414 lines
13 KiB
C
414 lines
13 KiB
C
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#ifndef __gllighting_h_
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#define __gllighting_h_
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/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "types.h"
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#include "xform.h"
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/*
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** Light state. Contains all the user controllable lighting state.
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** Most of the colors kept in user state are scaled to match the
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** drawing surfaces color resolution.
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**
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** Exposed to the MCD as MCDMATERIAL.
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*/
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struct __GLmaterialStateRec {
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__GLcolor ambient; /* unscaled */
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__GLcolor diffuse; /* unscaled */
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__GLcolor specular; /* unscaled */
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__GLcolor emissive; /* scaled */
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__GLfloat specularExponent;
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#ifdef NT
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// SGIBUG align it properly, otherwise GetMateriali returns wrong result!
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__GLfloat cmapa, cmapd, cmaps;
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#else
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__GLfloat cmapa, cmaps, cmapd;
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#endif
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};
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/*
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** Exposed to the MCD as MCDLIGHTMODEL
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*/
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struct __GLlightModelStateRec {
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__GLcolor ambient; /* scaled */
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GLboolean localViewer;
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GLboolean twoSided;
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};
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/*
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** Partially exposed to the MCD as MCDLIGHT
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*/
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typedef struct {
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__GLcolor ambient; /* scaled */
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__GLcolor diffuse; /* scaled */
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__GLcolor specular; /* scaled */
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__GLcoord position;
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__GLcoord positionEye;
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__GLcoord direction;
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__GLcoord directionEyeNorm;
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__GLfloat spotLightExponent;
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__GLfloat spotLightCutOffAngle;
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__GLfloat constantAttenuation;
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__GLfloat linearAttenuation;
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__GLfloat quadraticAttenuation;
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/* MCDLIGHT ends */
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/* Need both directionEyeNorm and directionEye because MCD 2.0 wants
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a normalized direction but glGetLightfv specifies that the value
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returned for spot direction is the pre-normalized eye coordinate
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direction */
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__GLcoord directionEye;
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struct __GLmatrixRec lightMatrix;
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} __GLlightSourceState;
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typedef struct {
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GLenum colorMaterialFace;
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GLenum colorMaterialParam;
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GLenum shadingModel;
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__GLlightModelState model;
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__GLmaterialState front;
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__GLmaterialState back;
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GLuint dirtyLights;
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__GLlightSourceState *source;
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} __GLlightState;
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/************************************************************************/
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/*
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** What bits are affected by color index anti-aliasing. This isn't a
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** really a changeable parameter (it is defined by the spec), but it
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** is useful for documentation instead of a mysterious 4 or 16 sitting
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** around in the code.
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*/
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#define __GL_CI_ANTI_ALIAS_BITS 4
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#define __GL_CI_ANTI_ALIAS_DIVISOR (1 << __GL_CI_ANTI_ALIAS_BITS)
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/************************************************************************/
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/*
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** These macros are used to convert incoming color values into the
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** abstract color range from 0.0 to 1.0
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*/
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#ifdef NT
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#define __GL_B_TO_FLOAT(b) (__glByteToFloat[(GLubyte)(b)])
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#define __GL_UB_TO_FLOAT(ub) (__glUByteToFloat[ub])
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#define __GL_S_TO_FLOAT(s) ((((s)<<1) + 1) * __glOneOver65535)
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#define __GL_US_TO_FLOAT(us) ((us) * __glOneOver65535)
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#else
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#define __GL_B_TO_FLOAT(b) ((((b)<<1) + 1) * gc->constants.oneOver255)
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#define __GL_UB_TO_FLOAT(ub) (gc->constants.uByteToFloat[ub])
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#define __GL_S_TO_FLOAT(s) ((((s)<<1) + 1) * gc->constants.oneOver65535)
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#define __GL_US_TO_FLOAT(us) ((us) * gc->constants.oneOver65535)
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#endif
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/*
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** Not quite 2^31-1 because of possible floating point errors. 4294965000
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** is a much safer number to use.
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*/
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#ifdef NT
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#define __GL_I_TO_FLOAT(i) \
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((((__GLfloat)(i) * (__GLfloat) 2.0) + 1) * \
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__glOneOver4294965000)
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#define __GL_UI_TO_FLOAT(ui) \
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((__GLfloat)(ui) * __glOneOver4294965000)
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#else
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#define __GL_I_TO_FLOAT(i) \
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((((__GLfloat)(i) * (__GLfloat) 2.0) + 1) * \
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gc->constants.oneOver4294965000)
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#define __GL_UI_TO_FLOAT(ui) \
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((__GLfloat)(ui) * gc->constants.oneOver4294965000)
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#endif
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/*
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** Bloody "round towards 0" convention. We could avoid these floor() calls
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** were it not for that!
