/*
* 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 "nv10_3d.xml.h"
#include "nv10_driver.h"
#include "util/bitscan.h"
void
nv10_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 |= NV10_3D_COLOR_MATERIAL_EMISSION;
if (m & MAT_BIT_FRONT_AMBIENT)
ret |= NV10_3D_COLOR_MATERIAL_AMBIENT;
if (m & MAT_BIT_FRONT_DIFFUSE)
ret |= NV10_3D_COLOR_MATERIAL_DIFFUSE;
if (m & MAT_BIT_FRONT_SPECULAR)
ret |= NV10_3D_COLOR_MATERIAL_SPECULAR;
return ret;
}
void
nv10_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, NV10_3D(COLOR_MATERIAL), 1);
PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
}
static unsigned
get_fog_mode(unsigned mode)
{
switch (mode) {
case GL_LINEAR:
return NV10_3D_FOG_MODE_LINEAR;
case GL_EXP:
return NV10_3D_FOG_MODE_EXP;
case GL_EXP2:
return NV10_3D_FOG_MODE_EXP2;
default:
assert(0);
}
}
static unsigned
get_fog_source(unsigned source, unsigned distance_mode)
{
switch (source) {
case GL_FOG_COORDINATE_EXT:
return NV10_3D_FOG_COORD_FOG;
case GL_FRAGMENT_DEPTH_EXT:
switch (distance_mode) {
case GL_EYE_PLANE_ABSOLUTE_NV:
return NV10_3D_FOG_COORD_DIST_ORTHOGONAL_ABS;
case GL_EYE_PLANE:
return NV10_3D_FOG_COORD_DIST_ORTHOGONAL;
case GL_EYE_RADIAL_NV:
return NV10_3D_FOG_COORD_DIST_RADIAL;
default:
assert(0);
}
default:
assert(0);
}
}
void
nv10_get_fog_coeff(struct gl_context *ctx, float k[3])
{
struct gl_fog_attrib *f = &ctx->Fog;
switch (f->Mode) {
case GL_LINEAR:
k[0] = 2 + f->Start / (f->End - f->Start);
k[1] = -1 / (f->End - f->Start);
break;
case GL_EXP:
k[0] = 1.5;
k[1] = -0.09 * f->Density;
break;
case GL_EXP2:
k[0] = 1.5;
k[1] = -0.21 * f->Density;
break;
default:
assert(0);
}
k[2] = 0;
}
void
nv10_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, NV10_3D(FOG_MODE), 4);
PUSH_DATA (push, get_fog_mode(f->Mode));
PUSH_DATA (push, get_fog_source(source, f->FogDistanceMode));
PUSH_DATAb(push, f->Enabled);
PUSH_DATA (push, pack_rgba_f(MESA_FORMAT_R8G8B8A8_UNORM, f->Color));
BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3);
PUSH_DATAp(push, k, 3);
context_dirty(ctx, FRAG);
}
static inline unsigned
get_light_mode(struct gl_light *l)
{
if (l->Enabled) {
if (l->_Flags & LIGHT_SPOT)
return NV10_3D_ENABLED_LIGHTS_0_DIRECTIONAL;
else if (l->_Flags & LIGHT_POSITIONAL)
return NV10_3D_ENABLED_LIGHTS_0_POSITIONAL;
else
return NV10_3D_ENABLED_LIGHTS_0_NONPOSITIONAL;
} else {
return NV10_3D_ENABLED_LIGHTS_0_DISABLED;
}
}
void
nv10_emit_light_enable(struct gl_context *ctx, int emit)
{
struct nouveau_context *nctx = to_nouveau_context(ctx);
struct nouveau_pushbuf *push = context_push(ctx);
uint32_t en_lights = 0;
int i;
if (nctx->fallback != HWTNL) {
BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
PUSH_DATA (push, 0);
return;
}
for (i = 0; i < MAX_LIGHTS; i++)
en_lights |= get_light_mode(&ctx->Light.Light[i]) << 2 * i;
BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1);
PUSH_DATA (push, en_lights);
BEGIN_NV04(push, NV10_3D(LIGHTING_ENABLE), 1);
PUSH_DATAb(push, ctx->Light.Enabled);
BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1);
PUSH_DATAb(push, ctx->Transform.Normalize);
}
void
nv10_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, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1);
PUSH_DATAb(push, m->ColorControl == GL_SEPARATE_SPECULAR_COLOR);
BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1);
PUSH_DATA (push, ((m->LocalViewer ?
