t_vb_lighttmp.h revision 6532db986883ea1a431c043126de4947465834a1
1/* $Id: t_vb_lighttmp.h,v 1.2 2001/01/03 15:59:30 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  3.5
6 *
7 * Copyright (C) 1999-2000  Brian Paul   All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 *
27 * Authors:
28 *    Brian Paul <brianp@valinux.com>
29 *    Keith Whitwell <keithw@valinux.com>
30 */
31
32
33#if (IDX & LIGHT_FLAGS)
34#  define VSTRIDE (4 * sizeof(GLfloat))
35#  define NSTRIDE (3 * sizeof(GLfloat))
36#  define CHECK_MATERIAL(x)  (flags[x] & VERT_MATERIAL)
37#  define CHECK_END_VB(x)    (flags[x] & VERT_END_VB)
38#  if (IDX & LIGHT_COLORMATERIAL)
39#    define CMSTRIDE STRIDE_4UB(CMcolor, (4 * sizeof(GLubyte)))
40#    define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_RGBA)
41#    define CHECK_VALIDATE(x) (flags[x] & (VERT_RGBA|VERT_MATERIAL))
42#    define DO_ANOTHER_NORMAL(x) \
43     ((flags[x] & (VERT_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM)
44#    define REUSE_LIGHT_RESULTS(x) \
45     ((flags[x] & (VERT_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0)
46#  else
47#    define CMSTRIDE 0
48#    define CHECK_COLOR_MATERIAL(x) 0
49#    define CHECK_VALIDATE(x) (flags[x] & (VERT_MATERIAL))
50#    define DO_ANOTHER_NORMAL(x) \
51      ((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM)
52#    define REUSE_LIGHT_RESULTS(x) \
53      ((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0)
54#  endif
55#else
56#  define VSTRIDE vstride
57#  define NSTRIDE nstride
58#  define CHECK_MATERIAL(x)   0	           /* no materials on array paths */
59#  define CHECK_END_VB(XX)     (XX >= nr)
60#  if (IDX & LIGHT_COLORMATERIAL)
61#     define CMSTRIDE STRIDE_4UB(CMcolor, CMstride)
62#     define CHECK_COLOR_MATERIAL(x) (x < nr) /* always have colormaterial */
63#     define CHECK_VALIDATE(x) (x < nr)
64#     define DO_ANOTHER_NORMAL(x) 0        /* always stop to recalc colormat */
65#  else
66#     define CMSTRIDE 0
67#     define CHECK_COLOR_MATERIAL(x) 0        /* no colormaterial */
68#     define CHECK_VALIDATE(x) (0)
69#     define DO_ANOTHER_NORMAL(XX) (XX < nr) /* keep going to end of vb */
70#  endif
71#  define REUSE_LIGHT_RESULTS(x) 0         /* always have a new normal */
72#endif
73
74
75
76#if (IDX & LIGHT_TWOSIDE)
77#  define NR_SIDES 2
78#else
79#  define NR_SIDES 1
80#endif
81
82
83
84static void TAG(light_rgba_spec)( GLcontext *ctx,
85				  struct vertex_buffer *VB,
86				  struct gl_pipeline_stage *stage,
87				  GLvector4f *input )
88{
89   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
90   GLfloat (*base)[3] = ctx->Light._BaseColor;
91   const GLchan *sumA = ctx->Light._BaseAlpha;
92
93   GLuint j;
94
95   GLuint  vstride = input->stride;
96   const GLfloat *vertex = (GLfloat *)input->data;
97   GLuint  nstride = VB->NormalPtr->stride;
98   const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
99
100   GLchan (*CMcolor)[4];
101   GLuint CMstride;
102
103   GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
104   GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
105   GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].data;
106   GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].data;
107   GLuint nr = VB->Count;
108
109   GLuint *flags = VB->Flag;
110   struct gl_material (*new_material)[2] = VB->Material;
111   GLuint *new_material_mask = VB->MaterialMask;
112
113   (void) flags;
114   (void) nstride;
115   (void) vstride;
116
117   if (IDX & LIGHT_COLORMATERIAL) {
118      CMcolor = (GLchan (*)[4]) VB->ColorPtr[0]->data;
119      CMstride = VB->ColorPtr[0]->stride;
120   }
121
122   VB->ColorPtr[0] = &store->LitColor[0];
123   VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
124
125   if (IDX & LIGHT_TWOSIDE) {
126      VB->ColorPtr[1] = &store->LitColor[1];
127      VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
128   }
129
130   /* Side-effects done, can we finish now?
