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      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