t_vb_lighttmp.h revision 0a9187801505130738ae947c69cafa8a1dd118d1
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 */
47static void TAG(light_rgba_spec)( GLcontext *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		  GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
151		  GLint k = (GLint) x;
152		  GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
153				    + (x-k)*light->_SpotExpTable[k][1]);
154		  attenuation *= spot;
155	       }
156	    }
157	 }
158
159	 if (attenuation < 1e-3)
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;
211	    struct gl_shine_tab *tab = ctx->_ShineTable[side];
212	    GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
213
214	    if (spec_coef > 1.0e-10) {
215	       spec_coef *= attenuation;
216	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
217				    light->_MatSpecular[side]);
218	    }
219	 }
220      } /*loop over lights*/
221
222      COPY_3V( Fcolor[j], sum[0] );
223      COPY_3V( Fspec[j], spec[0] );
224      Fcolor[j][3] = sumA[0];
225
226#if IDX & LIGHT_TWOSIDE
227      COPY_3V( Bcolor[j], sum[1] );
228      COPY_3V( Bspec[j], spec[1] );
229      Bcolor[j][3] = sumA[1];
230#endif
231   }
232}
233
234
235static void TAG(light_rgba)( GLcontext *ctx,
236			     struct vertex_buffer *VB,
237			     struct tnl_pipeline_stage *stage,
238			     GLvector4f *input )
239{
240   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
241   GLuint j;
242
243   GLfloat (*base)[3] = ctx->Light._BaseColor;
244   GLfloat sumA[2];
245
246   const GLuint vstride = input->stride;
247   const GLfloat *vertex = (GLfloat *) input->data;
248   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
249   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
250
251   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
252#if IDX & LIGHT_TWOSIDE
253   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
254#endif
255
256   const GLuint nr = VB->Count;
257
258#ifdef TRACE
259   fprintf(stderr, "%s\n", __FUNCTION__ );
260#endif
261
262   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
263   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
264
265#if IDX & LIGHT_TWOSIDE
266   VB->BackfaceColorPtr = &store->LitColor[1];
267   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
268#endif
269
270   store->LitColor[0].stride = 16;
271   store->LitColor[1].stride = 16;
272
273   for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
274      GLfloat sum[2][3];
275      struct gl_light *light;
276
277#if IDX & LIGHT_MATERIAL
278      update_materials( ctx, store );
279      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
280#if IDX & LIGHT_TWOSIDE
281      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
282#endif
283#endif
284
285      COPY_3V(sum[0], base[0]);
286
287#if IDX & LIGHT_TWOSIDE
288      COPY_3V(sum[1], base[1]);
289#endif
290
291      /* Add contribution from each enabled light source */
292      foreach (light, &ctx->Light.EnabledList) {
293
294	 GLfloat n_dot_h;
295	 GLfloat correction;
296	 GLint side;
297	 GLfloat contrib[3];
298	 GLfloat attenuation = 1.0;
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
313	    SUB_3V(VP, light->_Position, vertex);
314
315	    d = (GLfloat) LEN_3FV( VP );
316
317	    if ( d > 1e-6) {
318	       GLfloat invd = 1.0F / d;
319	       SELF_SCALE_SCALAR_3V(VP, invd);
320	    }
321
322            attenuation = 1.0F / (light->ConstantAttenuation + d *
323                                  (light->LinearAttenuation + d *
324                                   light->QuadraticAttenuation));
325
326	    /* spotlight attenuation */
327	    if (light->_Flags & LIGHT_SPOT) {
328	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
329
330	       if (PV_dot_dir<light->_CosCutoff) {
331		  continue; /* this light makes no contribution */
332	       }
333	       else {
334		  GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
335		  GLint k = (GLint) x;
336		  GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
337				  + (x-k)*light->_SpotExpTable[k][1]);
338		  attenuation *= spot;
339	       }
340	    }
341	 }
342
343	 if (attenuation < 1e-3)
344	    continue;		/* this light makes no contribution */
345
346	 /* Compute dot product or normal and vector from V to light pos */
347	 n_dot_VP = DOT3( normal, VP );
348
349	 /* which side are we lighting? */
350	 if (n_dot_VP < 0.0F) {
351	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
352#if IDX & LIGHT_TWOSIDE
353	    side = 1;
354	    correction = -1;
355	    n_dot_VP = -n_dot_VP;
356#else
357            continue;
