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 (at) 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 */ 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 } 227 228 229 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 */ 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 */ 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 } 617 618 619 620 621 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