131    */
132   if (stage->changed_inputs == 0)
133      return;
134
135   for ( j=0 ;
136	 j<nr ;
137	 j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE)
138   {
139      GLfloat sum[2][3], spec[2][3];
140      struct gl_light *light;
141
142      if ( CHECK_COLOR_MATERIAL(j) )
143	 gl_update_color_material( ctx, CMcolor[j] );
144
145      if ( CHECK_MATERIAL(j) )
146	 gl_update_material( ctx, new_material[j], new_material_mask[j] );
147
148      if ( CHECK_VALIDATE(j) )
149	 gl_validate_all_lighting_tables( ctx );
150
151      COPY_3V(sum[0], base[0]);
152      ZERO_3V(spec[0]);
153
154      if (IDX & LIGHT_TWOSIDE) {
155	 COPY_3V(sum[1], base[1]);
156	 ZERO_3V(spec[1]);
157      }
158
159      /* Add contribution from each enabled light source */
160      foreach (light, &ctx->Light.EnabledList) {
161	 GLfloat n_dot_h;
162	 GLfloat correction;
163	 GLint side;
164	 GLfloat contrib[3];
165	 GLfloat attenuation;
166	 GLfloat VP[3];  /* unit vector from vertex to light */
167	 GLfloat n_dot_VP;       /* n dot VP */
168	 GLfloat *h;
169
170	 /* compute VP and attenuation */
171	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
172	    /* directional light */
173	    COPY_3V(VP, light->_VP_inf_norm);
174	    attenuation = light->_VP_inf_spot_attenuation;
175	 }
176	 else {
177	    GLfloat d;     /* distance from vertex to light */
178
179	    SUB_3V(VP, light->_Position, vertex);
180
181	    d = (GLfloat) LEN_3FV( VP );
182
183	    if (d > 1e-6) {
184	       GLfloat invd = 1.0F / d;
185	       SELF_SCALE_SCALAR_3V(VP, invd);
186	    }
187
188	    attenuation = 1.0F / (light->ConstantAttenuation + d *
189				  (light->LinearAttenuation + d *
190				   light->QuadraticAttenuation));
191
192	    /* spotlight attenuation */
193	    if (light->_Flags & LIGHT_SPOT) {
194	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
195
196	       if (PV_dot_dir<light->_CosCutoff) {
197		  continue; /* this light makes no contribution */
198	       }
199	       else {
200		  double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
201		  int k = (int) x;
202		  GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]
203					    + (x-k)*light->_SpotExpTable[k][1]);
204		  attenuation *= spot;
205	       }
206	    }
207	 }
208
209
210	 if (attenuation < 1e-3)
211	    continue;		/* this light makes no contribution */
212
213	 /* Compute dot product or normal and vector from V to light pos */
214	 n_dot_VP = DOT3( normal, VP );
215
216	 /* Which side gets the diffuse & specular terms? */
217	 if (n_dot_VP < 0.0F) {
218	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
219	    if (!(IDX & LIGHT_TWOSIDE)) {
220	       continue;
221	    }
222	    side = 1;
223	    correction = -1;
224	    n_dot_VP = -n_dot_VP;
225	 }
226         else {
227	    if (IDX & LIGHT_TWOSIDE) {
228	       ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
229	    }
230	    side = 0;
231	    correction = 1;
232	 }
233
234	 /* diffuse term */
235	 COPY_3V(contrib, light->_MatAmbient[side]);
236	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
237	 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
238
239	 /* specular term - cannibalize VP... */
240	 if (ctx->Light.Model.LocalViewer) {
241	    GLfloat v[3];
242	    COPY_3V(v, vertex);
243	    NORMALIZE_3FV(v);
244	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
245	    h = VP;
246	    NORMALIZE_3FV(h);
247	 }
248	 else if (light->_Flags & LIGHT_POSITIONAL) {
249	    h = VP;
250	    ACC_3V(h, ctx->_EyeZDir);
251	    NORMALIZE_3FV(h);
252	 }