358#endif
359	 }
360         else {
361#if IDX & LIGHT_TWOSIDE
362            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
363#endif
364	    side = 0;
365	    correction = 1;
366	 }
367
368	 COPY_3V(contrib, light->_MatAmbient[side]);
369
370	 /* diffuse term */
371	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
372
373	 /* specular term - cannibalize VP... */
374	 {
375	    if (ctx->Light.Model.LocalViewer) {
376	       GLfloat v[3];
377	       COPY_3V(v, vertex);
378	       NORMALIZE_3FV(v);
379	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
380	       h = VP;
381	       NORMALIZE_3FV(h);
382	    }
383	    else if (light->_Flags & LIGHT_POSITIONAL) {
384	       h = VP;
385	       ACC_3V(h, ctx->_EyeZDir);
386	       NORMALIZE_3FV(h);
387	    }
388            else {
389	       h = light->_h_inf_norm;
390	    }
391
392	    n_dot_h = correction * DOT3(normal, h);
393
394	    if (n_dot_h > 0.0F)
395	    {
396	       GLfloat spec_coef;
397	       struct gl_shine_tab *tab = ctx->_ShineTable[side];
398
399	       GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
400
401	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
402				    light->_MatSpecular[side]);
403	    }
404	 }
405
406	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
407      }
408
409      COPY_3V( Fcolor[j], sum[0] );
410      Fcolor[j][3] = sumA[0];
411
412#if IDX & LIGHT_TWOSIDE
413      COPY_3V( Bcolor[j], sum[1] );
414      Bcolor[j][3] = sumA[1];
415#endif
416   }
417}
418
419
420
421
422/* As below, but with just a single light.
423 */
424static void TAG(light_fast_rgba_single)( GLcontext *ctx,
425					 struct vertex_buffer *VB,
426					 struct tnl_pipeline_stage *stage,
427					 GLvector4f *input )
428
429{
430   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
431   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
432   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
433   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
434#if IDX & LIGHT_TWOSIDE
435   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
436#endif
437   const struct gl_light *light = ctx->Light.EnabledList.next;
438   GLuint j = 0;
439   GLfloat base[2][4];
440#if IDX & LIGHT_MATERIAL
441   const GLuint nr = VB->Count;
442#else
443   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
444#endif
445
446#ifdef TRACE
447   fprintf(stderr, "%s\n", __FUNCTION__ );
448#endif
449
450   (void) input;		/* doesn't refer to Eye or Obj */
451
452   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
453#if IDX & LIGHT_TWOSIDE
454   VB->BackfaceColorPtr = &store->LitColor[1];
455#endif
456
457   if (nr > 1) {
458      store->LitColor[0].stride = 16;
459      store->LitColor[1].stride = 16;
460   }
461   else {
462      store->LitColor[0].stride = 0;
463      store->LitColor[1].stride = 0;
464   }
465
466   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
467
468      GLfloat n_dot_VP;
469
470#if IDX & LIGHT_MATERIAL
471      update_materials( ctx, store );
472#endif
473
474      /* No attenuation, so incoporate _MatAmbient into base color.
475       */
476#if !(IDX & LIGHT_MATERIAL)
477      if ( j == 0 )
478#endif
479      {
480	 COPY_3V(base[0], light->_MatAmbient[0]);
481	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
482	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
483
484#if IDX & LIGHT_TWOSIDE
485         COPY_3V(base[1], light->_MatAmbient[1]);
486         ACC_3V(base[1], ctx->Light._BaseColor[1]);
487         base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
488#endif
489      }
490
491      n_dot_VP = DOT3(normal, light->_VP_inf_norm);
492
493      if (n_dot_VP < 0.0F) {
494#if IDX & LIGHT_TWOSIDE
495         GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
496         GLfloat sum[3];
497         COPY_3V(sum, base[1]);
498         ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
499         if (n_dot_h > 0.0F) {
500            GLfloat spec;
501            GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
502            ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
503         }
504         COPY_3V(Bcolor[j], sum );
505         Bcolor[j][3] = base[1][3];
506#endif
507	 COPY_4FV(Fcolor[j], base[0]);
508      }
509      else {
510	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
511	 GLfloat sum[3];
512	 COPY_3V(sum, base[0]);
513	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
514	 if (n_dot_h > 0.0F) {
515	    GLfloat spec;
516	    GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
517	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
