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-rw-r--r--mesalib/src/mesa/tnl/t_vb_lighttmp.h824
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diff --git a/mesalib/src/mesa/tnl/t_vb_lighttmp.h b/mesalib/src/mesa/tnl/t_vb_lighttmp.h
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+++ b/mesalib/src/mesa/tnl/t_vb_lighttmp.h
@@ -0,0 +1,824 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2003 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:
+ * Brian Paul
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#if IDX & LIGHT_TWOSIDE
+# define NR_SIDES 2
+#else
+# define NR_SIDES 1
+#endif
+
+
+/* define TRACE to trace lighting code */
+/* #define TRACE 1 */
+
+/*
+ * ctx is the current context
+ * VB is the vertex buffer
+ * stage is the lighting stage-private data
+ * input is the vector of eye or object-space vertex coordinates
+ */
+static void TAG(light_rgba_spec)( GLcontext *ctx,
+ struct vertex_buffer *VB,
+ struct tnl_pipeline_stage *stage,
+ GLvector4f *input )
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+ GLfloat (*base)[3] = ctx->Light._BaseColor;
+ GLfloat sumA[2];
+ GLuint j;
+
+ const GLuint vstride = input->stride;
+ const GLfloat *vertex = (GLfloat *)input->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+ GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+ GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].data;
+#endif
+
+ const GLuint nr = VB->Count;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
+
+ VB->ColorPtr[0] = &store->LitColor[0];
+ VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+
+#if IDX & LIGHT_TWOSIDE
+ VB->ColorPtr[1] = &store->LitColor[1];
+ VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+
+
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
+
+ for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
+ GLfloat sum[2][3], spec[2][3];
+ struct gl_light *light;
+
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+#if IDX & LIGHT_TWOSIDE
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+#endif
+
+ COPY_3V(sum[0], base[0]);
+ ZERO_3V(spec[0]);
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(sum[1], base[1]);
+ ZERO_3V(spec[1]);
+#endif
+
+ /* Add contribution from each enabled light source */
+ foreach (light, &ctx->Light.EnabledList) {
+ GLfloat n_dot_h;
+ GLfloat correction;
+ GLint side;
+ GLfloat contrib[3];
+ GLfloat attenuation;
+ GLfloat VP[3]; /* unit vector from vertex to light */
+ GLfloat n_dot_VP; /* n dot VP */
+ GLfloat *h;
+
+ /* compute VP and attenuation */
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ /* directional light */
+ COPY_3V(VP, light->_VP_inf_norm);
+ attenuation = light->_VP_inf_spot_attenuation;
+ }
+ else {
+ GLfloat d; /* distance from vertex to light */
+
+ SUB_3V(VP, light->_Position, vertex);
+
+ d = (GLfloat) LEN_3FV( VP );
+
+ if (d > 1e-6) {
+ GLfloat invd = 1.0F / d;
+ SELF_SCALE_SCALAR_3V(VP, invd);
+ }
+
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
+ light->QuadraticAttenuation));
+
+ /* spotlight attenuation */
+ if (light->_Flags & LIGHT_SPOT) {
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
+
+ if (PV_dot_dir<light->_CosCutoff) {
+ continue; /* this light makes no contribution */
+ }
+ else {
+ GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
+ GLint k = (GLint) x;
+ GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
+ + (x-k)*light->_SpotExpTable[k][1]);
+ attenuation *= spot;
+ }
+ }
+ }
+
+ if (attenuation < 1e-3)
+ continue; /* this light makes no contribution */
+
+ /* Compute dot product or normal and vector from V to light pos */
+ n_dot_VP = DOT3( normal, VP );
+
+ /* Which side gets the diffuse & specular terms? */
+ if (n_dot_VP < 0.0F) {
+ ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