253         else {
254	    h = light->_h_inf_norm;
255	 }
256
257	 n_dot_h = correction * DOT3(normal, h);
258
259	 if (n_dot_h > 0.0F) {
260	    GLfloat spec_coef;
261	    struct gl_shine_tab *tab = ctx->_ShineTable[side];
262	    GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
263
264	    if (spec_coef > 1.0e-10) {
265	       spec_coef *= attenuation;
266	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
267				    light->_MatSpecular[side]);
268	    }
269	 }
270      } /*loop over lights*/
271
272      UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
273      UNCLAMPED_FLOAT_TO_RGB_CHAN( Fspec[j], spec[0] );
274      Fcolor[j][3] = sumA[0];
275
276      if (IDX & LIGHT_TWOSIDE) {
277	 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
278	 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bspec[j], spec[1] );
279	 Bcolor[j][3] = sumA[1];
280      }
281   }
282
283   if ( CHECK_COLOR_MATERIAL(j) )
284      gl_update_color_material( ctx, CMcolor[j] );
285
286   if ( CHECK_MATERIAL(j) )
287      gl_update_material( ctx, new_material[j], new_material_mask[j] );
288
289   if ( CHECK_VALIDATE(j) )
290      gl_validate_all_lighting_tables( ctx );
291}
292
293
294static void TAG(light_rgba)( GLcontext *ctx,
295			     struct vertex_buffer *VB,
296			     struct gl_pipeline_stage *stage,
297			     GLvector4f *input )
298{
299   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
300   GLuint j;
301
302   GLfloat (*base)[3] = ctx->Light._BaseColor;
303   const GLchan *sumA = ctx->Light._BaseAlpha;
304
305   GLuint  vstride = input->stride;
306   const GLfloat *vertex = (GLfloat *) input->data;
307   GLuint  nstride = VB->NormalPtr->stride;
308   const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
309
310   GLubyte (*CMcolor)[4];
311   GLuint CMstride;
312
313   GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
314   GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
315   GLuint *flags = VB->Flag;
316
317   struct gl_material (*new_material)[2] = VB->Material;
318   GLuint *new_material_mask = VB->MaterialMask;
319   GLuint nr = VB->Count;
320
321   (void) flags;
322   (void) nstride;
323   (void) vstride;
324
325   if (IDX & LIGHT_COLORMATERIAL) {
326      CMcolor = VB->ColorPtr[0]->data;
327      CMstride = VB->ColorPtr[0]->stride;
328   }
329
330   VB->ColorPtr[0] = &store->LitColor[0];
331   if (IDX & LIGHT_TWOSIDE)
332      VB->ColorPtr[1] = &store->LitColor[1];
333
334   if (stage->changed_inputs == 0)
335      return;
336
337   for ( j=0 ;
338	 j<nr ;
339	 j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE)
340   {
341      GLfloat sum[2][3];
342      struct gl_light *light;
343
344      if ( CHECK_COLOR_MATERIAL(j) )
345	 gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
346
347      if ( CHECK_MATERIAL(j) )
348	 gl_update_material( ctx, new_material[j], new_material_mask[j] );
349
350      if ( CHECK_VALIDATE(j) )
351	 gl_validate_all_lighting_tables( ctx );
352
353      COPY_3V(sum[0], base[0]);
354
355      if ( IDX & LIGHT_TWOSIDE )
356	 COPY_3V(sum[1], base[1]);
357
358      /* Add contribution from each enabled light source */
359      foreach (light, &ctx->Light.EnabledList) {
360
361	 GLfloat n_dot_h;
362	 GLfloat correction;
363	 GLint side;
364	 GLfloat contrib[3];
365	 GLfloat attenuation = 1.0;
366	 GLfloat VP[3];          /* unit vector from vertex to light */
367	 GLfloat n_dot_VP;       /* n dot VP */
368	 GLfloat *h;
369
370	 /* compute VP and attenuation */
371	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
