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1 /*
2  * Mesa 3-D graphics library
3  * Version:  5.1
4  *
5  * Copyright (C) 1999-2003  Brian Paul   All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23  *
24  *
25  * Authors:
26  *    Brian Paul
27  *    Keith Whitwell <keith@tungstengraphics.com>
28  */
29 
30 
31 #if IDX & LIGHT_TWOSIDE
32 #  define NR_SIDES 2
33 #else
34 #  define NR_SIDES 1
35 #endif
36 
37 
38 /* define TRACE to trace lighting code */
39 /* #define TRACE 1 */
40 
41 /*
42  * ctx is the current context
43  * VB is the vertex buffer
44  * stage is the lighting stage-private data
45  * input is the vector of eye or object-space vertex coordinates
46  */
TAG(light_rgba_spec)47 static void TAG(light_rgba_spec)( struct gl_context *ctx,
48 				  struct vertex_buffer *VB,
49 				  struct tnl_pipeline_stage *stage,
50 				  GLvector4f *input )
51 {
52    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
53    GLfloat (*base)[3] = ctx->Light._BaseColor;
54    GLfloat sumA[2];
55    GLuint j;
56 
57    const GLuint vstride = input->stride;
58    const GLfloat *vertex = (GLfloat *)input->data;
59    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
60    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
61 
62    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
63    GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data;
64 #if IDX & LIGHT_TWOSIDE
65    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
66    GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].data;
67 #endif
68 
69    const GLuint nr = VB->Count;
70 
71 #ifdef TRACE
72    fprintf(stderr, "%s\n", __FUNCTION__ );
73 #endif
74 
75    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
76    VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &store->LitSecondary[0];
77    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
78 
79 #if IDX & LIGHT_TWOSIDE
80    VB->BackfaceColorPtr = &store->LitColor[1];
81    VB->BackfaceSecondaryColorPtr = &store->LitSecondary[1];
82    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
83 #endif
84 
85 
86    store->LitColor[0].stride = 16;
87    store->LitColor[1].stride = 16;
88 
89    for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
90       GLfloat sum[2][3], spec[2][3];
91       struct gl_light *light;
92 
93 #if IDX & LIGHT_MATERIAL
94       update_materials( ctx, store );
95       sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
96 #if IDX & LIGHT_TWOSIDE
97       sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
98 #endif
99 #endif
100 
101       COPY_3V(sum[0], base[0]);
102       ZERO_3V(spec[0]);
103 
104 #if IDX & LIGHT_TWOSIDE
105       COPY_3V(sum[1], base[1]);
106       ZERO_3V(spec[1]);
107 #endif
108 
109       /* Add contribution from each enabled light source */
110       foreach (light, &ctx->Light.EnabledList) {
111 	 GLfloat n_dot_h;
112 	 GLfloat correction;
113 	 GLint side;
114 	 GLfloat contrib[3];
115 	 GLfloat attenuation;
116 	 GLfloat VP[3];  /* unit vector from vertex to light */
117 	 GLfloat n_dot_VP;       /* n dot VP */
118 	 GLfloat *h;
119 
120 	 /* compute VP and attenuation */
121 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
122 	    /* directional light */
123 	    COPY_3V(VP, light->_VP_inf_norm);
124 	    attenuation = light->_VP_inf_spot_attenuation;
125 	 }
126 	 else {
127 	    GLfloat d;     /* distance from vertex to light */
128 
129 	    SUB_3V(VP, light->_Position, vertex);
130 
131 	    d = (GLfloat) LEN_3FV( VP );
132 
133 	    if (d > 1e-6) {
134 	       GLfloat invd = 1.0F / d;
135 	       SELF_SCALE_SCALAR_3V(VP, invd);
136 	    }
137 
138 	    attenuation = 1.0F / (light->ConstantAttenuation + d *
139 				  (light->LinearAttenuation + d *
140 				   light->QuadraticAttenuation));
141 
142 	    /* spotlight attenuation */
143 	    if (light->_Flags & LIGHT_SPOT) {
144 	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
145 
146 	       if (PV_dot_dir<light->_CosCutoff) {
147 		  continue; /* this light makes no contribution */
148 	       }
149 	       else {
150                   GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
151 		  attenuation *= spot;
152 	       }
153 	    }
154 	 }
155 
156 	 if (attenuation < 1e-3)
157 	    continue;		/* this light makes no contribution */
158 
159 	 /* Compute dot product or normal and vector from V to light pos */