NV10_3D_LIGHT_MODEL_LOCAL_VIEWER : 0) |
(_mesa_need_secondary_color(ctx) ?
NV10_3D_LIGHT_MODEL_SEPARATE_SPECULAR : 0) |
(!ctx->Light.Enabled && ctx->Fog.ColorSumEnabled ?
NV10_3D_LIGHT_MODEL_VERTEX_SPECULAR : 0)));
}
static float
get_shine(const float p[], float x)
{
const int n = 15;
const float *y = &p[1];
float f = (n - 1) * (1 - 1 / (1 + p[0] * x))
/ (1 - 1 / (1 + p[0] * 1024));
int i = f;
/* Linear interpolation in f-space (Faster and somewhat more
* accurate than x-space). */
if (x == 0)
return y[0];
else if (i > n - 2)
return y[n - 1];
else
return y[i] + (y[i + 1] - y[i]) * (f - i);
}
static const float nv10_spot_params[2][16] = {
{ 0.02, -3.80e-05, -1.77, -2.41, -2.71, -2.88, -2.98, -3.06,
-3.11, -3.17, -3.23, -3.28, -3.37, -3.47, -3.83, -5.11 },
{ 0.02, -0.01, 1.77, 2.39, 2.70, 2.87, 2.98, 3.06,
3.10, 3.16, 3.23, 3.27, 3.37, 3.47, 3.83, 5.11 },
};
void
nv10_get_spot_coeff(struct gl_light *l, float k[7])
{
float e = l->SpotExponent;
float a0, b0, a1, a2, b2, a3;
if (e > 0)
a0 = -1 - 5.36e-3 / sqrt(e);
else
a0 = -1;
b0 = 1 / (1 + 0.273 * e);
a1 = get_shine(nv10_spot_params[0], e);
a2 = get_shine(nv10_spot_params[1], e);
b2 = 1 / (1 + 0.273 * e);
a3 = 0.9 + 0.278 * e;
if (l->SpotCutoff > 0) {
float cutoff = MAX2(a3, 1 / (1 - l->_CosCutoff));
k[0] = MAX2(0, a0 + b0 * cutoff);
k[1] = a1;
k[2] = a2 + b2 * cutoff;
k[3] = - cutoff * l->_NormSpotDirection[0];
k[4] = - cutoff * l->_NormSpotDirection[1];
k[5] = - cutoff * l->_NormSpotDirection[2];
k[6] = 1 - cutoff;
} else {
k[0] = b0;
k[1] = a1;
k[2] = a2 + b2;
k[3] = - l->_NormSpotDirection[0];
k[4] = - l->_NormSpotDirection[1];
k[5] = - l->_NormSpotDirection[2];
k[6] = -1;
}
}
void
nv10_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, NV10_3D(LIGHT_POSITION_X(i)), 3);
PUSH_DATAp(push, l->_Position, 3);
BEGIN_NV04(push, NV10_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, NV10_3D(LIGHT_DIRECTION_X(i)), 3);
PUSH_DATAp(push, l->_VP_inf_norm, 3);
BEGIN_NV04(push, NV10_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, NV10_3D(LIGHT_SPOT_CUTOFF(i, 0)), 7);
PUSH_DATAp(push, k, 7);
}
}
#define USE_COLOR_MATERIAL(attr) \
(ctx->Light.ColorMaterialEnabled && \
ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
void
nv10_emit_material_ambient(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
float (*mat)[4] = ctx->Light.Material.Attrib;
float c_scene[3], c_factor[3];
GLbitfield mask;
if (USE_COLOR_MATERIAL(AMBIENT)) {
COPY_3V(c_scene, ctx->Light.Model.Ambient);
COPY_3V(c_factor, mat[MAT_ATTRIB_FRONT_EMISSION]);
} else if (USE_COLOR_MATERIAL(EMISSION)) {
SCALE_3V(c_scene, mat[MAT_ATTRIB_FRONT_AMBIENT],
ctx->Light.Model.Ambient);
ZERO_3V(c_factor);
} else {
COPY_3V(c_scene, ctx->Light._BaseColor[0]);
ZERO_3V(c_factor);
}
BEGIN_NV04(push, NV10_3D(LIGHT_MODEL_AMBIENT_R), 3);
PUSH_DATAp(push, c_scene, 3);
if (ctx->Light.ColorMaterialEnabled) {
BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_R), 3);
PUSH_DATAp(push, c_factor, 3);
}
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(AMBIENT) ?
