/*
* Copyright (C) 2009-2010 Francisco Jerez.
* 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 (including the
* next paragraph) 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 THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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.
*
*/
#include "nouveau_driver.h"
#include "nouveau_context.h"
#include "nouveau_gldefs.h"
#include "nouveau_util.h"
#include "nv20_3d.xml.h"
#include "nv10_driver.h"
#include "nv20_driver.h"
#define LIGHT_MODEL_AMBIENT_R(side) \
((side) ? NV20_3D_LIGHT_MODEL_BACK_AMBIENT_R : \
NV20_3D_LIGHT_MODEL_FRONT_AMBIENT_R)
#define LIGHT_AMBIENT_R(side, i) \
((side) ? NV20_3D_LIGHT_BACK_AMBIENT_R(i) : \
NV20_3D_LIGHT_FRONT_AMBIENT_R(i))
#define LIGHT_DIFFUSE_R(side, i) \
((side) ? NV20_3D_LIGHT_BACK_DIFFUSE_R(i) : \
NV20_3D_LIGHT_FRONT_DIFFUSE_R(i))
#define LIGHT_SPECULAR_R(side, i) \
((side) ? NV20_3D_LIGHT_BACK_SPECULAR_R(i) : \
NV20_3D_LIGHT_FRONT_SPECULAR_R(i))
#define MATERIAL_FACTOR_R(side) \
((side) ? NV20_3D_MATERIAL_FACTOR_BACK_R : \
NV20_3D_MATERIAL_FACTOR_FRONT_R)
#define MATERIAL_FACTOR_A(side) \
((side) ? NV20_3D_MATERIAL_FACTOR_BACK_A : \
NV20_3D_MATERIAL_FACTOR_FRONT_A)
#define MATERIAL_SHININESS(side) \
((side) ? NV20_3D_BACK_MATERIAL_SHININESS(0) : \
NV20_3D_FRONT_MATERIAL_SHININESS(0))
void
nv20_emit_clip_plane(struct gl_context *ctx, int emit)
{
}
static inline unsigned
get_material_bitmask(unsigned m)
{
unsigned ret = 0;
if (m & MAT_BIT_FRONT_EMISSION)
ret |= NV20_3D_COLOR_MATERIAL_FRONT_EMISSION_COL1;
if (m & MAT_BIT_FRONT_AMBIENT)
ret |= NV20_3D_COLOR_MATERIAL_FRONT_AMBIENT_COL1;
if (m & MAT_BIT_FRONT_DIFFUSE)
ret |= NV20_3D_COLOR_MATERIAL_FRONT_DIFFUSE_COL1;
if (m & MAT_BIT_FRONT_SPECULAR)
ret |= NV20_3D_COLOR_MATERIAL_FRONT_SPECULAR_COL1;
if (m & MAT_BIT_BACK_EMISSION)
ret |= NV20_3D_COLOR_MATERIAL_BACK_EMISSION_COL1;
if (m & MAT_BIT_BACK_AMBIENT)
ret |= NV20_3D_COLOR_MATERIAL_BACK_AMBIENT_COL1;
if (m & MAT_BIT_BACK_DIFFUSE)
ret |= NV20_3D_COLOR_MATERIAL_BACK_DIFFUSE_COL1;
if (m & MAT_BIT_BACK_SPECULAR)
ret |= NV20_3D_COLOR_MATERIAL_BACK_SPECULAR_COL1;
return ret;
}
void
nv20_emit_color_material(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
BEGIN_NV04(push, NV20_3D(COLOR_MATERIAL), 1);
PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
}
static unsigned
get_fog_mode_signed(unsigned mode)
{
switch (mode) {
case GL_LINEAR:
return NV20_3D_FOG_MODE_LINEAR_SIGNED;
case GL_EXP:
return NV20_3D_FOG_MODE_EXP_SIGNED;
case GL_EXP2:
return NV20_3D_FOG_MODE_EXP2_SIGNED;
default:
assert(0);
}
}
static unsigned
get_fog_mode_unsigned(unsigned mode)
{
switch (mode) {
case GL_LINEAR:
return NV20_3D_FOG_MODE_LINEAR_UNSIGNED;
case GL_EXP:
return NV20_3D_FOG_MODE_EXP_UNSIGNED;
case GL_EXP2:
return NV20_3D_FOG_MODE_EXP2_UNSIGNED;
default:
assert(0);
}
}
static unsigned
get_fog_source(unsigned source, unsigned distance_mode)
{
switch (source) {
case GL_FOG_COORDINATE_EXT:
return NV20_3D_FOG_COORD_FOG;
case GL_FRAGMENT_DEPTH_EXT:
switch (distance_mode) {
case GL_EYE_PLANE_ABSOLUTE_NV:
return NV20_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
case GL_EYE_PLANE:
return NV20_3D_FOG_COORD_DIST_ORTHOGONAL;
case GL_EYE_RADIAL_NV:
return NV20_3D_FOG_COORD_DIST_RADIAL;
default:
assert(0);
}
default:
assert(0);
}
}
void
nv20_emit_fog(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_fog_attrib *f = &ctx->Fog;
unsigned source = nctx->fallback == HWTNL ?