160 	 n_dot_VP = DOT3( normal, VP );
161 
162 	 /* Which side gets the diffuse & specular terms? */
163 	 if (n_dot_VP < 0.0F) {
164 	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
165 #if IDX & LIGHT_TWOSIDE
166 	    side = 1;
167 	    correction = -1;
168 	    n_dot_VP = -n_dot_VP;
169 #else
170             continue;
171 #endif
172 	 }
173          else {
174 #if IDX & LIGHT_TWOSIDE
175             ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
176 #endif
177 	    side = 0;
178 	    correction = 1;
179 	 }
180 
181 	 /* diffuse term */
182 	 COPY_3V(contrib, light->_MatAmbient[side]);
183 	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
184 	 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
185 
186 	 /* specular term - cannibalize VP... */
187 	 if (ctx->Light.Model.LocalViewer) {
188 	    GLfloat v[3];
189 	    COPY_3V(v, vertex);
190 	    NORMALIZE_3FV(v);
191 	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
192 	    h = VP;
193 	    NORMALIZE_3FV(h);
194 	 }
195 	 else if (light->_Flags & LIGHT_POSITIONAL) {
196 	    h = VP;
197 	    ACC_3V(h, ctx->_EyeZDir);
198 	    NORMALIZE_3FV(h);
199 	 }
200          else {
201 	    h = light->_h_inf_norm;
202 	 }
203 
204 	 n_dot_h = correction * DOT3(normal, h);
205 
206 	 if (n_dot_h > 0.0F) {
207 	    GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
208 	    if (spec_coef > 1.0e-10) {
209 	       spec_coef *= attenuation;
210 	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
211 				    light->_MatSpecular[side]);
212 	    }
213 	 }
214       } /*loop over lights*/
215 
216       COPY_3V( Fcolor[j], sum[0] );
217       COPY_3V( Fspec[j], spec[0] );
218       Fcolor[j][3] = sumA[0];
219 
220 #if IDX & LIGHT_TWOSIDE
221       COPY_3V( Bcolor[j], sum[1] );
222       COPY_3V( Bspec[j], spec[1] );
223       Bcolor[j][3] = sumA[1];
224 #endif
225    }
226 }
227 
228 
TAG(light_rgba)229 static void TAG(light_rgba)( struct gl_context *ctx,
230 			     struct vertex_buffer *VB,
231 			     struct tnl_pipeline_stage *stage,
232 			     GLvector4f *input )
233 {
234    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
235    GLuint j;
236 
237    GLfloat (*base)[3] = ctx->Light._BaseColor;
238    GLfloat sumA[2];
239 
240    const GLuint vstride = input->stride;
241    const GLfloat *vertex = (GLfloat *) input->data;
242    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
243    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
244 
245    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
246 #if IDX & LIGHT_TWOSIDE
247    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
248 #endif
249 
250    const GLuint nr = VB->Count;
251 
252 #ifdef TRACE
253    fprintf(stderr, "%s\n", __FUNCTION__ );
254 #endif
255 
256    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
257    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
258 
259 #if IDX & LIGHT_TWOSIDE
260    VB->BackfaceColorPtr = &store->LitColor[1];
261    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
262 #endif
263 
264    store->LitColor[0].stride = 16;
265    store->LitColor[1].stride = 16;
266 
267    for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
268       GLfloat sum[2][3];
269       struct gl_light *light;
270 
271 #if IDX & LIGHT_MATERIAL
272       update_materials( ctx, store );
273       sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
274 #if IDX & LIGHT_TWOSIDE
275       sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
276 #endif
277 #endif
278 
279       COPY_3V(sum[0], base[0]);
280 
281 #if IDX & LIGHT_TWOSIDE
282       COPY_3V(sum[1], base[1]);
283 #endif
284 
285       /* Add contribution from each enabled light source */
286       foreach (light, &ctx->Light.EnabledList) {
287 
288 	 GLfloat n_dot_h;
289 	 GLfloat correction;
290 	 GLint side;
291 	 GLfloat contrib[3];
292 	 GLfloat attenuation = 1.0;
293 	 GLfloat VP[3];          /* unit vector from vertex to light */
294 	 GLfloat n_dot_VP;       /* n dot VP */
295 	 GLfloat *h;
296 
297 	 /* compute VP and attenuation */
298 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
299 	    /* directional light */
300 	    COPY_3V(VP, light->_VP_inf_norm);
301 	    attenuation = light->_VP_inf_spot_attenuation;
302 	 }
303 	 else {
304 	    GLfloat d;     /* distance from vertex to light */
305 
306 
307 	    SUB_3V(VP, light->_Position, vertex);
308 
