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@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  */
TAG(light_rgba_spec)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          struct gl_light_uniforms *lu = &ctx->Light.LightSource[l];
114 	 GLfloat n_dot_h;
115 	 GLfloat correction;
116 	 GLint side;
117 	 GLfloat contrib[3];
118 	 GLfloat attenuation;
119 	 GLfloat VP[3];          /* unit vector from vertex to light */
120 	 GLfloat n_dot_VP;       /* n dot VP */
121 	 GLfloat *h;
122 
123 	 /* compute VP and attenuation */
124 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
125 	    /* directional light */
126 	    COPY_3V(VP, light->_VP_inf_norm);
127 	    attenuation = light->_VP_inf_spot_attenuation;
128 	 }
129 	 else {
130 	    GLfloat d;     /* distance from vertex to light */
131 
132 	    SUB_3V(VP, light->_Position, vertex);
133 
134 	    d = (GLfloat) LEN_3FV( VP );
135 
136 	    if (d > 1e-6F) {
137 	       GLfloat invd = 1.0F / d;
138 	       SELF_SCALE_SCALAR_3V(VP, invd);
139 	    }
140 
141 	    attenuation = 1.0F / (lu->ConstantAttenuation + d *
142 				  (lu->LinearAttenuation + d *
143 				   lu->QuadraticAttenuation));
144 
145 	    /* spotlight attenuation */
146 	    if (light->_Flags & LIGHT_SPOT) {
147 	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
148 
149 	       if (PV_dot_dir<lu->_CosCutoff) {
150 		  continue; /* this light makes no contribution */
151 	       }
152 	       else {
153                   GLfloat spot = powf(PV_dot_dir, lu->SpotExponent);
154 		  attenuation *= spot;
155 	       }
156 	    }
157 	 }
158 
159 	 if (attenuation < 1e-3F)
160 	    continue;		/* this light makes no contribution */
161 
162 	 /* Compute dot product or normal and vector from V to light pos */
163 	 n_dot_VP = DOT3( normal, VP );
164 
165 	 /* Which side gets the diffuse & specular terms? */
166 	 if (n_dot_VP < 0.0F) {
167 	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
168 #if IDX & LIGHT_TWOSIDE
169 	    side = 1;
170 	    correction = -1;
171 	    n_dot_VP = -n_dot_VP;
172 #else
173             continue;
174 #endif
175 	 }
176          else {
177 #if IDX & LIGHT_TWOSIDE
178             ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
179 #endif
180 	    side = 0;
181 	    correction = 1;
182 	 }
183 
184 	 /* diffuse term */
185 	 COPY_3V(contrib, light->_MatAmbient[side]);
186 	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
187 	 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
188 
189 	 /* specular term - cannibalize VP... */
190 	 if (ctx->Light.Model.LocalViewer) {
191 	    GLfloat v[3];
192 	    COPY_3V(v, vertex);
193 	    NORMALIZE_3FV(v);
194 	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
195 	    h = VP;
196 	    NORMALIZE_3FV(h);
197 	 }
198 	 else if (light->_Flags & LIGHT_POSITIONAL) {
199 	    h = VP;
200 	    ACC_3V(h, ctx->_EyeZDir);
201 	    NORMALIZE_3FV(h);
202 	 }
203          else {
204 	    h = light->_h_inf_norm;
205 	 }
206 
207 	 n_dot_h = correction * DOT3(normal, h);
208 
209 	 if (n_dot_h > 0.0F) {
210 	    GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
211 	    if (spec_coef > 1.0e-10F) {
212 	       spec_coef *= attenuation;
213 	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
214 				    light->_MatSpecular[side]);
215 	    }
216 	 }
217       } /*loop over lights*/
218 
219       COPY_3V( Fcolor[j], sum[0] );
220       COPY_3V( Fspec[j], spec[0] );
221       Fcolor[j][3] = sumA[0];
222 
223 #if IDX & LIGHT_TWOSIDE
224       COPY_3V( Bcolor[j], sum[1] );
225       COPY_3V( Bspec[j], spec[1] );