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*/
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#ifdef NT
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#define __GL_FLOAT_TO_B(f) \
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((GLbyte) __GL_FLOORF(((f) * __glVal255) * __glHalf))
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#define __GL_FLOAT_TO_UB(f) \
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((GLubyte) ((f) * __glVal255 + __glHalf))
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#define __GL_FLOAT_TO_S(f) \
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((GLshort) __GL_FLOORF(((f) * __glVal65535) * __glHalf))
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#define __GL_FLOAT_TO_US(f) \
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((GLushort) ((f) * __glVal65535 + __glHalf))
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#else
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#define __GL_FLOAT_TO_B(f) \
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((GLbyte) __GL_FLOORF(((f) * gc->constants.val255) * __glHalf))
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#define __GL_FLOAT_TO_UB(f) \
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((GLubyte) ((f) * gc->constants.val255 + __glHalf))
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#define __GL_FLOAT_TO_S(f) \
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((GLshort) __GL_FLOORF(((f) * gc->constants.val65535) * __glHalf))
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#define __GL_FLOAT_TO_US(f) \
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((GLushort) ((f) * gc->constants.val65535 + __glHalf))
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#endif
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/*
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** Not quite 2^31-1 because of possible floating point errors. 4294965000
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** is a much safer number to use.
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*/
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#ifdef NT
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#define __GL_FLOAT_TO_I(f) \
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((GLint) __GL_FLOORF(((f) * __glVal4294965000) * __glHalf))
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#define __GL_FLOAT_TO_UI(f) \
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((GLuint) ((f) * __glVal4294965000 + __glHalf))
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#else
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#define __GL_FLOAT_TO_I(f) \
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((GLint) __GL_FLOORF(((f) * gc->constants.val4294965000) * __glHalf))
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#define __GL_FLOAT_TO_UI(f) \
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((GLuint) ((f) * gc->constants.val4294965000 + __glHalf))
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#endif
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/*
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** Mask the incoming color index (in floating point) against the
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** maximum color index value for the color buffers. Keep 4 bits
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** of fractional precision.
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*/
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#define __GL_MASK_INDEXF(gc, val) \
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(((__GLfloat) (((GLint) ((val) * 16)) \
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& (((gc)->frontBuffer.redMax << 4) | 0xf))) \
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/ (__GLfloat)16.0)
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#define __GL_MASK_INDEXI(gc, val) \
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((val) & (gc)->frontBuffer.redMax)
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/************************************************************************/
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/*
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** These two must be the same size, because they cache their tables in the
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** same arena.
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*/
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#define __GL_SPEC_LOOKUP_TABLE_SIZE 256
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#define __GL_SPOT_LOOKUP_TABLE_SIZE __GL_SPEC_LOOKUP_TABLE_SIZE
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typedef struct {
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GLint refcount;
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__GLfloat threshold, scale, exp;
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__GLfloat table[__GL_SPEC_LOOKUP_TABLE_SIZE];
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} __GLspecLUTEntry;
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__GLspecLUTEntry *__glCreateSpecLUT(__GLcontext *gc, __GLfloat exp);
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void FASTCALL __glFreeSpecLUT(__GLcontext *gc, __GLspecLUTEntry *lut);
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void FASTCALL __glInitLUTCache(__GLcontext *gc);
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void FASTCALL __glFreeLUTCache(__GLcontext *gc);
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#define __GL_LIGHT_UPDATE_FRONT_MATERIAL_AMBIENT
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/*
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** Per light source per material computed state.
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*/
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typedef struct __GLlightSourcePerMaterialMachineRec {
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__GLcolor ambient; /* light ambient times material ambient */
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__GLcolor diffuse; /* light diffuse times material diffuse */
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__GLcolor specular; /* light specular times material specular */
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} __GLlightSourcePerMaterialMachine;
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/*
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** Per light source computed state.
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*/
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struct __GLlightSourceMachineRec {
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/*
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** ambient, diffuse and specular are each pre-multiplied by the
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** material ambient, material diffuse and material specular.
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** We use the face being lit to pick between the two sets.
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*/
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__GLlightSourcePerMaterialMachine front, back;
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__GLlightSourceState *state;
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__GLfloat constantAttenuation;
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__GLfloat linearAttenuation;
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__GLfloat quadraticAttenuation;
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__GLfloat spotLightExponent;
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/* Position of the light source in eye coordinates */
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__GLcoord position;
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/* Direction of the light source in eye coordinates, normalize */
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__GLcoord direction;
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/* Cosine of the spot light cutoff angle */
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__GLfloat cosCutOffAngle;
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/* Precomputed attenuation, only when k1 and k2 are zero */
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__GLfloat attenuation;
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/* This will be set when the cut off angle != 180 */
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GLboolean isSpot;
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/* When possible, the normalized "h" value from the spec is pre-computed */
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__GLcoord hHat;
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/* Unit vector VPpli pre-computed (only when light is at infinity) */
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__GLcoord unitVPpli;
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/* sli and dli values pre-computed (color index mode only) */
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__GLfloat sli, dli;
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/* Link to next active light */
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__GLlightSourceMachine *next;
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/* Spot light exponent lookup table */
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__GLfloat *spotTable;
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/* Values used to avoid pow function during spot computations */
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__GLfloat threshold, scale;
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/* cache entry where this data came from */
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__GLspecLUTEntry *cache;
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/* Set to GL_TRUE if slow processing path is needed */
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GLboolean slowPath;
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/* temporary storage for hHat when original hHat is transformed into *
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/* normal space */
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__GLcoord tmpHHat;
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/* temporary storage for unitVPpli when original is transformed into *
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/* normal space */
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__GLcoord tmpUnitVPpli;
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};
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/*
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** Per material computed state.
