1 /* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 * 24 * 25 * Authors: 26 * Brian Paul Keith Whitwell <keithw (at) vmware.com> 27 */ 28 29 30 #if IDX & LIGHT_TWOSIDE 31 # define NR_SIDES 2 32 #else 33 # define NR_SIDES 1 34 #endif 35 36 37 /* define TRACE to trace lighting code */ 38 /* #define TRACE 1 */ 39 40 /* 41 * ctx is the current context 42 * VB is the vertex buffer 43 * stage is the lighting stage-private data 44 * input is the vector of eye or object-space vertex coordinates 45 */ 46 static void TAG(light_rgba_spec)( struct gl_context *ctx, 47 struct vertex_buffer *VB, 48 struct tnl_pipeline_stage *stage, 49 GLvector4f *input ) 50 { 51 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 52 GLfloat (*base)[3] = ctx->Light._BaseColor; 53 GLfloat sumA[2]; 54 GLuint j; 55 56 const GLuint vstride = input->stride; 57 const GLfloat *vertex = (GLfloat *)input->data; 58 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride; 59 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data; 60 61 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data; 62 GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data; 63 #if IDX & LIGHT_TWOSIDE 64 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data; 65 GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].data; 66 #endif 67 68 const GLuint nr = VB->Count; 69 70 #ifdef TRACE 71 fprintf(stderr, "%s\n", __func__ ); 72 #endif 73 74 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0]; 75 VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &store->LitSecondary[0]; 76 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 77 78 #if IDX & LIGHT_TWOSIDE 79 VB->BackfaceColorPtr = &store->LitColor[1]; 80 VB->BackfaceSecondaryColorPtr = &store->LitSecondary[1]; 81 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 82 #endif 83 84 85 store->LitColor[0].stride = 16; 86 store->LitColor[1].stride = 16; 87 88 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) { 89 GLfloat sum[2][3], spec[2][3]; 90 GLbitfield mask; 91 92 #if IDX & LIGHT_MATERIAL 93 update_materials( ctx, store ); 94 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 95 #if IDX & LIGHT_TWOSIDE 96 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 97 #endif 98 #endif 99 100 COPY_3V(sum[0], base[0]); 101 ZERO_3V(spec[0]); 102 103 #if IDX & LIGHT_TWOSIDE 104 COPY_3V(sum[1], base[1]); 105 ZERO_3V(spec[1]); 106 #endif 107 108 /* Add contribution from each enabled light source */ 109 mask = ctx->Light._EnabledLights; 110 while (mask) { 111 const int l = u_bit_scan(&mask); 112 struct gl_light *light = &ctx->Light.Light[l]; 113 GLfloat n_dot_h; 114 GLfloat correction; 115 GLint side; 116 GLfloat contrib[3]; 117 GLfloat attenuation; 118 GLfloat VP[3]; /* unit vector from vertex to light */ 119 GLfloat n_dot_VP; /* n dot VP */ 120 GLfloat *h; 121 122 /* compute VP and attenuation */ 123 if (!(light->_Flags & LIGHT_POSITIONAL)) { 124 /* directional light */ 125 COPY_3V(VP, light->_VP_inf_norm); 126 attenuation = light->_VP_inf_spot_attenuation; 127 } 128 else { 129 GLfloat d; /* distance from vertex to light */ 130 131 SUB_3V(VP, light->_Position, vertex); 132 133 d = (GLfloat) LEN_3FV( VP ); 134 135 if (d > 1e-6F) { 136 GLfloat invd = 1.0F / d; 137 SELF_SCALE_SCALAR_3V(VP, invd); 138 } 139 140 attenuation = 1.0F / (light->ConstantAttenuation + d * 141 (light->LinearAttenuation + d * 142 light->QuadraticAttenuation)); 143 144 /* spotlight attenuation */ 145 if (light->_Flags & LIGHT_SPOT) { 146 GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection); 147 148 if (PV_dot_dir<light->_CosCutoff) { 149 continue; /* this light makes no contribution */ 150 } 151 else { 152 GLfloat spot = powf(PV_dot_dir, light->SpotExponent); 153 attenuation *= spot; 154 } 155 } 156 } 157 158 if (attenuation < 1e-3F) 159 continue; /* this light makes no contribution */ 160 161 /* Compute dot product or normal and vector from V to light pos */ 162 n_dot_VP = DOT3( normal, VP ); 163 164 /* Which side gets the diffuse & specular terms? */ 165 if (n_dot_VP < 0.0F) { 166 ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); 167 #if IDX & LIGHT_TWOSIDE 168 