372	    /* directional light */
373	    COPY_3V(VP, light->_VP_inf_norm);
374	    attenuation = light->_VP_inf_spot_attenuation;
375	 }
376	 else {
377	    GLfloat d;     /* distance from vertex to light */
378
379
380	    SUB_3V(VP, light->_Position, vertex);
381
382	    d = LEN_3FV( VP );
383
384	    if ( d > 1e-6) {
385	       GLfloat invd = 1.0F / d;
386	       SELF_SCALE_SCALAR_3V(VP, invd);
387	    }
388
389            attenuation = 1.0F / (light->ConstantAttenuation + d *
390                                  (light->LinearAttenuation + d *
391                                   light->QuadraticAttenuation));
392
393	    /* spotlight attenuation */
394	    if (light->_Flags & LIGHT_SPOT) {
395	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
396
397	       if (PV_dot_dir<light->_CosCutoff) {
398		  continue; /* this light makes no contribution */
399	       }
400	       else {
401		  double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
402		  int k = (int) x;
403		  GLfloat spot = (light->_SpotExpTable[k][0]
404				  + (x-k)*light->_SpotExpTable[k][1]);
405		  attenuation *= spot;
406	       }
407	    }
408	 }
409
410
411	 if (attenuation < 1e-3)
412	    continue;		/* this light makes no contribution */
413
414
415	 /* Compute dot product or normal and vector from V to light pos */
416	 n_dot_VP = DOT3( normal, VP );
417
418	 /* which side are we lighting? */
419	 if (n_dot_VP < 0.0F) {
420	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
421
422	    if (!(IDX & LIGHT_TWOSIDE))
423	       continue;
424
425	    side = 1;
426	    correction = -1;
427	    n_dot_VP = -n_dot_VP;
428	 }
429         else {
430	    if (IDX & LIGHT_TWOSIDE) {
431	       ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
432	    }
433	    side = 0;
434	    correction = 1;
435	 }
436
437	 COPY_3V(contrib, light->_MatAmbient[side]);
438
439	 /* diffuse term */
440	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
441
442	 /* specular term - cannibalize VP... */
443	 {
444	    if (ctx->Light.Model.LocalViewer) {
445	       GLfloat v[3];
446	       COPY_3V(v, vertex);
447	       NORMALIZE_3FV(v);
448	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
449	       h = VP;
450	       NORMALIZE_3FV(h);
451	    }
452	    else if (light->_Flags & LIGHT_POSITIONAL) {
453	       h = VP;
454	       ACC_3V(h, ctx->_EyeZDir);
455	       NORMALIZE_3FV(h);
456	    }
457            else {
458	       h = light->_h_inf_norm;
459	    }
460
461	    n_dot_h = correction * DOT3(normal, h);
462
463	    if (n_dot_h > 0.0F)
464	    {
465	       GLfloat spec_coef;
466	       struct gl_shine_tab *tab = ctx->_ShineTable[side];
467
468	       GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
469
470	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
471				    light->_MatSpecular[side]);
472	    }
473	 }
474
475	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
476      }
477
478      UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
479      Fcolor[j][3] = sumA[0];
480
481      if (IDX & LIGHT_TWOSIDE) {
482	 UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
483	 Bcolor[j][3] = sumA[1];
484      }
485   }
486
487   if ( CHECK_COLOR_MATERIAL(j) )
488      gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
489
490   if ( CHECK_MATERIAL(j) )
491      gl_update_material( ctx, new_material[j], new_material_mask[j] );
492
493   if ( CHECK_VALIDATE(j) )
494      gl_validate_all_lighting_tables( ctx );
495}
496
497
498
499
500/* As below, but with just a single light.