l->Ambient :
l->_MatAmbient[0]);
BEGIN_NV04(push, NV10_3D(LIGHT_AMBIENT_R(i)), 3);
PUSH_DATAp(push, c_light, 3);
}
}
void
nv10_emit_material_diffuse(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
GLbitfield mask;
BEGIN_NV04(push, NV10_3D(MATERIAL_FACTOR_A), 1);
PUSH_DATAf(push, mat[MAT_ATTRIB_FRONT_DIFFUSE][3]);
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
l->Diffuse :
l->_MatDiffuse[0]);
BEGIN_NV04(push, NV10_3D(LIGHT_DIFFUSE_R(i)), 3);
PUSH_DATAp(push, c_light, 3);
}
}
void
nv10_emit_material_specular(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
GLbitfield mask;
mask = ctx->Light._EnabledLights;
while (mask) {
const int i = u_bit_scan(&mask);
struct gl_light *l = &ctx->Light.Light[i];
float *c_light = (USE_COLOR_MATERIAL(SPECULAR) ?
l->Specular :
l->_MatSpecular[0]);
BEGIN_NV04(push, NV10_3D(LIGHT_SPECULAR_R(i)), 3);
PUSH_DATAp(push, c_light, 3);
}
}
static const float nv10_shininess_param[6][16] = {
{ 0.70, 0.00, 0.06, 0.06, 0.05, 0.04, 0.02, 0.00,
-0.06, -0.13, -0.24, -0.36, -0.51, -0.66, -0.82, -1.00 },
{ 0.01, 1.00, -2.29, -2.77, -2.96, -3.06, -3.12, -3.18,
-3.24, -3.29, -3.36, -3.43, -3.51, -3.75, -4.33, -5.11 },
{ 0.02, 0.00, 2.28, 2.75, 2.94, 3.04, 3.1, 3.15,
3.18, 3.22, 3.27, 3.32, 3.39, 3.48, 3.84, 5.11 },
{ 0.70, 0.00, 0.05, 0.06, 0.06, 0.06, 0.05, 0.04,
0.02, 0.01, -0.03, -0.12, -0.25, -0.43, -0.68, -0.99 },
{ 0.01, 1.00, -1.61, -2.35, -2.67, -2.84, -2.96, -3.05,
-3.08, -3.14, -3.2, -3.26, -3.32, -3.42, -3.54, -4.21 },
{ 0.01, 0.00, 2.25, 2.73, 2.92, 3.03, 3.09, 3.15,
3.16, 3.21, 3.25, 3.29, 3.35, 3.43, 3.56, 4.22 },
};
void
nv10_get_shininess_coeff(float s, float k[6])
{
int i;
for (i = 0; i < 6; i++)
k[i] = get_shine(nv10_shininess_param[i], s);
}
void
nv10_emit_material_shininess(struct gl_context *ctx, int emit)
{
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_FRONT_SHININESS][0], 0, 1024),
k);
BEGIN_NV04(push, NV10_3D(MATERIAL_SHININESS(0)), 6);
PUSH_DATAp(push, k, 6);
}
void
nv10_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, NV10_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, NV10_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
nv10_emit_point_parameter(struct gl_context *ctx, int emit)
{
}
void
nv10_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 (nv10_use_viewport_zclear(ctx))
m.m[MAT_SZ] /= 8;
if (nctx->fallback == HWTNL)
_math_matrix_mul_matrix(&m, &m, &ctx->_ModelProjectMatrix);
BEGIN_NV04(push, NV10_3D(PROJECTION_MATRIX(0)), 16);
PUSH_DATAm(push, m.m);
_math_matrix_dtr(&m);
}