+#if IDX & LIGHT_TWOSIDE
+ side = 1;
+ correction = -1;
+ n_dot_VP = -n_dot_VP;
+#else
+ continue;
+#endif
+ }
+ else {
+#if IDX & LIGHT_TWOSIDE
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
+#endif
+ side = 0;
+ correction = 1;
+ }
+
+ /* diffuse term */
+ COPY_3V(contrib, light->_MatAmbient[side]);
+ ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
+ ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
+
+ /* specular term - cannibalize VP... */
+ if (ctx->Light.Model.LocalViewer) {
+ GLfloat v[3];
+ COPY_3V(v, vertex);
+ NORMALIZE_3FV(v);
+ SUB_3V(VP, VP, v); /* h = VP + VPe */
+ h = VP;
+ NORMALIZE_3FV(h);
+ }
+ else if (light->_Flags & LIGHT_POSITIONAL) {
+ h = VP;
+ ACC_3V(h, ctx->_EyeZDir);
+ NORMALIZE_3FV(h);
+ }
+ else {
+ h = light->_h_inf_norm;
+ }
+
+ n_dot_h = correction * DOT3(normal, h);
+
+ if (n_dot_h > 0.0F) {
+ GLfloat spec_coef;
+ struct gl_shine_tab *tab = ctx->_ShineTable[side];
+ GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
+
+ if (spec_coef > 1.0e-10) {
+ spec_coef *= attenuation;
+ ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
+ light->_MatSpecular[side]);
+ }
+ }
+ } /*loop over lights*/
+
+ COPY_3V( Fcolor[j], sum[0] );
+ COPY_3V( Fspec[j], spec[0] );
+ Fcolor[j][3] = sumA[0];
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V( Bcolor[j], sum[1] );
+ COPY_3V( Bspec[j], spec[1] );
+ Bcolor[j][3] = sumA[1];
+#endif
+ }
+}
+
+
+static void TAG(light_rgba)( GLcontext *ctx,
+ struct vertex_buffer *VB,
+ struct tnl_pipeline_stage *stage,
+ GLvector4f *input )
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+ GLuint j;
+
+ GLfloat (*base)[3] = ctx->Light._BaseColor;
+ GLfloat sumA[2];
+
+ const GLuint vstride = input->stride;
+ const GLfloat *vertex = (GLfloat *) input->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+#endif
+
+ const GLuint nr = VB->Count;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
+
+ VB->ColorPtr[0] = &store->LitColor[0];
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+
+#if IDX & LIGHT_TWOSIDE
+ VB->ColorPtr[1] = &store->LitColor[1];
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
+
+ for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
+ GLfloat sum[2][3];
+ struct gl_light *light;
+
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+#if IDX & LIGHT_TWOSIDE
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+#endif
+
+ COPY_3V(sum[0], base[0]);
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(sum[1], base[1]);
+#endif
+
+ /* Add contribution from each enabled light source */
+ foreach (light, &ctx->Light.EnabledList) {
+
+ GLfloat n_dot_h;
+ GLfloat correction;
+ GLint side;
+ GLfloat contrib[3];
+ GLfloat attenuation = 1.0;
+ GLfloat VP[3]; /* unit vector from vertex to light */
+ GLfloat n_dot_VP; /* n dot VP */
+ GLfloat *h;
+
+ /* compute VP and attenuation */
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ /* directional light */
+ COPY_3V(VP, light->_VP_inf_norm);
+ attenuation = light->_VP_inf_spot_attenuation;
+ }
+ else {
+ GLfloat d; /* distance from vertex to light */
+
+
+ SUB_3V(VP, light->_Position, vertex);
+
+ d = (GLfloat) LEN_3FV( VP );
+
+ if ( d > 1e-6) {
+ GLfloat invd = 1.0F / d;
+ SELF_SCALE_SCALAR_3V(VP, invd);
+ }
+
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
+ light->QuadraticAttenuation));
+
+ /* spotlight attenuation */
+ if (light->_Flags & LIGHT_SPOT) {
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
+
+ if (PV_dot_dir<light->_CosCutoff) {
+ continue; /* this light makes no contribution */
+ }
+ else {
+ GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
+ GLint k = (GLint) x;
+ GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
+ + (x-k)*light->_SpotExpTable[k][1]);
+ attenuation *= spot;
+ }
+ }
+ }
+