501 */
502static void TAG(light_fast_rgba_single)( GLcontext *ctx,
503					 struct vertex_buffer *VB,
504					 struct gl_pipeline_stage *stage,
505					 GLvector4f *input )
506
507{
508   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
509   GLuint  nstride = VB->NormalPtr->stride;
510   const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
511   GLubyte (*CMcolor)[4];
512   GLuint CMstride;
513   GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
514   GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
515   struct gl_light *light = ctx->Light.EnabledList.next;
516   GLuint *flags = VB->Flag;
517   GLchan baseubyte[2][4];
518   GLuint j = 0;
519   struct gl_material (*new_material)[2] = VB->Material;
520   GLuint *new_material_mask = VB->MaterialMask;
521   GLfloat base[2][3];
522   GLuint nr = VB->Count;
523
524   (void) input;		/* doesn't refer to Eye or Obj */
525   (void) flags;
526   (void) nr;
527   (void) nstride;
528
529   if (IDX & LIGHT_COLORMATERIAL) {
530      CMcolor = VB->ColorPtr[0]->data;
531      CMstride = VB->ColorPtr[0]->stride;
532   }
533
534   VB->ColorPtr[0] = &store->LitColor[0];
535   if (IDX & LIGHT_TWOSIDE)
536      VB->ColorPtr[1] = &store->LitColor[1];
537
538   if (stage->changed_inputs == 0)
539      return;
540
541   if ( CHECK_COLOR_MATERIAL(j) )
542      gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
543
544   if ( CHECK_MATERIAL(j) )
545      gl_update_material( ctx, new_material[j], new_material_mask[j] );
546
547   if ( CHECK_VALIDATE(j) )
548      gl_validate_all_lighting_tables( ctx );
549
550   baseubyte[0][3] = ctx->Light._BaseAlpha[0];
551   baseubyte[1][3] = ctx->Light._BaseAlpha[1];
552
553   do {
554      /* No attenuation, so incoporate _MatAmbient into base color.
555       */
556      {
557	 COPY_3V(base[0], light->_MatAmbient[0]);
558	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
559	 UNCLAMPED_FLOAT_TO_RGB_CHAN( baseubyte[0], base[0] );
560
561	 if (IDX & LIGHT_TWOSIDE) {
562	    COPY_3V(base[1], light->_MatAmbient[1]);
563	    ACC_3V(base[1], ctx->Light._BaseColor[1]);
564	    UNCLAMPED_FLOAT_TO_RGB_CHAN( baseubyte[1], base[1]);
565	 }
566      }
567
568      do {
569	 GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm);
570
571	 COPY_CHAN4(Fcolor[j], baseubyte[0]);
572	 if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], baseubyte[1]);
573
574	 if (n_dot_VP < 0.0F) {
575	    if (IDX & LIGHT_TWOSIDE) {
576	       GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
577	       GLfloat sum[3];
578	       COPY_3V(sum, base[1]);
579	       ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
580	       if (n_dot_h > 0.0F) {
581		  GLfloat spec;
582		  GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );
583		  ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
584	       }
585	       UNCLAMPED_FLOAT_TO_RGB_CHAN(Bcolor[j], sum );
586	    }
587	 } else {
588	    GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
589	    GLfloat sum[3];
590	    COPY_3V(sum, base[0]);
591	    ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
592	    if (n_dot_h > 0.0F) {
593	       GLfloat spec;
594	       GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );
595	       ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
596
597	    }
598	    UNCLAMPED_FLOAT_TO_RGB_CHAN(Fcolor[j], sum );
599	 }
600
601	 j++;
602	 STRIDE_F(normal, NSTRIDE);
603      } while (DO_ANOTHER_NORMAL(j));
604
605
606      for ( ; REUSE_LIGHT_RESULTS(j) ; j++ ) {
607	 COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
608	 if (IDX & LIGHT_TWOSIDE)
609	    COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
610	 STRIDE_F(normal, NSTRIDE);
611      }
612
613      /* Have to recompute our base colors on material change.
