blob: 9844f615ffe07ca5404a119eec2144f894ace435 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Gareth Hughes <gareth@valinux.com>
* Keith Whitwell <keith_whitwell@yahoo.com>
*/
/* Template for immediate mode normal functions. Optimize for infinite
* lights when doing software lighting.
*/
static void TAG(Normal3f_single)( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_VERTEX;
const struct gl_light *light = ctx->Light.EnabledList.prev;
GLfloat n_dot_h, n_dot_VP, spec, sum[3];
GLfloat *normal = ctx->Current.Normal;
GLfloat scale = 1.0;
ASSIGN_3V( normal, x, y, z );
COPY_3V( sum, BASE_COLOR );
if ( IND & NORM_RESCALE ) {
scale = ctx->_ModelViewInvScale;
} else if ( IND & NORM_NORMALIZE ) {
scale = LEN_3FV( normal );
if ( scale != 0.0 ) scale = 1.0 / scale;
}
n_dot_VP = DOT3( normal, light->_VP_inf_norm ) * scale;
if ( n_dot_VP > 0.0F ) {
ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] );
n_dot_h = DOT3( normal, light->_h_inf_norm ) * scale;
if ( n_dot_h > 0.0F ) {
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] );
}
}
#ifdef LIT_COLOR_IS_FLOAT
LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f);
LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f);
LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f);
#else
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] );
#endif
LIT_COLOR( ACOMP ) = LIT_ALPHA;
}
static void TAG(Normal3fv_single)( const GLfloat *normal )
{
GET_CURRENT_VERTEX;
const struct gl_light *light = ctx->Light.EnabledList.prev;
GLfloat n_dot_h, n_dot_VP, spec, sum[3];
GLfloat scale = 1.0;
COPY_3V( ctx->Current.Normal, normal );
COPY_3V( sum, BASE_COLOR );
if ( IND & NORM_RESCALE ) {
scale = ctx->_ModelViewInvScale;
} else if ( IND & NORM_NORMALIZE ) {
scale = LEN_3FV( normal );
if ( scale != 0.0 ) scale = 1.0 / scale;
}
n_dot_VP = DOT3( normal, light->_VP_inf_norm ) * scale;
if ( n_dot_VP > 0.0F ) {
ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] );
n_dot_h = DOT3( normal, light->_h_inf_norm ) * scale;
if ( n_dot_h > 0.0F ) {
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] );
}
}
#ifdef LIT_COLOR_IS_FLOAT
LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f);
LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f);
LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f);
#else
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] );
#endif
LIT_COLOR( ACOMP ) = LIT_ALPHA;
}
static void TAG(Normal3f_multi)( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_VERTEX;
struct gl_light *light;
GLfloat n_dot_h, n_dot_VP, spec, sum[3], tmp[3];
GLfloat *normal;
ASSIGN_3V( ctx->Current.Normal, x, y, z );
COPY_3V( sum, BASE_COLOR );
if ( IND & NORM_RESCALE ) {
normal = tmp;
ASSIGN_3V( normal, x, y, z );
SELF_SCALE_SCALAR_3V( normal, ctx->_ModelViewInvScale );
} else if ( IND & NORM_NORMALIZE ) {
normal = tmp;
ASSIGN_3V( normal, x, y, z );
NORMALIZE_3FV( normal );
} else {
normal = ctx->Current.Normal;
}
foreach ( light, &ctx->Light.EnabledList ) {
n_dot_VP = DOT3( normal, light->_VP_inf_norm );
if ( n_dot_VP > 0.0F ) {
ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] );
n_dot_h = DOT3( normal, light->_h_inf_norm );
if ( n_dot_h > 0.0F ) {
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] );
}
}
}
#ifdef LIT_COLOR_IS_FLOAT
LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f);
LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f);
LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f);
#else
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] );
#endif
LIT_COLOR( ACOMP ) = LIT_ALPHA;
}
static void TAG(Normal3fv_multi)( const GLfloat *n )
{
GET_CURRENT_VERTEX;
struct gl_light *light;
GLfloat n_dot_h, n_dot_VP, spec, sum[3], tmp[3];
GLfloat *normal;
COPY_3V( ctx->Current.Normal, n );
COPY_3V( sum, BASE_COLOR );
if ( IND & NORM_RESCALE ) {
normal = tmp;
COPY_3V( normal, n );
SELF_SCALE_SCALAR_3V( normal, ctx->_ModelViewInvScale );
} else if ( IND & NORM_NORMALIZE ) {
normal = tmp;
COPY_3V( normal, n );
NORMALIZE_3FV( normal );
} else {
normal = ctx->Current.Normal;
}
foreach ( light, &ctx->Light.EnabledList ) {
n_dot_VP = DOT3( normal, light->_VP_inf_norm );
if ( n_dot_VP > 0.0F ) {
ACC_SCALE_SCALAR_3V( sum, n_dot_VP, light->_MatDiffuse[0] );
n_dot_h = DOT3( normal, light->_h_inf_norm );
if ( n_dot_h > 0.0F ) {
GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
ACC_SCALE_SCALAR_3V( sum, spec, light->_MatSpecular[0] );
}
}
}
#ifdef LIT_COLOR_IS_FLOAT
LIT_COLOR ( RCOMP ) = CLAMP(sum[0], 0.0f, 0.1f);
LIT_COLOR ( GCOMP ) = CLAMP(sum[1], 0.0f, 0.1f);
LIT_COLOR ( BCOMP ) = CLAMP(sum[2], 0.0f, 0.1f);
#else
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( RCOMP ), sum[0] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( GCOMP ), sum[1] );
UNCLAMPED_FLOAT_TO_UBYTE( LIT_COLOR( BCOMP ), sum[2] );
#endif
LIT_COLOR( ACOMP ) = LIT_ALPHA;
}
static void TAG(init_norm)( void )
{
norm_tab[IND].normal3f_single = TAG(Normal3f_single);
norm_tab[IND].normal3fv_single = TAG(Normal3fv_single);
norm_tab[IND].normal3f_multi = TAG(Normal3f_multi);
norm_tab[IND].normal3fv_multi = TAG(Normal3fv_multi);
}
#ifndef PRESERVE_NORMAL_DEFS
#undef GET_CURRENT
#undef GET_CURRENT_VERTEX
#undef LIT_COLOR
#undef LIT_COLOR_IS_FLOAT
#endif
#undef PRESERVE_NORMAL_DEFS
#undef IND
#undef TAG