+ if (attenuation < 1e-3)
+ continue; /* this light makes no contribution */
+
+ /* Compute dot product or normal and vector from V to light pos */
+ n_dot_VP = DOT3( normal, VP );
+
+ /* which side are we lighting? */
+ if (n_dot_VP < 0.0F) {
+ ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
+#if IDX & LIGHT_TWOSIDE
+ side = 1;
+ correction = -1;
+ n_dot_VP = -n_dot_VP;
+#else
+ continue;
+#endif
+ }
+ else {
+#if IDX & LIGHT_TWOSIDE
+ ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
+#endif
+ side = 0;
+ correction = 1;
+ }
+
+ COPY_3V(contrib, light->_MatAmbient[side]);
+
+ /* diffuse term */
+ ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
+
+ /* specular term - cannibalize VP... */
+ {
+ if (ctx->Light.Model.LocalViewer) {
+ GLfloat v[3];
+ COPY_3V(v, vertex);
+ NORMALIZE_3FV(v);
+ SUB_3V(VP, VP, v); /* h = VP + VPe */
+ h = VP;
+ NORMALIZE_3FV(h);
+ }
+ else if (light->_Flags & LIGHT_POSITIONAL) {
+ h = VP;
+ ACC_3V(h, ctx->_EyeZDir);
+ NORMALIZE_3FV(h);
+ }
+ else {
+ h = light->_h_inf_norm;
+ }
+
+ n_dot_h = correction * DOT3(normal, h);
+
+ if (n_dot_h > 0.0F)
+ {
+ GLfloat spec_coef;
+ struct gl_shine_tab *tab = ctx->_ShineTable[side];
+
+ GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
+
+ ACC_SCALE_SCALAR_3V( contrib, spec_coef,
+ light->_MatSpecular[side]);
+ }
+ }
+
+ ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
+ }
+
+ COPY_3V( Fcolor[j], sum[0] );
+ Fcolor[j][3] = sumA[0];
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
+#endif
+ }
+}
+
+
+
+
+/* As below, but with just a single light.
+ */
+static void TAG(light_fast_rgba_single)( GLcontext *ctx,
+ struct vertex_buffer *VB,
+ struct tnl_pipeline_stage *stage,
+ GLvector4f *input )
+
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+#endif
+ const struct gl_light *light = ctx->Light.EnabledList.next;
+ GLuint j = 0;
+ GLfloat base[2][4];
+#if IDX & LIGHT_MATERIAL
+ const GLuint nr = VB->Count;
+#else
+ const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
+#endif
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
+
+ (void) input; /* doesn't refer to Eye or Obj */
+
+ VB->ColorPtr[0] = &store->LitColor[0];
+#if IDX & LIGHT_TWOSIDE
+ VB->ColorPtr[1] = &store->LitColor[1];
+#endif
+
+ if (nr > 1) {
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
+ }
+ else {
+ store->LitColor[0].stride = 0;
+ store->LitColor[1].stride = 0;
+ }
+
+ for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
+
+ GLfloat n_dot_VP;
+
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+#endif
+
+ /* No attenuation, so incoporate _MatAmbient into base color.
+ */
+#if !(IDX & LIGHT_MATERIAL)
+ if ( j == 0 )
+#endif
+ {
+ COPY_3V(base[0], light->_MatAmbient[0]);
+ ACC_3V(base[0], ctx->Light._BaseColor[0] );
+ base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(base[1], light->_MatAmbient[1]);
+ ACC_3V(base[1], ctx->Light._BaseColor[1]);
+ base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+ }
+
+ n_dot_VP = DOT3(normal, light->_VP_inf_norm);
+
+ if (n_dot_VP < 0.0F) {
+#if IDX & LIGHT_TWOSIDE
+ GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
+ GLfloat sum[3];
+ COPY_3V(sum, base[1]);
+ ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
+ if (n_dot_h > 0.0F) {
+ GLfloat spec;
+ GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
+ ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
+ }
+ COPY_3V(Bcolor[j], sum );
+ Bcolor[j][3] = base[1][3];
+#endif
+ COPY_4FV(Fcolor[j], base[0]);
+ }
+ else {
+ GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
+ GLfloat sum[3];
+ COPY_3V(sum, base[0]);
+ ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
+ if (n_dot_h > 0.0F) {
+ GLfloat spec;
+ GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
+ ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
+
+ }
+ COPY_3V(Fcolor[j], sum );
+ Fcolor[j][3] = base[0][3];
+#if IDX & LIGHT_TWOSIDE
+ COPY_4FV(Bcolor[j], base[1]);
+#endif
+ }
+ }
+}
+
+
+/* Light infinite lights
+ */
+static void TAG(light_fast_rgba)( GLcontext *ctx,
+ struct vertex_buffer *VB,
+ struct tnl_pipeline_stage *stage,
+ GLvector4f *input )
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+ GLfloat sumA[2];
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+ GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
+#if IDX & LIGHT_TWOSIDE
+ GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
+#endif
+ GLuint j = 0;
+#if IDX & LIGHT_MATERIAL
+ const GLuint nr = VB->Count;
+#else
+ const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
+#endif
+ const struct gl_light *light;
+
+#ifdef TRACE
+ fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
+#endif
+
+ (void) input;
+
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+
+ VB->ColorPtr[0] = &store->LitColor[0];
+#if IDX & LIGHT_TWOSIDE
+ VB->ColorPtr[1] = &store->LitColor[1];
+#endif
+
+ if (nr > 1) {
+ store->LitColor[0].stride = 16;
+ store->LitColor[1].stride = 16;
+ }
+ else {
+ store->LitColor[0].stride = 0;
+ store->LitColor[1].stride = 0;
+ }
+
+ for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
+
+ GLfloat sum[2][3];
+
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+
+ sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
+#if IDX & LIGHT_TWOSIDE
+ sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
+#endif
+#endif
+
+
+ COPY_3V(sum[0], ctx->Light._BaseColor[0]);
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V(sum[1], ctx->Light._BaseColor[1]);
+#endif
+
+ foreach (light, &ctx->Light.EnabledList) {
+ GLfloat n_dot_h, n_dot_VP, spec;
+
+ ACC_3V(sum[0], light->_MatAmbient[0]);
+#if IDX & LIGHT_TWOSIDE
+ ACC_3V(sum[1], light->_MatAmbient[1]);
+#endif
+
+ n_dot_VP = DOT3(normal, light->_VP_inf_norm);
+
+ if (n_dot_VP > 0.0F) {
+ ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
+ n_dot_h = DOT3(normal, light->_h_inf_norm);
+ if (n_dot_h > 0.0F) {
+ struct gl_shine_tab *tab = ctx->_ShineTable[0];
+ GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
+ ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
+ }
+ }
+#if IDX & LIGHT_TWOSIDE
+ else {
+ ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
+ n_dot_h = -DOT3(normal, light->_h_inf_norm);
+ if (n_dot_h > 0.0F) {
+ struct gl_shine_tab *tab = ctx->_ShineTable[1];
+ GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
+ ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
+ }
+ }
+#endif
+ }
+
+ COPY_3V( Fcolor[j], sum[0] );
+ Fcolor[j][3] = sumA[0];
+
+#if IDX & LIGHT_TWOSIDE
+ COPY_3V( Bcolor[j], sum[1] );
+ Bcolor[j][3] = sumA[1];
+#endif
+ }
+}
+
+
+
+
+
+/*
+ * Use current lighting/material settings to compute the color indexes
+ * for an array of vertices.
+ * Input: n - number of vertices to light
+ * side - 0=use front material, 1=use back material
+ * vertex - array of [n] vertex position in eye coordinates
+ * normal - array of [n] surface normal vector
+ * Output: indexResult - resulting array of [n] color indexes
+ */
+static void TAG(light_ci)( GLcontext *ctx,
+ struct vertex_buffer *VB,
+ struct tnl_pipeline_stage *stage,
+ GLvector4f *input )
+{
+ struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
+ GLuint j;
+ const GLuint vstride = input->stride;
+ const GLfloat *vertex = (GLfloat *) input->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
+ GLfloat *indexResult[2];
+ const GLuint nr = VB->Count;
+
+#ifdef TRACE
+ fprintf(stderr, "%s\n", __FUNCTION__ );
+#endif
+
+ VB->IndexPtr[0] = &store->LitIndex[0];
+#if IDX & LIGHT_TWOSIDE
+ VB->IndexPtr[1] = &store->LitIndex[1];
+#endif
+