614       */
615      if ( CHECK_MATERIAL(j) )
616	 gl_update_material( ctx, new_material[j], new_material_mask[j] );
617
618      if ( CHECK_COLOR_MATERIAL(j) )
619	 gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
620
621      if ( CHECK_VALIDATE(j) )
622	 gl_validate_all_lighting_tables( ctx );
623
624   } while (!CHECK_END_VB(j));
625}
626
627
628/* Light infinite lights
629 */
630static void TAG(light_fast_rgba)( GLcontext *ctx,
631				  struct vertex_buffer *VB,
632				  struct gl_pipeline_stage *stage,
633				  GLvector4f *input )
634{
635   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
636   const GLchan *sumA = ctx->Light._BaseAlpha;
637   GLuint  nstride = VB->NormalPtr->stride;
638   const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
639   GLubyte (*CMcolor)[4];
640   GLuint CMstride;
641   GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data;
642   GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data;
643   GLuint *flags = VB->Flag;
644   GLuint j = 0;
645   struct gl_material (*new_material)[2] = VB->Material;
646   GLuint *new_material_mask = VB->MaterialMask;
647   GLuint nr = VB->Count;
648   struct gl_light *light;
649
650   (void) flags;
651   (void) input;
652   (void) nr;
653   (void) nstride;
654
655   if (IDX & LIGHT_COLORMATERIAL) {
656      CMcolor = VB->ColorPtr[0]->data;
657      CMstride = VB->ColorPtr[0]->stride;
658   }
659
660   VB->ColorPtr[0] = &store->LitColor[0];
661   if (IDX & LIGHT_TWOSIDE)
662      VB->ColorPtr[1] = &store->LitColor[1];
663
664   if ( CHECK_COLOR_MATERIAL(j) )
665      gl_update_color_material( ctx, *CMcolor );
666
667   if ( CHECK_MATERIAL(j) )
668      gl_update_material( ctx, new_material[j], new_material_mask[j] );
669
670   if ( CHECK_VALIDATE(j) )
671      gl_validate_all_lighting_tables( ctx );
672
673   do {
674      do {
675	 GLfloat sum[2][3];
676
677	 COPY_3V(sum[0], ctx->Light._BaseColor[0]);
678	 if (IDX & LIGHT_TWOSIDE)
679	    COPY_3V(sum[1], ctx->Light._BaseColor[1]);
680
681	 foreach (light, &ctx->Light.EnabledList) {
682	    GLfloat n_dot_h, n_dot_VP, spec;
683
684	    ACC_3V(sum[0], light->_MatAmbient[0]);
685	    if (IDX & LIGHT_TWOSIDE)
686	       ACC_3V(sum[1], light->_MatAmbient[1]);
687
688	    n_dot_VP = DOT3(normal, light->_VP_inf_norm);
689
690	    if (n_dot_VP > 0.0F) {
691	       ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
692	       n_dot_h = DOT3(normal, light->_h_inf_norm);
693	       if (n_dot_h > 0.0F) {
694		  struct gl_shine_tab *tab = ctx->_ShineTable[0];
695		  GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
696		  ACC_SCALE_SCALAR_3V( sum[0], spec,
697				       light->_MatSpecular[0]);
698	       }
699	    }
700	    else if (IDX & LIGHT_TWOSIDE) {
701	       ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
702	       n_dot_h = -DOT3(normal, light->_h_inf_norm);
703	       if (n_dot_h > 0.0F) {
704		  struct gl_shine_tab *tab = ctx->_ShineTable[1];
705		  GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
706		  ACC_SCALE_SCALAR_3V( sum[1], spec,
707				       light->_MatSpecular[1]);
708	       }
709	    }
710	 }
711
712	 UNCLAMPED_FLOAT_TO_RGB_CHAN( Fcolor[j], sum[0] );
713	 Fcolor[j][3] = sumA[0];
714
715	 if (IDX & LIGHT_TWOSIDE) {
716	    UNCLAMPED_FLOAT_TO_RGB_CHAN( Bcolor[j], sum[1] );
717	    Bcolor[j][3] = sumA[1];
718	 }
719
720	 j++;
721	 STRIDE_F(normal, NSTRIDE);
722      } while (DO_ANOTHER_NORMAL(j));
723
724      /* Reuse the shading results while there is no change to
725       * normal or material values.