226       Bcolor[j][3] = sumA[1];
227 #endif
228    }
229 }
230 
231 
TAG(light_rgba)232 static void TAG(light_rgba)( struct gl_context *ctx,
233 			     struct vertex_buffer *VB,
234 			     struct tnl_pipeline_stage *stage,
235 			     GLvector4f *input )
236 {
237    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
238    GLuint j;
239 
240    GLfloat (*base)[3] = ctx->Light._BaseColor;
241    GLfloat sumA[2];
242 
243    const GLuint vstride = input->stride;
244    const GLfloat *vertex = (GLfloat *) input->data;
245    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
246    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
247 
248    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
249 #if IDX & LIGHT_TWOSIDE
250    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
251 #endif
252 
253    const GLuint nr = VB->Count;
254 
255 #ifdef TRACE
256    fprintf(stderr, "%s\n", __func__ );
257 #endif
258 
259    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
260    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
261 
262 #if IDX & LIGHT_TWOSIDE
263    VB->BackfaceColorPtr = &store->LitColor[1];
264    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
265 #endif
266 
267    store->LitColor[0].stride = 16;
268    store->LitColor[1].stride = 16;
269 
270    for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
271       GLfloat sum[2][3];
272       GLbitfield mask;
273 
274 #if IDX & LIGHT_MATERIAL
275       update_materials( ctx, store );
276       sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
277 #if IDX & LIGHT_TWOSIDE
278       sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
279 #endif
280 #endif
281 
282       COPY_3V(sum[0], base[0]);
283 
284 #if IDX & LIGHT_TWOSIDE
285       COPY_3V(sum[1], base[1]);
286 #endif
287 
288       /* Add contribution from each enabled light source */
289       mask = ctx->Light._EnabledLights;
290       while (mask) {
291          const int l = u_bit_scan(&mask);
292          struct gl_light *light = &ctx->Light.Light[l];
293          struct gl_light_uniforms *lu = &ctx->Light.LightSource[l];
294 	 GLfloat n_dot_h;
295 	 GLfloat correction;
296 	 GLint side;
297 	 GLfloat contrib[3];
298 	 GLfloat attenuation;
299 	 GLfloat VP[3];          /* unit vector from vertex to light */
300 	 GLfloat n_dot_VP;       /* n dot VP */
301 	 GLfloat *h;
302 
303 	 /* compute VP and attenuation */
304 	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
305 	    /* directional light */
306 	    COPY_3V(VP, light->_VP_inf_norm);
307 	    attenuation = light->_VP_inf_spot_attenuation;
308 	 }
309 	 else {
310 	    GLfloat d;     /* distance from vertex to light */
311 
312 	    SUB_3V(VP, light->_Position, vertex);
313 
314 	    d = (GLfloat) LEN_3FV( VP );
315 
316 	    if (d > 1e-6F) {
317 	       GLfloat invd = 1.0F / d;
318 	       SELF_SCALE_SCALAR_3V(VP, invd);
319 	    }
320 
321             attenuation = 1.0F / (lu->ConstantAttenuation + d *
322                                   (lu->LinearAttenuation + d *
323                                    lu->QuadraticAttenuation));
324 
325 	    /* spotlight attenuation */
326 	    if (light->_Flags & LIGHT_SPOT) {
327 	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
328 
329 	       if (PV_dot_dir<lu->_CosCutoff) {
330 		  continue; /* this light makes no contribution */
331 	       }
332 	       else {
333                   GLfloat spot = powf(PV_dot_dir, lu->SpotExponent);
334 		  attenuation *= spot;
335 	       }
336 	    }
337 	 }
338 
339 	 if (attenuation < 1e-3F)
