From a0c4815433ccd57322f4f7703ca35e9ccfa59250 Mon Sep 17 00:00:00 2001 From: marha Date: Thu, 8 Oct 2009 13:15:52 +0000 Subject: Added MesaLib-7.6 --- mesalib/src/mesa/tnl/t_vb_lighttmp.h | 824 +++++++++++++++++++++++++++++++++++ 1 file changed, 824 insertions(+) create mode 100644 mesalib/src/mesa/tnl/t_vb_lighttmp.h (limited to 'mesalib/src/mesa/tnl/t_vb_lighttmp.h') diff --git a/mesalib/src/mesa/tnl/t_vb_lighttmp.h b/mesalib/src/mesa/tnl/t_vb_lighttmp.h new file mode 100644 index 000000000..124ca3c74 --- /dev/null +++ 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 + */ + + +#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_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_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; jLight.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 -- cgit v1.2.3