726       */
727      for ( ; REUSE_LIGHT_RESULTS(j) ; j++ ) {
728	 COPY_CHAN4(Fcolor[j], Fcolor[j-1]);
729	 if (IDX & LIGHT_TWOSIDE)
730	    COPY_CHAN4(Bcolor[j], Bcolor[j-1]);
731	 STRIDE_F(normal, NSTRIDE);
732      }
733
734      if ( CHECK_COLOR_MATERIAL(j) )
735	 gl_update_color_material( ctx, CMcolor[j] );
736
737      if ( CHECK_MATERIAL(j) )
738	 gl_update_material( ctx, new_material[j], new_material_mask[j] );
739
740      if ( CHECK_VALIDATE(j) )
741	 gl_validate_all_lighting_tables( ctx );
742
743   } while (!CHECK_END_VB(j));
744}
745
746
747
748
749
750/*
751 * Use current lighting/material settings to compute the color indexes
752 * for an array of vertices.
753 * Input:  n - number of vertices to light
754 *         side - 0=use front material, 1=use back material
755 *         vertex - array of [n] vertex position in eye coordinates
756 *         normal - array of [n] surface normal vector
757 * Output:  indexResult - resulting array of [n] color indexes
758 */
759static void TAG(light_ci)( GLcontext *ctx,
760			   struct vertex_buffer *VB,
761			   struct gl_pipeline_stage *stage,
762			   GLvector4f *input )
763{
764   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
765   GLuint j;
766   GLuint  vstride = input->stride;
767   const GLfloat *vertex = (GLfloat *) input->data;
768   GLuint  nstride = VB->NormalPtr->stride;
769   const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
770   GLubyte (*CMcolor)[4];
771   GLuint CMstride;
772   GLuint *flags = VB->Flag;
773   GLuint  *indexResult[2];
774   struct gl_material (*new_material)[2] = VB->Material;
775   GLuint *new_material_mask = VB->MaterialMask;
776   GLuint nr = VB->Count;
777
778   (void) flags;
779   (void) nstride;
780   (void) vstride;
781
782   VB->IndexPtr[0] = &store->LitIndex[0];
783   if (IDX & LIGHT_TWOSIDE)
784      VB->IndexPtr[1] = &store->LitIndex[1];
785
786   indexResult[0] = VB->IndexPtr[0]->data;
787   indexResult[1] = VB->IndexPtr[1]->data;
788
789   if (IDX & LIGHT_COLORMATERIAL) {
790      CMcolor = VB->ColorPtr[0]->data;
791      CMstride = VB->ColorPtr[0]->stride;
792   }
793
794   /* loop over vertices */
795   for ( j=0 ;
796	 j<nr ;
797	 j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal, NSTRIDE), CMSTRIDE)
798   {
799      GLfloat diffuse[2], specular[2];
800      GLuint side = 0;
801      struct gl_light *light;
802
803      if ( CHECK_COLOR_MATERIAL(j) )
804	 gl_update_color_material( ctx, (GLchan *)CMcolor[j] );
805
806      if ( CHECK_MATERIAL(j) )
807	 gl_update_material( ctx, new_material[j], new_material_mask[j] );
808
809      if ( CHECK_VALIDATE(j) )
810	 gl_validate_all_lighting_tables( ctx );
811
812      diffuse[0] = specular[0] = 0.0F;
813
814      if ( IDX & LIGHT_TWOSIDE ) {
815	 diffuse[1] = specular[1] = 0.0F;
816      }
817
818      /* Accumulate diffuse and specular from each light source */
819      foreach (light, &ctx->Light.EnabledList) {
820
821	 GLfloat attenuation = 1.0F;
822	 GLfloat VP[3];  /* unit vector from vertex to light */
823	 GLfloat n_dot_VP;  /* dot product of l and n */
824	 GLfloat *h, n_dot_h, correction = 1.0;
825
826	 /* compute l and attenuation */
827	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
828	    /* directional light */
829	    COPY_3V(VP, light->_VP_inf_norm);
830	 }
831	 else {
832	    GLfloat d;     /* distance from vertex to light */
833
834	    SUB_3V(VP, light->_Position, vertex);
835
836	    d = LEN_3FV( VP );
837	    if ( d > 1e-6) {
838	       GLfloat invd = 1.0F / d;
839	       SELF_SCALE_SCALAR_3V(VP, invd);