340 	    continue;		/* this light makes no contribution */
341 
342 	 /* Compute dot product or normal and vector from V to light pos */
343 	 n_dot_VP = DOT3( normal, VP );
344 
345 	 /* which side are we lighting? */
346 	 if (n_dot_VP < 0.0F) {
347 	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
348 #if IDX & LIGHT_TWOSIDE
349 	    side = 1;
350 	    correction = -1;
351 	    n_dot_VP = -n_dot_VP;
352 #else
353             continue;
354 #endif
355 	 }
356          else {
357 #if IDX & LIGHT_TWOSIDE
358             ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
359 #endif
360 	    side = 0;
361 	    correction = 1;
362 	 }
363 
364 	 COPY_3V(contrib, light->_MatAmbient[side]);
365 
366 	 /* diffuse term */
367 	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
368 
369 	 /* specular term - cannibalize VP... */
370 	 {
371 	    if (ctx->Light.Model.LocalViewer) {
372 	       GLfloat v[3];
373 	       COPY_3V(v, vertex);
374 	       NORMALIZE_3FV(v);
375 	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
376 	       h = VP;
377 	       NORMALIZE_3FV(h);
378 	    }
379 	    else if (light->_Flags & LIGHT_POSITIONAL) {
380 	       h = VP;
381 	       ACC_3V(h, ctx->_EyeZDir);
382 	       NORMALIZE_3FV(h);
383 	    }
384             else {
385 	       h = light->_h_inf_norm;
386 	    }
387 
388 	    n_dot_h = correction * DOT3(normal, h);
389 
390 	    if (n_dot_h > 0.0F) {
391 	       GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
392 	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
393 				    light->_MatSpecular[side]);
394 	    }
395 	 }
396 
397 	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
398       }
399 
400       COPY_3V( Fcolor[j], sum[0] );
401       Fcolor[j][3] = sumA[0];
402 
403 #if IDX & LIGHT_TWOSIDE
404       COPY_3V( Bcolor[j], sum[1] );
405       Bcolor[j][3] = sumA[1];
406 #endif
407    }
408 }
409 
410 
411 
412 
413 /* As below, but with just a single light.
414  */
TAG(light_fast_rgba_single)415 static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
416 					 struct vertex_buffer *VB,
417 					 struct tnl_pipeline_stage *stage,
418 					 GLvector4f *input )
419 
420 {
421    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
422    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
423    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
424    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
425 #if IDX & LIGHT_TWOSIDE
426    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
427 #endif
428    const struct gl_light *light =
429       &ctx->Light.Light[ffs(ctx->Light._EnabledLights) - 1];
430    GLuint j = 0;
431    GLfloat base[2][4];
432 #if IDX & LIGHT_MATERIAL
433    const GLuint nr = VB->Count;
434 #else
435    const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
436 #endif
437 
438 #ifdef TRACE
439    fprintf(stderr, "%s\n", __func__ );
440 #endif
441 
442    (void) input;		/* doesn't refer to Eye or Obj */
443 
444    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
445 #if IDX & LIGHT_TWOSIDE
446    VB->BackfaceColorPtr = &store->LitColor[1];
447 #endif
448 
449    if (nr > 1) {
450       store->LitColor[0].stride = 16;
451       store->LitColor[1].stride = 16;
452    }
453    else {
454       store->LitColor[0].stride = 0;
455       store->LitColor[1].stride = 0;
456    }
457 
458    for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
459 
460       GLfloat n_dot_VP;
461 
462 #if IDX & LIGHT_MATERIAL
463       update_materials( ctx, store );
464 #endif
465 
466       /* No attenuation, so incoporate _MatAmbient into base color.