side = 1; 169 correction = -1; 170 n_dot_VP = -n_dot_VP; 171 #else 172 continue; 173 #endif 174 } 175 else { 176 #if IDX & LIGHT_TWOSIDE 177 ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); 178 #endif 179 side = 0; 180 correction = 1; 181 } 182 183 /* diffuse term */ 184 COPY_3V(contrib, light->_MatAmbient[side]); 185 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); 186 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib ); 187 188 /* specular term - cannibalize VP... */ 189 if (ctx->Light.Model.LocalViewer) { 190 GLfloat v[3]; 191 COPY_3V(v, vertex); 192 NORMALIZE_3FV(v); 193 SUB_3V(VP, VP, v); /* h = VP + VPe */ 194 h = VP; 195 NORMALIZE_3FV(h); 196 } 197 else if (light->_Flags & LIGHT_POSITIONAL) { 198 h = VP; 199 ACC_3V(h, ctx->_EyeZDir); 200 NORMALIZE_3FV(h); 201 } 202 else { 203 h = light->_h_inf_norm; 204 } 205 206 n_dot_h = correction * DOT3(normal, h); 207 208 if (n_dot_h > 0.0F) { 209 GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h); 210 if (spec_coef > 1.0e-10F) { 211 spec_coef *= attenuation; 212 ACC_SCALE_SCALAR_3V( spec[side], spec_coef, 213 light->_MatSpecular[side]); 214 } 215 } 216 } /*loop over lights*/ 217 218 COPY_3V( Fcolor[j], sum[0] ); 219 COPY_3V( Fspec[j], spec[0] ); 220 Fcolor[j][3] = sumA[0]; 221 222 #if IDX & LIGHT_TWOSIDE 223 COPY_3V( Bcolor[j], sum[1] ); 224 COPY_3V( Bspec[j], spec[1] ); 225 Bcolor[j][3] = sumA[1]; 226 #endif 227 } 228 } 229 230 231 static void TAG(light_rgba)( struct gl_context *ctx, 232 struct vertex_buffer *VB, 233 struct tnl_pipeline_stage *stage, 234 GLvector4f *input ) 235 { 236 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 237 GLuint j; 238 239 GLfloat (*base)[3] = ctx->Light._BaseColor; 240 GLfloat sumA[2]; 241 242 const GLuint vstride = input->stride; 243 const GLfloat *vertex = (GLfloat *) input->data; 244 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride; 245 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data; 246 247 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data; 248 #if IDX & LIGHT_TWOSIDE 249 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data; 250 #endif 251 252 const GLuint nr = VB->Count; 253 254 #ifdef TRACE 255 fprintf(stderr, "%s\n", __func__ ); 256 #endif 257 258 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0]; 259 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 260 261 #if IDX & LIGHT_TWOSIDE 262 VB->BackfaceColorPtr = &store->LitColor[1]; 263 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 264 #endif 265 266 store->LitColor[0].stride = 16; 267 store->LitColor[1].stride = 16; 268 269 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) { 270 GLfloat sum[2][3]; 271 GLbitfield mask; 272 273 #if IDX & LIGHT_MATERIAL 274 update_materials( ctx, store ); 275 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 276 #if IDX & LIGHT_TWOSIDE 277 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 278 #endif 279 #endif 280 281 COPY_3V(sum[0], base[0]); 282 283 #if IDX & LIGHT_TWOSIDE 284 COPY_3V(sum[1], base[1]); 285 #endif 286 287 /* Add contribution from each enabled light source */ 288 mask = ctx->Light._EnabledLights; 289 while (mask) { 290 const int l = u_bit_scan(&mask); 291 struct gl_light *light = &ctx->Light.Light[l]; 292 GLfloat n_dot_h; 293 GLfloat correction; 294 GLint side; 295 GLfloat contrib[3]; 296 GLfloat attenuation; 297 GLfloat VP[3]; /* unit vector from vertex to light */ 298 GLfloat n_dot_VP; /* n dot VP */ 299 GLfloat *h; 300 301 /* compute VP and attenuation */ 302 if (!(light->_Flags & LIGHT_POSITIONAL)) { 303 /* directional light */ 304 COPY_3V(VP, light->_VP_inf_norm); 305 attenuation = light->_VP_inf_spot_attenuation; 306 } 307 else { 308 GLfloat d; /* distance from vertex to light */ 309 310 SUB_3V(VP, light->_Position, vertex); 311 312 d = (GLfloat) LEN_3FV( VP ); 313 314 if (d > 1e-6F) { 315 GLfloat invd = 1.0F / d; 316 SELF_SCALE_SCALAR_3V(VP, invd); 317 } 318 319 attenuation = 1.0F / (light->ConstantAttenuation + d * 320 (light->LinearAttenuation + d * 321 light->QuadraticAttenuation)); 322 323 /* spotlight attenuation */ 324 if (light->_Flags & LIGHT_SPOT) { 325 GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection); 326 327 if (PV_dot_dir<light->_CosCutoff) { 328 continue; /* this light makes no contribution */ 329 } 330 else { 331 GLfloat spot = powf(PV_dot_dir, light->SpotExponent); 332 attenuation *= spot; 333 } 334 } 335 } 336 337 if (attenuation < 1e-3F) 338 continue; /* this light makes no contribution */ 339 340 /* Compute dot product or normal and vector from V to light pos */ 341 n_dot_VP = DOT3( normal, VP ); 342 343 /* which side are we lighting? */ 344 if (n_dot_VP < 0.0F) { 345 ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); 346 #if IDX & LIGHT_TWOSIDE 347 side = 1; 348 correction = -1; 349 n_dot_VP = -n_dot_VP; 350 #else 351 continue; 352 #endif 353 } 354 else { 355 #if IDX & LIGHT_TWOSIDE 356 ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); 357 #endif 358 side = 0; 359 correction = 1; 360 } 361 362 COPY_3V(contrib, light->_MatAmbient[side]); 363 364 /* diffuse term */ 365 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); 366 367 /* specular term - cannibalize VP... */ 368 { 369 if (ctx->Light.Model.LocalViewer) { 370 GLfloat v[3]; 371 COPY_3V(v, vertex); 372 NORMALIZE_3FV(v); 373 SUB_3V(VP, VP, v); /* h = VP + VPe */ 374 h = VP; 375 NORMALIZE_3FV(h); 376 } 377 else if (light->_Flags & LIGHT_POSITIONAL) { 378 h = VP; 379 ACC_3V(h, ctx->_EyeZDir); 380 NORMALIZE_3FV(h); 381 } 382 else { 383 h = light->_h_inf_norm; 384 } 385 386 n_dot_h = correction * DOT3(normal, h); 387 388 if (n_dot_h > 0.0F) { 389 GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h); 390 ACC_SCALE_SCALAR_3V( contrib, spec_coef, 391 light->_MatSpecular[side]); 392 } 393 } 394 395 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib ); 396 } 397 398 COPY_3V( Fcolor[j], sum[0] ); 399 Fcolor[j][3] = sumA[0]; 400 401 #if IDX & LIGHT_TWOSIDE 402 COPY_3V( Bcolor[j], sum[1] ); 403 Bcolor[j][3] = sumA[1]; 404 #endif 405 } 406 } 407 408 409 410 411 /* As below, but with just a single light. 412 */ 413 static void TAG(light_fast_rgba_single)( struct gl_context *ctx, 414 struct vertex_buffer *VB, 415 struct tnl_pipeline_stage *stage, 416 GLvector4f *input ) 417 418 { 419 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 420 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride; 421 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data; 422 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data; 423 #if IDX & LIGHT_TWOSIDE 424 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data; 425 #endif 426 const struct gl_light *light = 427 &ctx->Light.Light[ffs(ctx->Light._EnabledLights) - 1]; 428 GLuint j = 0; 429 GLfloat base[2][4]; 430 #if IDX & LIGHT_MATERIAL 431 const GLuint nr = VB->Count; 432 #else 433 const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count; 434 #endif 435 436 #ifdef TRACE 437 fprintf(stderr, "%s\n", __func__ ); 438 #endif 439 440 (void) input; /* doesn't refer to Eye or Obj */ 441 442 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0]; 443 #if IDX & LIGHT_TWOSIDE 444 VB->BackfaceColorPtr = &store->LitColor[1]; 445 #endif 446 447 if (nr > 1) { 448 store->LitColor[0].stride = 16; 449 store->LitColor[1].stride = 16; 450 } 451 else { 452 store->LitColor[0].stride = 0; 453 store->LitColor[1].stride = 0; 454 } 455 456 for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) { 457 458 GLfloat n_dot_VP; 459 460 #if IDX & LIGHT_MATERIAL 461 update_materials( ctx, store ); 462 #endif 463 464 /* No attenuation, so incoporate _MatAmbient into base color. 465 */ 466 #if !(IDX & LIGHT_MATERIAL) 467 if ( j == 0 ) 468 #endif 469 { 470 COPY_3V(base[0], light->_MatAmbient[0]); 471 ACC_3V(base[0], ctx->Light._BaseColor[0] ); 472 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 473 474 #if IDX & LIGHT_TWOSIDE 475 COPY_3V(base[1], light->_MatAmbient[1]); 476 ACC_3V(base[1], ctx->Light._BaseColor[1]); 477 base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 478 #endif 479 } 480 481 n_dot_VP = DOT3(normal, light->_VP_inf_norm); 482 483 if (n_dot_VP < 0.0F) { 484 #if IDX & LIGHT_TWOSIDE 485 GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm); 486 GLfloat sum[3]; 487 COPY_3V(sum, base[1]); 