840	    }
841
842	    attenuation = 1.0F / (light->ConstantAttenuation + d *
843				  (light->LinearAttenuation + d *
844				   light->QuadraticAttenuation));
845
846	    /* spotlight attenuation */
847	    if (light->_Flags & LIGHT_SPOT) {
848	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
849	       if (PV_dot_dir<light->_CosCutoff) {
850		  continue; /* this light makes no contribution */
851	       }
852	       else {
853		  double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
854		  int k = (int) x;
855		  GLfloat spot = (light->_SpotExpTable[k][0]
856				  + (x-k)*light->_SpotExpTable[k][1]);
857		  attenuation *= spot;
858	       }
859	    }
860	 }
861
862	 if (attenuation < 1e-3)
863	    continue;		/* this light makes no contribution */
864
865	 n_dot_VP = DOT3( normal, VP );
866
867	 /* which side are we lighting? */
868	 if (n_dot_VP < 0.0F) {
869	    if (!(IDX & LIGHT_TWOSIDE))
870	       continue;
871	    side = 1;
872	    correction = -1;
873	    n_dot_VP = -n_dot_VP;
874	 }
875
876	 /* accumulate diffuse term */
877	 diffuse[side] += n_dot_VP * light->_dli * attenuation;
878
879	 /* specular term */
880	 if (ctx->Light.Model.LocalViewer) {
881	    GLfloat v[3];
882	    COPY_3V(v, vertex);
883	    NORMALIZE_3FV(v);
884	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
885	    h = VP;
886	    NORMALIZE_3FV(h);
887	 }
888	 else if (light->_Flags & LIGHT_POSITIONAL) {
889	    h = VP;
890	    ACC_3V(h, ctx->_EyeZDir);
891	    NORMALIZE_3FV(h);
892	 }
893         else {
894	    h = light->_h_inf_norm;
895	 }
896
897	 n_dot_h = correction * DOT3(normal, h);
898
899	 if (n_dot_h > 0.0F)
900	 {
901	    GLfloat spec_coef;
902	    struct gl_shine_tab *tab = ctx->_ShineTable[side];
903	    GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
904	    specular[side] += spec_coef * light->_sli * attenuation;
905	 }
906      } /*loop over lights*/
907
908      /* Now compute final color index */
909      for (side = 0 ; side < NR_SIDES ; side++) {
910	 struct gl_material *mat = &ctx->Light.Material[side];
911	 GLfloat index;
912
913	 if (specular[side] > 1.0F) {
914	    index = mat->SpecularIndex;
915	 }
916	 else {
917	    GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
918	    GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
919
920	    index = mat->AmbientIndex
921	       + diffuse[side] * (1.0F-specular[side]) * d_a
922	       + specular[side] * s_a;
923
924	    if (index > mat->SpecularIndex) {
925	       index = mat->SpecularIndex;
926	    }
927	 }
928	 indexResult[side][j] = (GLuint) (GLint) index;
929      }
930   } /*for vertex*/
931
932   if ( CHECK_COLOR_MATERIAL(j) )
933      gl_update_color_material( ctx, CMcolor[j] );
934
935   if ( CHECK_MATERIAL(j) )
936      gl_update_material( ctx, new_material[j], new_material_mask[j] );
937
938   if ( CHECK_VALIDATE(j) )
939      gl_validate_all_lighting_tables( ctx );
940}
941
942
943
944static void TAG(init_light_tab)( void )
945{
946   _tnl_light_tab[IDX] = TAG(light_rgba);
947   _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
948   _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
949   _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
950   _tnl_light_ci_tab[IDX] = TAG(light_ci);
951}
952
953
954#undef TAG
955#undef IDX
956#undef NR_SIDES
957#undef NSTRIDE
958#undef VSTRIDE
959#undef CHECK_MATERIAL
960#undef CHECK_END_VB
961#undef DO_ANOTHER_NORMAL
962#undef REUSE_LIGHT_RESULTS
963#undef CMSTRIDE
964#undef CHECK_COLOR_MATERIAL
965#undef CHECK_VALIDATE
966