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*/
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struct __GLmaterialMachineRec {
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#ifdef NT
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/*
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** Sum of:
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** invariant material emissive color (with respect to color material)
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** invariant material ambient color * scene ambient color (with
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** respect to color material)
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**
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** This sum is carefully kept scaled.
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*/
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__GLcolor paSceneColor;
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/*
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** Cached values for the total emissive+ambient for a material, and
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** the clamped version of this value which can be directly applied
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** to backface vertices with no effective specular or diffuse components.
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*/
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__GLcolor cachedEmissiveAmbient;
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__GLcolor cachedNonLit;
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#else
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/*
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** Sum of:
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** material emissive color
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** material ambient color * scene ambient color
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**
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** This sum is carefully kept scaled.
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*/
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__GLcolor sceneColor;
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#endif
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/* Specular exponent */
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__GLfloat specularExponent;
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/* Specular exponent lookup table */
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__GLfloat *specTable;
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/* Values used to avoid pow function during specular computations */
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__GLfloat threshold, scale;
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/* cache entry where this data came from */
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__GLspecLUTEntry *cache;
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/* Scaled and clamped form of material diffuse alpha */
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__GLfloat alpha;
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#ifdef NT
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/* color material change bits */
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GLuint colorMaterialChange;
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#endif
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};
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typedef struct {
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__GLlightSourceMachine *source;
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__GLmaterialMachine front, back;
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/* List of enabled light sources */
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__GLlightSourceMachine *sources;
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/* Current material color material (iff one material is being updated) */
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__GLmaterialState *cm;
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__GLmaterialMachine *cmm;
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/* Cache of lookup tables for spot lights and specular highlights */
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struct __GLspecLUTCache_Rec *lutCache;
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} __GLlightMachine;
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/* Values for cmParam */
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#define __GL_EMISSION 0
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#define __GL_AMBIENT 1
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#define __GL_SPECULAR 2
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#define __GL_AMBIENT_AND_DIFFUSE 3
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#define __GL_DIFFUSE 4
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extern void FASTCALL __glCopyCIColor(__GLcontext *gc, GLuint faceBit, __GLvertex *v);
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extern void FASTCALL __glCopyRGBColor(__GLcontext *gc, GLuint faceBit, __GLvertex *v);
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extern void FASTCALL __glClampRGBColor(__GLcontext *gc, __GLcolor *dst,
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const __GLcolor *src);
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extern void FASTCALL __glClampAndScaleColor(__GLcontext *gc);
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/* Stuff for converting float colors */
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extern void FASTCALL __glClampAndScaleColorf(__GLcontext *gc, __GLcolor *dst,
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const GLfloat src[4]);
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extern void FASTCALL __glClampColorf(__GLcontext *gc, __GLcolor *dst,
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const GLfloat src[4]);
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extern void FASTCALL __glScaleColorf(__GLcontext *gc, __GLcolor *dst,
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const GLfloat src[4]);
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extern void FASTCALL __glUnScaleColorf(__GLcontext *gc, GLfloat dst[4],
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const __GLcolor *src);
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/* Stuff for converting integer colors */
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extern void FASTCALL __glClampAndScaleColori(__GLcontext *gc, __GLcolor *dst,
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const GLint src[4]);
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extern void FASTCALL __glClampColori(__GLcontext *gc, __GLcolor *dst,
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const GLint src[4]);
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extern void FASTCALL __glScaleColori(__GLcontext *gc, __GLcolor *dst,
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const GLint src[4]);
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extern void FASTCALL __glUnScaleColori(__GLcontext *gc, GLint dst[4],
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const __GLcolor *src);
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extern void FASTCALL __glTransformLightDirection(__GLcontext *gc,
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__GLlightSourceState *ls);
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extern void FASTCALL __glValidateLighting(__GLcontext *gc);
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extern void FASTCALL __glValidateMaterial(__GLcontext *gc, GLint front, GLint back);
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/* Procs for handling color material changes */
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extern void FASTCALL __glChangeOneMaterialColor(__GLcontext *gc);
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extern void FASTCALL __glChangeBothMaterialColors(__GLcontext *gc);
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/* Lighting procs */
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extern void FASTCALL __glCalcRGBColor(__GLcontext *gc, GLint face, __GLvertex *vx);
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extern void FASTCALL __glFastCalcRGBColor(__GLcontext *gc, GLint face, __GLvertex *vx);
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extern void FASTCALL __glCalcCIColor(__GLcontext *gc, GLint face, __GLvertex *vx);
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extern void FASTCALL __glFastCalcCIColor(__GLcontext *gc, GLint face, __GLvertex *vx);
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extern void FASTCALL ComputeColorMaterialChange(__GLcontext *gc);
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#endif /* __gllighting_h_ */
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