diff options
Diffstat (limited to 'src/mesa/tnl/t_vb_lighttmp.h')
-rw-r--r-- | src/mesa/tnl/t_vb_lighttmp.h | 965 |
1 files changed, 965 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vb_lighttmp.h b/src/mesa/tnl/t_vb_lighttmp.h new file mode 100644 index 00000000000..f2bcde67148 --- /dev/null +++ b/src/mesa/tnl/t_vb_lighttmp.h @@ -0,0 +1,965 @@ +/* $Id: t_vb_lighttmp.h,v 1.1 2000/12/26 05:09:33 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + * + * Authors: + * Brian Paul <[email protected]> + * Keith Whitwell <[email protected]> + */ + + +#if (IDX & LIGHT_FLAGS) +# define VSTRIDE (4 * sizeof(GLfloat)) +# define NSTRIDE (3 * sizeof(GLfloat)) +# define CHECK_MATERIAL(x) (flags[x] & VERT_MATERIAL) +# define CHECK_END_VB(x) (flags[x] & VERT_END_VB) +# if (IDX & LIGHT_COLORMATERIAL) +# define CMSTRIDE STRIDE_4UB(CMcolor, (4 * sizeof(GLubyte))) +# define CHECK_COLOR_MATERIAL(x) (flags[x] & VERT_RGBA) +# define CHECK_VALIDATE(x) (flags[x] & (VERT_RGBA|VERT_MATERIAL)) +# define DO_ANOTHER_NORMAL(x) \ + ((flags[x] & (VERT_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM) +# define REUSE_LIGHT_RESULTS(x) \ + ((flags[x] & (VERT_RGBA|VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0) +# else +# define CMSTRIDE 0 +# define CHECK_COLOR_MATERIAL(x) 0 +# define CHECK_VALIDATE(x) (flags[x] & (VERT_MATERIAL)) +# define DO_ANOTHER_NORMAL(x) \ + ((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == VERT_NORM) +# define REUSE_LIGHT_RESULTS(x) \ + ((flags[x] & (VERT_NORM|VERT_END_VB|VERT_MATERIAL)) == 0) +# endif +#else +# define VSTRIDE vstride +# define NSTRIDE nstride +# define CHECK_MATERIAL(x) 0 /* no materials on array paths */ +# define CHECK_END_VB(XX) (XX >= nr) +# if (IDX & LIGHT_COLORMATERIAL) +# define CMSTRIDE STRIDE_4UB(CMcolor, CMstride) +# define CHECK_COLOR_MATERIAL(x) (x < nr) /* always have colormaterial */ +# define CHECK_VALIDATE(x) (x < nr) +# define DO_ANOTHER_NORMAL(x) 0 /* always stop to recalc colormat */ +# else +# define CMSTRIDE 0 +# define CHECK_COLOR_MATERIAL(x) 0 /* no colormaterial */ +# define CHECK_VALIDATE(x) (0) +# define DO_ANOTHER_NORMAL(XX) (XX < nr) /* keep going to end of vb */ +# endif +# define REUSE_LIGHT_RESULTS(x) 0 /* always have a new normal */ +#endif + + + +#if (IDX & LIGHT_TWOSIDE) +# define NR_SIDES 2 +#else +# define NR_SIDES 1 +#endif + + + +static void TAG(light_rgba_spec)( GLcontext *ctx, + struct vertex_buffer *VB, + struct gl_pipeline_stage *stage, + GLvector4f *input ) +{ + struct light_stage_data *store = LIGHT_STAGE_DATA(stage); + GLfloat (*base)[3] = ctx->Light._BaseColor; + const GLchan *sumA = ctx->Light._BaseAlpha; + + GLuint j; + + GLuint vstride = input->stride; + const GLfloat *vertex = (GLfloat *)input->data; + GLuint nstride = VB->NormalPtr->stride; + const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; + + GLchan (*CMcolor)[4]; + GLuint CMstride; + + GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data; + GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data; + GLchan (*Fspec)[4] = (GLchan (*)[4]) store->LitSecondary[0].data; + GLchan (*Bspec)[4] = (GLchan (*)[4]) store->LitSecondary[1].data; + GLuint nr = VB->Count; + + GLuint *flags = VB->Flag; + struct gl_material (*new_material)[2] = VB->Material; + GLuint *new_material_mask = VB->MaterialMask; + + (void) flags; + (void) nstride; + (void) vstride; + + if (IDX & LIGHT_COLORMATERIAL) { + CMcolor = (GLchan (*)[4]) VB->ColorPtr[0]->data; + CMstride = VB->ColorPtr[0]->stride; + } + + VB->ColorPtr[0] = &store->LitColor[0]; + VB->SecondaryColorPtr[0] = &store->LitSecondary[0]; + + if (IDX & LIGHT_TWOSIDE) { + VB->ColorPtr[1] = &store->LitColor[1]; + VB->SecondaryColorPtr[1] = &store->LitSecondary[1]; + } + + /* Side-effects done, can we finish now? + */ + if (stage->changed_inputs == 0) + return; + + for ( j=0 ; + j<nr ; + j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal,NSTRIDE),CMSTRIDE) + { + GLfloat sum[2][3], spec[2][3]; + struct gl_light *light; + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + COPY_3V(sum[0], base[0]); + ZERO_3V(spec[0]); + + if (IDX & LIGHT_TWOSIDE) { + COPY_3V(sum[1], base[1]); + ZERO_3V(spec[1]); + } + + /* Add contribution from each enabled light source */ + foreach (light, &ctx->Light.EnabledList) { + GLfloat n_dot_h; + GLfloat correction; + GLint side; + GLfloat contrib[3]; + GLfloat attenuation; + GLfloat VP[3]; /* unit vector from vertex to light */ + GLfloat n_dot_VP; /* n dot VP */ + GLfloat *h; + + /* compute VP and attenuation */ + if (!(light->_Flags & LIGHT_POSITIONAL)) { + /* directional light */ + COPY_3V(VP, light->_VP_inf_norm); + attenuation = light->_VP_inf_spot_attenuation; + } + else { + GLfloat d; /* distance from vertex to light */ + + SUB_3V(VP, light->_Position, vertex); + + d = (GLfloat) LEN_3FV( VP ); + + if (d > 1e-6) { + GLfloat invd = 1.0F / d; + SELF_SCALE_SCALAR_3V(VP, invd); + } + + attenuation = 1.0F / (light->ConstantAttenuation + d * + (light->LinearAttenuation + d * + light->QuadraticAttenuation)); + + /* spotlight attenuation */ + if (light->_Flags & LIGHT_SPOT) { + GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); + + if (PV_dot_dir<light->_CosCutoff) { + continue; /* this light makes no contribution */ + } + else { + double x = PV_dot_dir * (EXP_TABLE_SIZE-1); + int k = (int) x; + GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); + attenuation *= spot; + } + } + } + + + if (attenuation < 1e-3) + continue; /* this light makes no contribution */ + + /* Compute dot product or normal and vector from V to light pos */ + n_dot_VP = DOT3( normal, VP ); + + /* Which side gets the diffuse & specular terms? */ + if (n_dot_VP < 0.0F) { + ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); + if (!(IDX & LIGHT_TWOSIDE)) { + continue; + } + side = 1; + correction = -1; + n_dot_VP = -n_dot_VP; + } + else { + if (IDX & LIGHT_TWOSIDE) { + ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); + } + side = 0; + correction = 1; + } + + /* diffuse term */ + COPY_3V(contrib, light->_MatAmbient[side]); + ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); + ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib ); + + /* specular term - cannibalize VP... */ + if (ctx->Light.Model.LocalViewer) { + GLfloat v[3]; + COPY_3V(v, vertex); + NORMALIZE_3FV(v); + SUB_3V(VP, VP, v); /* h = VP + VPe */ + h = VP; + NORMALIZE_3FV(h); + } + else if (light->_Flags & LIGHT_POSITIONAL) { + h = VP; + ACC_3V(h, ctx->_EyeZDir); + NORMALIZE_3FV(h); + } + else { + h = light->_h_inf_norm; + } + + n_dot_h = correction * DOT3(normal, h); + + if (n_dot_h > 0.0F) { + GLfloat spec_coef; + struct gl_shine_tab *tab = ctx->_ShineTable[side]; + GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef ); + + if (spec_coef > 1.0e-10) { + spec_coef *= attenuation; + ACC_SCALE_SCALAR_3V( spec[side], spec_coef, + light->_MatSpecular[side]); + } + } + } /*loop over lights*/ + + FLOAT_RGB_TO_CHAN_RGB( Fcolor[j], sum[0] ); + FLOAT_RGB_TO_CHAN_RGB( Fspec[j], spec[0] ); + Fcolor[j][3] = sumA[0]; + + if (IDX & LIGHT_TWOSIDE) { + FLOAT_RGB_TO_CHAN_RGB( Bcolor[j], sum[1] ); + FLOAT_RGB_TO_CHAN_RGB( Bspec[j], spec[1] ); + Bcolor[j][3] = sumA[1]; + } + } + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); +} + + +static void TAG(light_rgba)( GLcontext *ctx, + struct vertex_buffer *VB, + struct gl_pipeline_stage *stage, + GLvector4f *input ) +{ + struct light_stage_data *store = LIGHT_STAGE_DATA(stage); + GLuint j; + + GLfloat (*base)[3] = ctx->Light._BaseColor; + const GLchan *sumA = ctx->Light._BaseAlpha; + + GLuint vstride = input->stride; + const GLfloat *vertex = (GLfloat *) input->data; + GLuint nstride = VB->NormalPtr->stride; + const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; + + GLubyte (*CMcolor)[4]; + GLuint CMstride; + + GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data; + GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data; + GLuint *flags = VB->Flag; + + struct gl_material (*new_material)[2] = VB->Material; + GLuint *new_material_mask = VB->MaterialMask; + GLuint nr = VB->Count; + + (void) flags; + (void) nstride; + (void) vstride; + + if (IDX & LIGHT_COLORMATERIAL) { + CMcolor = VB->ColorPtr[0]->data; + CMstride = VB->ColorPtr[0]->stride; + } + + VB->ColorPtr[0] = &store->LitColor[0]; + if (IDX & LIGHT_TWOSIDE) + VB->ColorPtr[1] = &store->LitColor[1]; + + if (stage->changed_inputs == 0) + return; + + for ( j=0 ; + j<nr ; + j++,STRIDE_F(vertex,VSTRIDE), STRIDE_F(normal,NSTRIDE),CMSTRIDE) + { + GLfloat sum[2][3]; + struct gl_light *light; + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, (GLchan *)CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + COPY_3V(sum[0], base[0]); + + if ( IDX & LIGHT_TWOSIDE ) + COPY_3V(sum[1], base[1]); + + /* Add contribution from each enabled light source */ + foreach (light, &ctx->Light.EnabledList) { + + GLfloat n_dot_h; + GLfloat correction; + GLint side; + GLfloat contrib[3]; + GLfloat attenuation = 1.0; + GLfloat VP[3]; /* unit vector from vertex to light */ + GLfloat n_dot_VP; /* n dot VP */ + GLfloat *h; + + /* compute VP and attenuation */ + if (!(light->_Flags & LIGHT_POSITIONAL)) { + /* directional light */ + COPY_3V(VP, light->_VP_inf_norm); + attenuation = light->_VP_inf_spot_attenuation; + } + else { + GLfloat d; /* distance from vertex to light */ + + + SUB_3V(VP, light->_Position, vertex); + + d = LEN_3FV( VP ); + + if ( d > 1e-6) { + GLfloat invd = 1.0F / d; + SELF_SCALE_SCALAR_3V(VP, invd); + } + + attenuation = 1.0F / (light->ConstantAttenuation + d * + (light->LinearAttenuation + d * + light->QuadraticAttenuation)); + + /* spotlight attenuation */ + if (light->_Flags & LIGHT_SPOT) { + GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); + + if (PV_dot_dir<light->_CosCutoff) { + continue; /* this light makes no contribution */ + } + else { + double x = PV_dot_dir * (EXP_TABLE_SIZE-1); + int k = (int) x; + GLfloat spot = (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); + attenuation *= spot; + } + } + } + + + if (attenuation < 1e-3) + continue; /* this light makes no contribution */ + + + /* Compute dot product or normal and vector from V to light pos */ + n_dot_VP = DOT3( normal, VP ); + + /* which side are we lighting? */ + if (n_dot_VP < 0.0F) { + ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]); + + if (!