+ indexResult[0] = (GLfloat *)VB->IndexPtr[0]->data;
+#if IDX & LIGHT_TWOSIDE
+ indexResult[1] = (GLfloat *)VB->IndexPtr[1]->data;
+#endif
+
+ /* loop over vertices */
+ for (j=0; j<nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal, nstride)) {
+ GLfloat diffuse[2], specular[2];
+ GLuint side = 0;
+ struct gl_light *light;
+
+#if IDX & LIGHT_MATERIAL
+ update_materials( ctx, store );
+#endif
+
+ diffuse[0] = specular[0] = 0.0F;
+
+#if IDX & LIGHT_TWOSIDE
+ diffuse[1] = specular[1] = 0.0F;
+#endif
+
+ /* Accumulate diffuse and specular from each light source */
+ foreach (light, &ctx->Light.EnabledList) {
+
+ GLfloat attenuation = 1.0F;
+ GLfloat VP[3]; /* unit vector from vertex to light */
+ GLfloat n_dot_VP; /* dot product of l and n */
+ GLfloat *h, n_dot_h, correction = 1.0;
+
+ /* compute l and attenuation */
+ if (!(light->_Flags & LIGHT_POSITIONAL)) {
+ /* directional light */
+ COPY_3V(VP, light->_VP_inf_norm);
+ }
+ else {
+ GLfloat d; /* distance from vertex to light */
+
+ SUB_3V(VP, light->_Position, vertex);
+
+ d = (GLfloat) LEN_3FV( VP );
+ if ( d > 1e-6) {
+ GLfloat invd = 1.0F / d;
+ SELF_SCALE_SCALAR_3V(VP, invd);
+ }
+
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
+ light->QuadraticAttenuation));
+
+ /* spotlight attenuation */
+ if (light->_Flags & LIGHT_SPOT) {
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
+ if (PV_dot_dir < light->_CosCutoff) {
+ continue; /* this light makes no contribution */
+ }
+ else {
+ GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
+ GLint k = (GLint) x;
+ GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
+ + (x-k)*light->_SpotExpTable[k][1]);
+ attenuation *= spot;
+ }
+ }
+ }
+
+ if (attenuation < 1e-3)
+ continue; /* this light makes no contribution */
+
+ n_dot_VP = DOT3( normal, VP );
+
+ /* which side are we lighting? */
+ if (n_dot_VP < 0.0F) {
+#if IDX & LIGHT_TWOSIDE
+ side = 1;
+ correction = -1;
+ n_dot_VP = -n_dot_VP;
+#else
+ continue;
+#endif
+ }
+
+ /* accumulate diffuse term */
+ diffuse[side] += n_dot_VP * light->_dli * attenuation;
+
+ /* specular term */
+ if (ctx->Light.Model.LocalViewer) {
+ GLfloat v[3];
+ COPY_3V(v, vertex);
+ NORMALIZE_3FV(v);
+ SUB_3V(VP, VP, v); /* h = VP + VPe */
+ h = VP;
+ NORMALIZE_3FV(h);
+ }
+ else if (light->_Flags & LIGHT_POSITIONAL) {
+ h = VP;
+ /* Strangely, disabling this addition fixes a conformance
+ * problem. If this code is enabled, l_sed.c fails.
+ */
+ /*ACC_3V(h, ctx->_EyeZDir);*/
+ NORMALIZE_3FV(h);
+ }
+ else {
+ h = light->_h_inf_norm;
+ }
+
+ n_dot_h = correction * DOT3(normal, h);
+ if (n_dot_h > 0.0F) {
+ GLfloat spec_coef;
+ struct gl_shine_tab *tab = ctx->_ShineTable[side];
+ GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
+ specular[side] += spec_coef * light->_sli * attenuation;
+ }
+ } /*loop over lights*/
+
+ /* Now compute final color index */
+ for (side = 0 ; side < NR_SIDES ; side++) {
+ const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];
+ GLfloat index;
+
+ if (specular[side] > 1.0F) {
+ index = ind[MAT_INDEX_SPECULAR];
+ }
+ else {
+ GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
+ GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
+ index = (ind[MAT_INDEX_AMBIENT]
+ + diffuse[side] * (1.0F-specular[side]) * d_a
+ + specular[side] * s_a);
+ if (index > ind[MAT_INDEX_SPECULAR]) {
+ index = ind[MAT_INDEX_SPECULAR];
+ }
+ }
+ indexResult[side][j] = index;
+ }
+ } /*for vertex*/
+}
+
+
+
+static void TAG(init_light_tab)( void )
+{
+ _tnl_light_tab[IDX] = TAG(light_rgba);
+ _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
+ _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
+ _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
+ _tnl_light_ci_tab[IDX] = TAG(light_ci);
+}
+
+
+#undef TAG
+#undef IDX
+#undef NR_SIDES