488 ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]); 489 if (n_dot_h > 0.0F) { 490 GLfloat spec = lookup_shininess(ctx, 1, n_dot_h); 491 ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]); 492 } 493 COPY_3V(Bcolor[j], sum ); 494 Bcolor[j][3] = base[1][3]; 495 #endif 496 COPY_4FV(Fcolor[j], base[0]); 497 } 498 else { 499 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm); 500 GLfloat sum[3]; 501 COPY_3V(sum, base[0]); 502 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]); 503 if (n_dot_h > 0.0F) { 504 GLfloat spec = lookup_shininess(ctx, 0, n_dot_h); 505 ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]); 506 } 507 COPY_3V(Fcolor[j], sum ); 508 Fcolor[j][3] = base[0][3]; 509 #if IDX & LIGHT_TWOSIDE 510 COPY_4FV(Bcolor[j], base[1]); 511 #endif 512 } 513 } 514 } 515 516 517 /* Light infinite lights 518 */ 519 static void TAG(light_fast_rgba)( struct gl_context *ctx, 520 struct vertex_buffer *VB, 521 struct tnl_pipeline_stage *stage, 522 GLvector4f *input ) 523 { 524 struct light_stage_data *store = LIGHT_STAGE_DATA(stage); 525 GLfloat sumA[2]; 526 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride; 527 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data; 528 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data; 529 #if IDX & LIGHT_TWOSIDE 530 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data; 531 #endif 532 GLuint j = 0; 533 #if IDX & LIGHT_MATERIAL 534 const GLuint nr = VB->Count; 535 #else 536 const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count; 537 #endif 538 539 #ifdef TRACE 540 fprintf(stderr, "%s %d\n", __func__, nr ); 541 #endif 542 543 (void) input; 544 545 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 546 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 547 548 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0]; 549 #if IDX & LIGHT_TWOSIDE 550 VB->BackfaceColorPtr = &store->LitColor[1]; 551 #endif 552 553 if (nr > 1) { 554 store->LitColor[0].stride = 16; 555 store->LitColor[1].stride = 16; 556 } 557 else { 558 store->LitColor[0].stride = 0; 559 store->LitColor[1].stride = 0; 560 } 561 562 for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) { 563 564 GLfloat sum[2][3]; 565 GLbitfield mask; 566 567 #if IDX & LIGHT_MATERIAL 568 update_materials( ctx, store ); 569 570 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 571 #if IDX & LIGHT_TWOSIDE 572 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 573 #endif 574 #endif 575 576 577 COPY_3V(sum[0], ctx->Light._BaseColor[0]); 578 #if IDX & LIGHT_TWOSIDE 579 COPY_3V(sum[1], ctx->Light._BaseColor[1]); 580 #endif 581 582 mask = ctx->Light._EnabledLights; 583 while (mask) { 584 const int l = u_bit_scan(&mask); 585 const struct gl_light *light = &ctx->Light.Light[l]; 586 GLfloat n_dot_h, n_dot_VP, spec; 587 588 ACC_3V(sum[0], light->_MatAmbient[0]); 589 #if IDX & LIGHT_TWOSIDE 590 ACC_3V(sum[1], light->_MatAmbient[1]); 591 #endif 592 593 n_dot_VP = DOT3(normal, light->_VP_inf_norm); 594 595 if (n_dot_VP > 0.0F) { 596 ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]); 597 n_dot_h = DOT3(normal, light->_h_inf_norm); 598 if (n_dot_h > 0.0F) { 599 spec = lookup_shininess(ctx, 0, n_dot_h); 600 ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]); 601 } 602 } 603 #if IDX & LIGHT_TWOSIDE 604 else { 605 ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]); 606 n_dot_h = -DOT3(normal, light->_h_inf_norm); 607 if (n_dot_h > 0.0F) { 608 spec = lookup_shininess(ctx, 1, n_dot_h); 609 ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]); 610 } 611 } 612 #endif 613 } 614 615 COPY_3V( Fcolor[j], sum[0] ); 616 Fcolor[j][3] = sumA[0]; 617 618 #if IDX & LIGHT_TWOSIDE 619 COPY_3V( Bcolor[j], sum[1] ); 620 Bcolor[j][3] = sumA[1]; 621 #endif 622 } 623 } 624 625 626 627 628 static void TAG(init_light_tab)( void ) 629 { 630 _tnl_light_tab[IDX] = TAG(light_rgba); 631 _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba); 632 _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single); 633 _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec); 634 } 635 636 637 #undef TAG 638 #undef IDX 639 #undef NR_SIDES 640