Update spot light params

This commit is contained in:
Patrice Mandin 2007-01-02 14:31:16 +01:00
parent 254ce75ac3
commit bbfd963f49
3 changed files with 45 additions and 36 deletions

View File

@ -327,6 +327,7 @@ static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
enum {
SPOTLIGHT_NO_UPDATE,
SPOTLIGHT_UPDATE_EXPONENT,
SPOTLIGHT_UPDATE_DIRECTION,
SPOTLIGHT_UPDATE_ALL
@ -337,7 +338,7 @@ static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
int spotlightUpdate = -1;
int spotlight_update = SPOTLIGHT_NO_UPDATE;
switch(pname)
{
@ -366,13 +367,13 @@ static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION;
spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
break;
case GL_SPOT_EXPONENT:
spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT;
spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
spotlightUpdate = SPOTLIGHT_UPDATE_ALL;
spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
@ -390,13 +391,14 @@ static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
break;
}
switch(spotlightUpdate) {
switch(spotlight_update) {
case SPOTLIGHT_UPDATE_DIRECTION:
{
GLfloat x,y,z;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
x = spot_light_coef_a * l->_NormDirection[0];
y = spot_light_coef_a * l->_NormDirection[1];
z = spot_light_coef_a * l->_NormDirection[2];
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
OUT_RING_CACHEf(x);
OUT_RING_CACHEf(y);
@ -418,13 +420,14 @@ static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
case SPOTLIGHT_UPDATE_ALL:
{
GLfloat cc,lc,qc, x,y,z, c;
GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
cc = 1.0; /* FIXME: These need to be correctly computed */
lc = 0.0;
qc = 2.0;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
c = -2.0 * (0.5 + l->_CosCutoff);
x = spot_light_coef_a * l->_NormDirection[0];
y = spot_light_coef_a * l->_NormDirection[1];
z = spot_light_coef_a * l->_NormDirection[2];
c = spot_light_coef_a + 1.0;
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
OUT_RING_CACHEf(cc);
OUT_RING_CACHEf(lc);

View File

@ -338,6 +338,7 @@ static void nv20Hint(GLcontext *ctx, GLenum target, GLenum mode)
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
enum {
SPOTLIGHT_NO_UPDATE,
SPOTLIGHT_UPDATE_EXPONENT,
SPOTLIGHT_UPDATE_DIRECTION,
SPOTLIGHT_UPDATE_ALL
@ -348,7 +349,7 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
int spotlightUpdate = -1;
int spotlight_update = SPOTLIGHT_NO_UPDATE;
/* not sure where the fourth param value goes...*/
switch(pname)
@ -378,13 +379,13 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION;
spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
break;
case GL_SPOT_EXPONENT:
spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT;
spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
spotlightUpdate = SPOTLIGHT_UPDATE_ALL;
spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
@ -402,13 +403,14 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
break;
}
switch(spotlightUpdate) {
switch(spotlight_update) {
case SPOTLIGHT_UPDATE_DIRECTION:
{
GLfloat x,y,z;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
x = spot_light_coef_a * l->_NormDirection[0];
y = spot_light_coef_a * l->_NormDirection[1];
z = spot_light_coef_a * l->_NormDirection[2];
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
OUT_RING_CACHEf(x);
OUT_RING_CACHEf(y);
@ -430,13 +432,14 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
case SPOTLIGHT_UPDATE_ALL:
{
GLfloat cc,lc,qc, x,y,z, c;
GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
cc = 1.0; /* FIXME: These need to be correctly computed */
lc = 0.0;
qc = 2.0;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
c = -2.0 * (0.5 + l->_CosCutoff);
x = spot_light_coef_a * l->_NormDirection[0];
y = spot_light_coef_a * l->_NormDirection[1];
z = spot_light_coef_a * l->_NormDirection[2];
c = spot_light_coef_a + 1.0;
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
OUT_RING_CACHEf(cc);
OUT_RING_CACHEf(lc);

View File

@ -369,6 +369,7 @@ static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
enum {
SPOTLIGHT_NO_UPDATE,
SPOTLIGHT_UPDATE_EXPONENT,
SPOTLIGHT_UPDATE_DIRECTION,
SPOTLIGHT_UPDATE_ALL
@ -379,7 +380,7 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
GLint p = light - GL_LIGHT0;
struct gl_light *l = &ctx->Light.Light[p];
int spotlightUpdate = -1;
int spotlight_update = SPOTLIGHT_NO_UPDATE;
if (NOUVEAU_CARD_USING_SHADERS)
return;
@ -412,13 +413,13 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
spotlightUpdate = SPOTLIGHT_UPDATE_DIRECTION;
spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
break;
case GL_SPOT_EXPONENT:
spotlightUpdate = SPOTLIGHT_UPDATE_EXPONENT;
spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
break;
case GL_SPOT_CUTOFF:
spotlightUpdate = SPOTLIGHT_UPDATE_ALL;
spotlight_update = SPOTLIGHT_UPDATE_ALL;
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
@ -436,13 +437,14 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
break;
}
switch(spotlightUpdate) {
switch(spotlight_update) {
case SPOTLIGHT_UPDATE_DIRECTION:
{
GLfloat x,y,z;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
x = spot_light_coef_a * l->_NormDirection[0];
y = spot_light_coef_a * l->_NormDirection[1];
z = spot_light_coef_a * l->_NormDirection[2];
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
OUT_RING_CACHEf(x);
OUT_RING_CACHEf(y);
@ -464,13 +466,14 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
case SPOTLIGHT_UPDATE_ALL:
{
GLfloat cc,lc,qc, x,y,z, c;
GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
cc = 1.0; /* FIXME: These need to be correctly computed */
lc = 0.0;
qc = 2.0;
x = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[0];
y = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[1];
z = -2.0 * (1.0 + l->_CosCutoff) * l->_NormDirection[2];
c = -2.0 * (0.5 + l->_CosCutoff);
x = spot_light_coef_a * l->_NormDirection[0];
y = spot_light_coef_a * l->_NormDirection[1];
z = spot_light_coef_a * l->_NormDirection[2];
c = spot_light_coef_a + 1.0;
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
OUT_RING_CACHEf(cc);
OUT_RING_CACHEf(lc);