f->FogCoordinateSource : GL_FOG_COORDINATE_EXT;
float k[3];
nv10_get_fog_coeff(ctx, k);
BEGIN_NV04(push, NV20_3D(FOG_MODE), 4);
PUSH_DATA (push, ((source == GL_FRAGMENT_DEPTH_EXT &&
f->FogDistanceMode == GL_EYE_PLANE_ABSOLUTE_NV) ?
get_fog_mode_unsigned(f->Mode) :
get_fog_mode_signed(f->Mode)));
PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
PUSH_DATAb(push, f->Enabled);
PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_RGBA8888_REV, f->Color));
BEGIN_NV04(push, NV20_3D(FOG_COEFF(0)), 3);
PUSH_DATAp(push, k, 3);
}
void
nv20_emit_light_model(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_lightmodel *m = &ctx->Light.Model;
BEGIN_NV04(push, NV20_3D(SEPARATE_SPECULAR_ENABLE), 1);
PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
BEGIN_NV04(push, NV20_3D(LIGHT_MODEL), 1);
PUSH_DATA (push, ((m->LocalViewer ?
NV20_3D_LIGHT_MODEL_VIEWER_LOCAL :
NV20_3D_LIGHT_MODEL_VIEWER_NONLOCAL) |
(_mesa_need_secondary_color(ctx) ?
NV20_3D_LIGHT_MODEL_SEPARATE_SPECULAR :
0)));
BEGIN_NV04(push, NV20_3D(LIGHT_MODEL_TWO_SIDE_ENABLE), 1);
PUSH_DATAb(push, ctx->Light.Model.TwoSide);
}
void
nv20_emit_light_source(struct gl_context *ctx, int emit)
{
const int i = emit - NOUVEAU_STATE_LIGHT_SOURCE0;
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_light *l = &ctx->Light.Light[i];
if (l->_Flags & LIGHT_POSITIONAL) {
BEGIN_NV04(push, NV20_3D(LIGHT_POSITION_X(i)), 3);
PUSH_DATAp(push, l->_Position, 3);
BEGIN_NV04(push, NV20_3D(LIGHT_ATTENUATION_CONSTANT(i)), 3);
PUSH_DATAf(push, l->ConstantAttenuation);
PUSH_DATAf(push, l->LinearAttenuation);
PUSH_DATAf(push, l->QuadraticAttenuation);
} else {
BEGIN_NV04(push, NV20_3D(LIGHT_DIRECTION_X(i)), 3);
PUSH_DATAp(push, l->_VP_inf_norm, 3);
BEGIN_NV04(push, NV20_3D(LIGHT_HALF_VECTOR_X(i)), 3);
PUSH_DATAp(push, l->_h_inf_norm, 3);
}
if (l->_Flags & LIGHT_SPOT) {
float k[7];
nv10_get_spot_coeff(l, k);
BEGIN_NV04(push, NV20_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
PUSH_DATAp(push, k, 7);
}
}
#define USE_COLOR_MATERIAL(attr, side) \
(ctx->Light.ColorMaterialEnabled && \
ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_##attr(side)))
void
nv20_emit_material_ambient(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_AMBIENT;
struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float c_scene[3], c_factor[3];
struct gl_light *l;
if (USE_COLOR_MATERIAL(AMBIENT, side)) {
COPY_3V(c_scene, mat[MAT_ATTRIB_EMISSION(side)]);
COPY_3V(c_factor, ctx->Light.Model.Ambient);
} else if (USE_COLOR_MATERIAL(EMISSION, side)) {
SCALE_3V(c_scene, mat[MAT_ATTRIB_AMBIENT(side)],
ctx->Light.Model.Ambient);
ASSIGN_3V(c_factor, 1, 1, 1);
} else {
COPY_3V(c_scene, ctx->Light._BaseColor[side]);
ZERO_3V(c_factor);
}
BEGIN_NV04(push, SUBC_3D(LIGHT_MODEL_AMBIENT_R(side)), 3);
PUSH_DATAp(push, c_scene, 3);
if (ctx->Light.ColorMaterialEnabled) {
BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_R(side)), 3);
PUSH_DATAp(push, c_factor, 3);
}
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
float *c_light = (USE_COLOR_MATERIAL(AMBIENT, side) ?