309 	    d = (GLfloat) LEN_3FV( VP );
310 
311 	    if ( d > 1e-6) {
312 	       GLfloat invd = 1.0F / d;
313 	       SELF_SCALE_SCALAR_3V(VP, invd);
314 	    }
315 
316             attenuation = 1.0F / (light->ConstantAttenuation + d *
317                                   (light->LinearAttenuation + d *
318                                    light->QuadraticAttenuation));
319 
320 	    /* spotlight attenuation */
321 	    if (light->_Flags & LIGHT_SPOT) {
322 	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
323 
324 	       if (PV_dot_dir<light->_CosCutoff) {
325 		  continue; /* this light makes no contribution */
326 	       }
327 	       else {
328                   GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
329 		  attenuation *= spot;
330 	       }
331 	    }
332 	 }
333 
334 	 if (attenuation < 1e-3)
335 	    continue;		/* this light makes no contribution */
336 
337 	 /* Compute dot product or normal and vector from V to light pos */
338 	 n_dot_VP = DOT3( normal, VP );
339 
340 	 /* which side are we lighting? */
341 	 if (n_dot_VP < 0.0F) {
342 	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
343 #if IDX & LIGHT_TWOSIDE
344 	    side = 1;
345 	    correction = -1;
346 	    n_dot_VP = -n_dot_VP;
347 #else
348             continue;
349 #endif
350 	 }
351          else {
352 #if IDX & LIGHT_TWOSIDE
353             ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
354 #endif
355 	    side = 0;
356 	    correction = 1;
357 	 }
358 
359 	 COPY_3V(contrib, light->_MatAmbient[side]);
360 
361 	 /* diffuse term */
362 	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
363 
364 	 /* specular term - cannibalize VP... */
365 	 {
366 	    if (ctx->Light.Model.LocalViewer) {
367 	       GLfloat v[3];
368 	       COPY_3V(v, vertex);
369 	       NORMALIZE_3FV(v);
370 	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
371 	       h = VP;
372 	       NORMALIZE_3FV(h);
373 	    }
374 	    else if (light->_Flags & LIGHT_POSITIONAL) {
375 	       h = VP;
376 	       ACC_3V(h, ctx->_EyeZDir);
377 	       NORMALIZE_3FV(h);
378 	    }
379             else {
380 	       h = light->_h_inf_norm;
381 	    }
382 
383 	    n_dot_h = correction * DOT3(normal, h);
384 
385 	    if (n_dot_h > 0.0F) {
386 	       GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
387 	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
388 				    light->_MatSpecular[side]);
389 	    }
390 	 }
391 
392 	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
393       }
394 
395       COPY_3V( Fcolor[j], sum[0] );
396       Fcolor[j][3] = sumA[0];
397 
398 #if IDX & LIGHT_TWOSIDE
399       COPY_3V( Bcolor[j], sum[1] );
400       Bcolor[j][3] = sumA[1];
401 #endif
402    }
403 }
404 
405 
406 
407 
408 /* As below, but with just a single light.
409  */
TAG(light_fast_rgba_single)410 static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
411 					 struct vertex_buffer *VB,
412 					 struct tnl_pipeline_stage *stage,
413 					 GLvector4f *input )
414 
415 {
416    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
417    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
418    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
419    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
420 #if IDX & LIGHT_TWOSIDE
421    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
422 #endif
423    const struct gl_light *light = ctx->Light.EnabledList.next;
424    GLuint j = 0;
425    GLfloat base[2][4];
426 #if IDX & LIGHT_MATERIAL
427    const GLuint nr = VB->Count;
428 #else
429    const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
430 #endif
431 
432 #ifdef TRACE
433    fprintf(stderr, "%s\n", __FUNCTION__ );
434 #endif
435 
436    (void) input;		/* doesn't refer to Eye or Obj */
437 
438    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
439 #if IDX & LIGHT_TWOSIDE
440    VB->BackfaceColorPtr = &store->LitColor[1];
441 #endif
442 
443    if (nr > 1) {
444       store->LitColor[0].stride = 16;
445       store->LitColor[1].stride = 16;
446    }
447    else {
448       store->LitColor[0].stride = 0;
449       store->LitColor[1].stride = 0;
450    }
451 
452    for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
453 
454       GLfloat n_dot_VP;
455 
456 #if IDX & LIGHT_MATERIAL
457       update_materials( ctx, store );
458 #endif
459 
460       /* No attenuation, so incoporate _MatAmbient into base color.