467        */
468 #if !(IDX & LIGHT_MATERIAL)
469       if ( j == 0 )
470 #endif
471       {
472 	 COPY_3V(base[0], light->_MatAmbient[0]);
473 	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
474 	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
475 
476 #if IDX & LIGHT_TWOSIDE
477          COPY_3V(base[1], light->_MatAmbient[1]);
478          ACC_3V(base[1], ctx->Light._BaseColor[1]);
479          base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
480 #endif
481       }
482 
483       n_dot_VP = DOT3(normal, light->_VP_inf_norm);
484 
485       if (n_dot_VP < 0.0F) {
486 #if IDX & LIGHT_TWOSIDE
487          GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
488          GLfloat sum[3];
489          COPY_3V(sum, base[1]);
490          ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
491          if (n_dot_h > 0.0F) {
492             GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
493             ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
494          }
495          COPY_3V(Bcolor[j], sum );
496          Bcolor[j][3] = base[1][3];
497 #endif
498 	 COPY_4FV(Fcolor[j], base[0]);
499       }
500       else {
501 	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
502 	 GLfloat sum[3];
503 	 COPY_3V(sum, base[0]);
504 	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
505 	 if (n_dot_h > 0.0F) {
506             GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
507 	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
508 	 }
509 	 COPY_3V(Fcolor[j], sum );
510 	 Fcolor[j][3] = base[0][3];
511 #if IDX & LIGHT_TWOSIDE
512          COPY_4FV(Bcolor[j], base[1]);
513 #endif
514       }
515    }
516 }
517 
518 
519 /* Light infinite lights
520  */
TAG(light_fast_rgba)521 static void TAG(light_fast_rgba)( struct gl_context *ctx,
522 				  struct vertex_buffer *VB,
523 				  struct tnl_pipeline_stage *stage,
524 				  GLvector4f *input )
525 {
526    struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
527    GLfloat sumA[2];
528    const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
529    const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
530    GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
531 #if IDX & LIGHT_TWOSIDE
532    GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
533 #endif
534    GLuint j = 0;
535 #if IDX & LIGHT_MATERIAL
536    const GLuint nr = VB->Count;
537 #else
538    const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
539 #endif
540 
541 #ifdef TRACE
542    fprintf(stderr, "%s %d\n", __func__, nr );
543 #endif
544 
545    (void) input;
546 
547    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
548    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
549 
550    VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
551 #if IDX & LIGHT_TWOSIDE
552    VB->BackfaceColorPtr = &store->LitColor[1];
553 #endif
554 
555    if (nr > 1) {
556       store->LitColor[0].stride = 16;
557       store->LitColor[1].stride = 16;
558    }
559    else {
560       store->LitColor[0].stride = 0;
561       store->LitColor[1].stride = 0;
562    }
563 
564    for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
565 
566       GLfloat sum[2][3];
567       GLbitfield mask;
568 
569 #if IDX & LIGHT_MATERIAL
570       update_materials( ctx, store );
571 
572       sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
573 #if IDX & LIGHT_TWOSIDE
574       sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
575 #endif
576 #endif
577 
578 
579       COPY_3V(sum[0], ctx->Light._BaseColor[0]);
580 #if IDX & LIGHT_TWOSIDE
581       COPY_3V(sum[1], ctx->Light._BaseColor[1]);
582 #endif
583 
584       mask = ctx->Light._EnabledLights;
585       while (mask) {
586          const int l = u_bit_scan(&mask);
587          const struct gl_light *light = &ctx->Light.Light[l];
588 	 GLfloat n_dot_h, n_dot_VP, spec;
589 
590 	 ACC_3V(sum[0], light->_MatAmbient[0]);
591 #if IDX & LIGHT_TWOSIDE
592          ACC_3V(sum[1], light->_MatAmbient[1]);
593 #endif
594 
595 	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
596 
597 	 if (n_dot_VP > 0.0F) {
598 	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
599 	    n_dot_h = DOT3(normal, light->_h_inf_norm);
600 	    if (n_dot_h > 0.0F) {
601                spec = lookup_shininess(ctx, 0, n_dot_h);
602 	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
603 	    }
604 	 }
605 #if IDX & LIGHT_TWOSIDE
606          else {
607 	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
608 	    n_dot_h = -DOT3(normal, light->_h_inf_norm);
609 	    if (n_dot_h > 0.0F) {
610                spec = lookup_shininess(ctx, 1, n_dot_h);
611 	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
612 	    }
613 	 }
614 #endif
615       }
616 
617       COPY_3V( Fcolor[j], sum[0] );
618       Fcolor[j][3] = sumA[0];
619 
620 #if IDX & LIGHT_TWOSIDE
621       COPY_3V( Bcolor[j], sum[1] );
622       Bcolor[j][3] = sumA[1];
623 #endif
624    }
625 }
626 
627 
628 
629 
TAG(init_light_tab)630 static void TAG(init_light_tab)( void )
631 {
632    _tnl_light_tab[IDX] = TAG(light_rgba);
633    _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
634    _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
635    _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
636 }
637 
638 
639 #undef TAG
640 #undef IDX
641 #undef NR_SIDES
642