l->Ambient :
l->_MatAmbient[side]);
BEGIN_NV04(push, SUBC_3D(LIGHT_AMBIENT_R(side, i)), 3);
PUSH_DATAp(push, c_light, 3);
}
}
void
nv20_emit_material_diffuse(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_DIFFUSE;
struct nouveau_pushbuf *push = context_push(ctx);
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
struct gl_light *l;
BEGIN_NV04(push, SUBC_3D(MATERIAL_FACTOR_A(side)), 1);
PUSH_DATAf(push, mat[MAT_ATTRIB_DIFFUSE(side)][3]);
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
l->Diffuse :
l->_MatDiffuse[side]);
BEGIN_NV04(push, SUBC_3D(LIGHT_DIFFUSE_R(side, i)), 3);
PUSH_DATAp(push, c_light, 3);
}
}
void
nv20_emit_material_specular(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SPECULAR;
struct nouveau_pushbuf *push = context_push(ctx);
struct gl_light *l;
foreach(l, &ctx->Light.EnabledList) {
const int i = l - ctx->Light.Light;
float *c_light = (USE_COLOR_MATERIAL(SPECULAR, side) ?
l->Specular :
l->_MatSpecular[side]);
BEGIN_NV04(push, SUBC_3D(LIGHT_SPECULAR_R(side, i)), 3);
PUSH_DATAp(push, c_light, 3);
}
}
void
nv20_emit_material_shininess(struct gl_context *ctx, int emit)
{
const int side = emit - NOUVEAU_STATE_MATERIAL_FRONT_SHININESS;
struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float k[6];
nv10_get_shininess_coeff(
CLAMP(mat[MAT_ATTRIB_SHININESS(side)][0], 0, 1024),
k);
BEGIN_NV04(push, SUBC_3D(MATERIAL_SHININESS(side)), 6);
PUSH_DATAp(push, k, 6);
}
void
nv20_emit_modelview(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_pushbuf *push = context_push(ctx);
GLmatrix *m = ctx->ModelviewMatrixStack.Top;
if (nctx->fallback != HWTNL)
return;
if (ctx->Light._NeedEyeCoords || ctx->Fog.Enabled ||
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
BEGIN_NV04(push, NV20_3D(MODELVIEW_MATRIX(0, 0)), 16);
PUSH_DATAm(push, m->m);
}
if (ctx->Light.Enabled ||
(ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD)) {
int i, j;
BEGIN_NV04(push, NV20_3D(INVERSE_MODELVIEW_MATRIX(0, 0)), 12);
for (i = 0; i < 3; i++)
for (j = 0; j < 4; j++)
PUSH_DATAf(push, m->inv[4*i + j]);
}
}
void
nv20_emit_projection(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_pushbuf *push = context_push(ctx);
GLmatrix m;
_math_matrix_ctr(&m);
get_viewport_scale(ctx, m.m);
if (nctx->fallback == HWTNL)
_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
BEGIN_NV04(push, NV20_3D(PROJECTION_MATRIX(0)), 16);
PUSH_DATAm(push, m.m);
_math_matrix_dtr(&m);
}