461        */
462 #if !(IDX & LIGHT_MATERIAL)
463       if ( j == 0 )
464 #endif
465       {
466 	 COPY_3V(base[0], light->_MatAmbient[0]);
467 	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
468 	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
469 
470 #if IDX & LIGHT_TWOSIDE
471          COPY_3V(base[1], light->_MatAmbient[1]);
472          ACC_3V(base[1], ctx->Light._BaseColor[1]);
473          base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
474 #endif
475       }
476 
477       n_dot_VP = DOT3(normal, light->_VP_inf_norm);
478 
479       if (n_dot_VP < 0.0F) {
480 #if IDX & LIGHT_TWOSIDE
481          GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
482          GLfloat sum[3];
483          COPY_3V(sum, base[1]);
484          ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
485          if (n_dot_h > 0.0F) {
486             GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
487             ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
488          }
489          COPY_3V(Bcolor[j], sum );
490          Bcolor[j][3] = base[1][3];
491 #endif
492 	 COPY_4FV(Fcolor[j], base[0]);
493       }
494       else {
495 	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
496 	 GLfloat sum[3];
497 	 COPY_3V(sum, base[0]);
498 	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
499 	 if (n_dot_h > 0.0F) {
500             GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
501 	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
502 	 }
503 	 COPY_3V(Fcolor[j], sum );
504 	 Fcolor[j][3] = base[0][3];
505 #if IDX & LIGHT_TWOSIDE
506          COPY_4FV(Bcolor[j], base[1]);
507 #endif
508       }
509    }
510 }
511 
512 
513 /* Light infinite lights
514  */
TAG(light_fast_rgba)515 static void TAG(light_fast_rgba)( struct gl_context *ctx,
516 				  struct vertex_buffer *VB,
517 				  struct tnl_pipeline_stage *stage,
518 				  GLvector4f *input )
519 {
520    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
521    GLfloat sumA[2];
522    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
523    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
524    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
525 #if IDX & LIGHT_TWOSIDE
526    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
527 #endif
528    GLuint j = 0;
529 #if IDX & LIGHT_MATERIAL
530    const GLuint nr = VB->Count;
531 #else
532    const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
533 #endif
534    const struct gl_light *light;
535 
536 #ifdef TRACE
537    fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
538 #endif
539 
540    (void) input;
541 
542    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
543    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
544 
545    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
546 #if IDX & LIGHT_TWOSIDE
547    VB->BackfaceColorPtr = &store->LitColor[1];
548 #endif
549 
550    if (nr > 1) {
551       store->LitColor[0].stride = 16;
552       store->LitColor[1].stride = 16;
553    }
554    else {
555       store->LitColor[0].stride = 0;
556       store->LitColor[1].stride = 0;
557    }
558 
559    for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
560 
561       GLfloat sum[2][3];
562 
563 #if IDX & LIGHT_MATERIAL
564       update_materials( ctx, store );
565 
566       sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
567 #if IDX & LIGHT_TWOSIDE
568       sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
569 #endif
570 #endif
571 
572 
573       COPY_3V(sum[0], ctx->Light._BaseColor[0]);
574 #if IDX & LIGHT_TWOSIDE
575       COPY_3V(sum[1], ctx->Light._BaseColor[1]);
576 #endif
577 
578       foreach (light, &ctx->Light.EnabledList) {
579 	 GLfloat n_dot_h, n_dot_VP, spec;
580 
581 	 ACC_3V(sum[0], light->_MatAmbient[0]);
582 #if IDX & LIGHT_TWOSIDE
583          ACC_3V(sum[1], light->_MatAmbient[1]);
584 #endif
585 
586 	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
587 
588 	 if (n_dot_VP > 0.0F) {
589 	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
590 	    n_dot_h = DOT3(normal, light->_h_inf_norm);
591 	    if (n_dot_h > 0.0F) {
592                spec = lookup_shininess(ctx, 0, n_dot_h);
593 	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
594 	    }
595 	 }
596 #if IDX & LIGHT_TWOSIDE
597          else {
598 	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
599 	    n_dot_h = -DOT3(normal, light->_h_inf_norm);
600 	    if (n_dot_h > 0.0F) {
601                spec = lookup_shininess(ctx, 1, n_dot_h);
602 	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
603 	    }
604 	 }
605 #endif
606       }
607 
608       COPY_3V( Fcolor[j], sum[0] );
609       Fcolor[j][3] = sumA[0];
610 
611 #if IDX & LIGHT_TWOSIDE
612       COPY_3V( Bcolor[j], sum[1] );
613       Bcolor[j][3] = sumA[1];
614 #endif
615    }
616 }
617 
618 
619 
620 
TAG(init_light_tab)621 static void TAG(init_light_tab)( void )
622 {
623    _tnl_light_tab[IDX] = TAG(light_rgba);
624    _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
625    _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
626    _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
627 }
628 
629 
630 #undef TAG
631 #undef IDX
632 #undef NR_SIDES
633