518
519	 }
520	 COPY_3V(Fcolor[j], sum );
521	 Fcolor[j][3] = base[0][3];
522#if IDX & LIGHT_TWOSIDE
523         COPY_4FV(Bcolor[j], base[1]);
524#endif
525      }
526   }
527}
528
529
530/* Light infinite lights
531 */
532static void TAG(light_fast_rgba)( GLcontext *ctx,
533				  struct vertex_buffer *VB,
534				  struct tnl_pipeline_stage *stage,
535				  GLvector4f *input )
536{
537   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
538   GLfloat sumA[2];
539   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
540   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
541   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
542#if IDX & LIGHT_TWOSIDE
543   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
544#endif
545   GLuint j = 0;
546#if IDX & LIGHT_MATERIAL
547   const GLuint nr = VB->Count;
548#else
549   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
550#endif
551   const struct gl_light *light;
552
553#ifdef TRACE
554   fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
555#endif
556
557   (void) input;
558
559   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
560   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
561
562   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
563#if IDX & LIGHT_TWOSIDE
564   VB->BackfaceColorPtr = &store->LitColor[1];
565#endif
566
567   if (nr > 1) {
568      store->LitColor[0].stride = 16;
569      store->LitColor[1].stride = 16;
570   }
571   else {
572      store->LitColor[0].stride = 0;
573      store->LitColor[1].stride = 0;
574   }
575
576   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
577
578      GLfloat sum[2][3];
579
580#if IDX & LIGHT_MATERIAL
581      update_materials( ctx, store );
582
583      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
584#if IDX & LIGHT_TWOSIDE
585      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
586#endif
587#endif
588
589
590      COPY_3V(sum[0], ctx->Light._BaseColor[0]);
591#if IDX & LIGHT_TWOSIDE
592      COPY_3V(sum[1], ctx->Light._BaseColor[1]);
593#endif
594
595      foreach (light, &ctx->Light.EnabledList) {
596	 GLfloat n_dot_h, n_dot_VP, spec;
597
598	 ACC_3V(sum[0], light->_MatAmbient[0]);
599#if IDX & LIGHT_TWOSIDE
600         ACC_3V(sum[1], light->_MatAmbient[1]);
601#endif
602
603	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
604
605	 if (n_dot_VP > 0.0F) {
606	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
607	    n_dot_h = DOT3(normal, light->_h_inf_norm);
608	    if (n_dot_h > 0.0F) {
609	       struct gl_shine_tab *tab = ctx->_ShineTable[0];
610	       GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
611	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
612	    }
613	 }
614#if IDX & LIGHT_TWOSIDE
615         else {
616	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
617	    n_dot_h = -DOT3(normal, light->_h_inf_norm);
618	    if (n_dot_h > 0.0F) {
619	       struct gl_shine_tab *tab = ctx->_ShineTable[1];
620	       GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
621	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
622	    }
623	 }
624#endif
625      }
626
627      COPY_3V( Fcolor[j], sum[0] );
628      Fcolor[j][3] = sumA[0];
629
630#if IDX & LIGHT_TWOSIDE
631      COPY_3V( Bcolor[j], sum[1] );
632      Bcolor[j][3] = sumA[1];
633#endif
634   }
635}
636
637
638
639
640
641/*
642 * Use current lighting/material settings to compute the color indexes
643 * for an array of vertices.
644 * Input:  n - number of vertices to light
645 *         side - 0=use front material, 1=use back material
646 *         vertex - array of [n] vertex position in eye coordinates
647 *         normal - array of [n] surface normal vector
648 * Output:  indexResult - resulting array of [n] color indexes
649 */
650static void TAG(light_ci)( GLcontext *ctx,
651			   struct vertex_buffer *VB,
652			   struct tnl_pipeline_stage *stage,
653			   GLvector4f *input )
654{
655   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
656   GLuint j;
657   const GLuint vstride = input->stride;
658   const GLfloat *vertex = (GLfloat *) input->data;
659   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
660   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
661   GLfloat *indexResult[2];
662   const GLuint nr = VB->Count;
663
664#ifdef TRACE
665   fprintf(stderr, "%s\n", __FUNCTION__ );
666#endif
667
668   VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX] = &store->LitIndex[0];
669#if IDX & LIGHT_TWOSIDE
670   VB->BackfaceIndexPtr = &store->LitIndex[1];
671#endif
672
