
          * exp: 2^-(density/ln(2) * fogcoord)
          * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
          */
         value[0] = -1.0F / (ctx->Fog.End - ctx->Fog.Start);
         value[1] = ctx->Fog.End / (ctx->Fog.End - ctx->Fog.Start);
         value[2] = ctx->Fog.Density * ONE_DIV_LN2;
         value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
         return;
      case STATE_SPOT_DIR_NORMALIZED: {
         /* here, state[2] is the light number */
         /* pre-normalize spot dir */
         const GLuint ln = (GLuint) state[2];
         COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
         NORMALIZE_3FV(value);
         value[3] = ctx->Light.Light[ln]._CosCutoff;
         return;
      }
      default:
         /* unknown state indexes are silently ignored
          *  should be handled by the driver.
          */
         return;
      }
      return;

   default:
      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
      return;
   }
}
コード例 #11
0
ファイル: api_eval.c プロジェクト: aosm/X11
static void do_EvalCoord2f( GLcontext* ctx, GLfloat u, GLfloat v )
{   
   /** Color Index **/
   if (ctx->Eval.Map2Index) {
      GLfloat findex;
      struct gl_2d_map *map = &ctx->EvalMap.Map2Index;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, &findex, uu, vv, 1,
                         map->Uorder, map->Vorder);
      glIndexi( (GLuint) (GLint) findex );
   }

   /** Color **/
   if (ctx->Eval.Map2Color4) {
      GLfloat fcolor[4];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Color4;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, fcolor, uu, vv, 4,
                         map->Uorder, map->Vorder);
      glColor4fv( fcolor );
   }

   /** Normal **/
   if (ctx->Eval.Map2Normal &&
       (!ctx->Eval.AutoNormal || (!ctx->Eval.Map2Vertex3 && 
				  !ctx->Eval.Map2Vertex4))) {
      GLfloat normal[3];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Normal;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, normal, uu, vv, 3,
			 map->Uorder, map->Vorder);
      glNormal3fv( normal );
   }

   /** Texture Coordinates **/
   if (ctx->Eval.Map2TextureCoord4) {
      GLfloat texcoord[4];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Texture4;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 4,
                         map->Uorder, map->Vorder);
      glTexCoord4fv( texcoord );
   }
   else if (ctx->Eval.Map2TextureCoord3) {
      GLfloat texcoord[4];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Texture3;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 3,
                         map->Uorder, map->Vorder);
      glTexCoord3fv( texcoord );
   }
   else if (ctx->Eval.Map2TextureCoord2) {
      GLfloat texcoord[4];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Texture2;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 2,
                         map->Uorder, map->Vorder);
      glTexCoord2fv( texcoord );
   }
   else if (ctx->Eval.Map2TextureCoord1) {
      GLfloat texcoord[4];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Texture1;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      _math_horner_bezier_surf(map->Points, texcoord, uu, vv, 1,
                         map->Uorder, map->Vorder);
      glTexCoord1fv( texcoord );
   }

   /** Vertex **/
   if(ctx->Eval.Map2Vertex4) {
      GLfloat vertex[4];
      GLfloat normal[3];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex4;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;

      if (ctx->Eval.AutoNormal) {
         GLfloat du[4], dv[4];

         _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 4,
				 map->Uorder, map->Vorder);

         CROSS_PROD(normal, du, dv);
         NORMALIZE_3FV(normal);
	 glNormal3fv( normal );
	 glVertex4fv( vertex );
      }
      else {
         _math_horner_bezier_surf(map->Points, vertex, uu, vv, 4,
                            map->Uorder, map->Vorder);
	 glVertex4fv( vertex );
      }
   }
   else if (ctx->Eval.Map2Vertex3) {
      GLfloat vertex[4];
      struct gl_2d_map *map = &ctx->EvalMap.Map2Vertex3;
      GLfloat uu = (u - map->u1) * map->du;
      GLfloat vv = (v - map->v1) * map->dv;
      if (ctx->Eval.AutoNormal) {
         GLfloat du[3], dv[3];
	 GLfloat normal[3];
         _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, 3,
				 map->Uorder, map->Vorder);
         CROSS_PROD(normal, du, dv);
         NORMALIZE_3FV(normal);
	 glNormal3fv( normal );
	 glVertex3fv( vertex );
      }
      else {
         _math_horner_bezier_surf(map->Points, vertex, uu, vv, 3,
                            map->Uorder, map->Vorder);
	 glVertex3fv( vertex );
      }
   }
}