673   indexResult[0] = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX]->data;
674#if IDX & LIGHT_TWOSIDE
675   indexResult[1] = (GLfloat *)VB->BackfaceIndexPtr->data;
676#endif
677
678   /* loop over vertices */
679   for (j=0; j<nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal, nstride)) {
680      GLfloat diffuse[2], specular[2];
681      GLuint side = 0;
682      struct gl_light *light;
683
684#if IDX & LIGHT_MATERIAL
685      update_materials( ctx, store );
686#endif
687
688      diffuse[0] = specular[0] = 0.0F;
689
690#if IDX & LIGHT_TWOSIDE
691	 diffuse[1] = specular[1] = 0.0F;
692#endif
693
694      /* Accumulate diffuse and specular from each light source */
695      foreach (light, &ctx->Light.EnabledList) {
696
697	 GLfloat attenuation = 1.0F;
698	 GLfloat VP[3];  /* unit vector from vertex to light */
699	 GLfloat n_dot_VP;  /* dot product of l and n */
700	 GLfloat *h, n_dot_h, correction = 1.0;
701
702	 /* compute l and attenuation */
703	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
704	    /* directional light */
705	    COPY_3V(VP, light->_VP_inf_norm);
706	 }
707	 else {
708	    GLfloat d;     /* distance from vertex to light */
709
710	    SUB_3V(VP, light->_Position, vertex);
711
712	    d = (GLfloat) LEN_3FV( VP );
713	    if ( d > 1e-6) {
714	       GLfloat invd = 1.0F / d;
715	       SELF_SCALE_SCALAR_3V(VP, invd);
716	    }
717
718	    attenuation = 1.0F / (light->ConstantAttenuation + d *
719				  (light->LinearAttenuation + d *
720				   light->QuadraticAttenuation));
721
722	    /* spotlight attenuation */
723	    if (light->_Flags & LIGHT_SPOT) {
724	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
725	       if (PV_dot_dir < light->_CosCutoff) {
726		  continue; /* this light makes no contribution */
727	       }
728	       else {
729		  GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
730		  GLint k = (GLint) x;
731		  GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
732				  + (x-k)*light->_SpotExpTable[k][1]);
733		  attenuation *= spot;
734	       }
735	    }
736	 }
737
738	 if (attenuation < 1e-3)
739	    continue;		/* this light makes no contribution */
740
741	 n_dot_VP = DOT3( normal, VP );
742
743	 /* which side are we lighting? */
744	 if (n_dot_VP < 0.0F) {
745#if IDX & LIGHT_TWOSIDE
746	    side = 1;
747	    correction = -1;
748	    n_dot_VP = -n_dot_VP;
749#else
750            continue;
751#endif
752	 }
753
754	 /* accumulate diffuse term */
755	 diffuse[side] += n_dot_VP * light->_dli * attenuation;
756
757	 /* specular term */
758	 if (ctx->Light.Model.LocalViewer) {
759	    GLfloat v[3];
760	    COPY_3V(v, vertex);
761	    NORMALIZE_3FV(v);
762	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
763	    h = VP;
764	    NORMALIZE_3FV(h);
765	 }
766	 else if (light->_Flags & LIGHT_POSITIONAL) {
767	    h = VP;
768            /* Strangely, disabling this addition fixes a conformance
769             * problem.  If this code is enabled, l_sed.c fails.
770             */
771	    /*ACC_3V(h, ctx->_EyeZDir);*/
772	    NORMALIZE_3FV(h);
773	 }
774         else {
775	    h = light->_h_inf_norm;
776	 }
777
778	 n_dot_h = correction * DOT3(normal, h);
779	 if (n_dot_h > 0.0F) {
780	    GLfloat spec_coef;
781	    struct gl_shine_tab *tab = ctx->_ShineTable[side];
782	    GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
783	    specular[side] += spec_coef * light->_sli * attenuation;
784	 }
785      } /*loop over lights*/
786
787      /* Now compute final color index */
788      for (side = 0 ; side < NR_SIDES ; side++) {
789	 const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];
790	 GLfloat index;
791
792	 if (specular[side] > 1.0F) {
793	    index = ind[MAT_INDEX_SPECULAR];
794	 }
795	 else {
796	    GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
797	    GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
798	    index = (ind[MAT_INDEX_AMBIENT]
799		     + diffuse[side] * (1.0F-specular[side]) * d_a
800		     + specular[side] * s_a);
801	    if (index > ind[MAT_INDEX_SPECULAR]) {
802	       index = ind[MAT_INDEX_SPECULAR];
803	    }
804	 }
805	 indexResult[side][j] = index;
806      }
807   } /*for vertex*/
808}
809
810
811
812static void TAG(init_light_tab)( void )
813{
814   _tnl_light_tab[IDX] = TAG(light_rgba);
815   _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
816   _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
817   _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
818   _tnl_light_ci_tab[IDX] = TAG(light_ci);
819}
820
821
822#undef TAG
823#undef IDX
824#undef NR_SIDES
825