(IDX & LIGHT_TWOSIDE)) + continue; + + side = 1; + correction = -1; + n_dot_VP = -n_dot_VP; + } + else { + if (IDX & LIGHT_TWOSIDE) { + ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]); + } + side = 0; + correction = 1; + } + + COPY_3V(contrib, light->_MatAmbient[side]); + + /* diffuse term */ + ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]); + + /* specular term - cannibalize VP... */ + { + if (ctx->Light.Model.LocalViewer) { + GLfloat v[3]; + COPY_3V(v, vertex); + NORMALIZE_3FV(v); + SUB_3V(VP, VP, v); /* h = VP + VPe */ + h = VP; + NORMALIZE_3FV(h); + } + else if (light->_Flags & LIGHT_POSITIONAL) { + h = VP; + ACC_3V(h, ctx->_EyeZDir); + NORMALIZE_3FV(h); + } + else { + h = light->_h_inf_norm; + } + + n_dot_h = correction * DOT3(normal, h); + + if (n_dot_h > 0.0F) + { + GLfloat spec_coef; + struct gl_shine_tab *tab = ctx->_ShineTable[side]; + + GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef ); + + ACC_SCALE_SCALAR_3V( contrib, spec_coef, + light->_MatSpecular[side]); + } + } + + ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib ); + } + + FLOAT_RGB_TO_CHAN_RGB( Fcolor[j], sum[0] ); + Fcolor[j][3] = sumA[0]; + + if (IDX & LIGHT_TWOSIDE) { + FLOAT_RGB_TO_CHAN_RGB( Bcolor[j], sum[1] ); + Bcolor[j][3] = sumA[1]; + } + } + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, (GLchan *)CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); +} + + + + +/* As below, but with just a single light. + */ +static void TAG(light_fast_rgba_single)( GLcontext *ctx, + struct vertex_buffer *VB, + struct gl_pipeline_stage *stage, + GLvector4f *input ) + +{ + struct light_stage_data *store = LIGHT_STAGE_DATA(stage); + GLuint nstride = VB->NormalPtr->stride; + const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; + GLubyte (*CMcolor)[4]; + GLuint CMstride; + GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data; + GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data; + struct gl_light *light = ctx->Light.EnabledList.next; + GLuint *flags = VB->Flag; + GLchan baseubyte[2][4]; + GLuint j = 0; + struct gl_material (*new_material)[2] = VB->Material; + GLuint *new_material_mask = VB->MaterialMask; + GLfloat base[2][3]; + GLuint nr = VB->Count; + + (void) input; /* doesn't refer to Eye or Obj */ + (void) flags; + (void) nr; + (void) nstride; + + if (IDX & LIGHT_COLORMATERIAL) { + CMcolor = VB->ColorPtr[0]->data; + CMstride = VB->ColorPtr[0]->stride; + } + + VB->ColorPtr[0] = &store->LitColor[0]; + if (IDX & LIGHT_TWOSIDE) + VB->ColorPtr[1] = &store->LitColor[1]; + + if (stage->changed_inputs == 0) + return; + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, (GLchan *)CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + baseubyte[0][3] = ctx->Light._BaseAlpha[0]; + baseubyte[1][3] = ctx->Light._BaseAlpha[1]; + + do { + /* No attenuation, so incoporate _MatAmbient into base color. + */ + { + COPY_3V(base[0], light->_MatAmbient[0]); + ACC_3V(base[0], ctx->Light._BaseColor[0] ); + FLOAT_RGB_TO_CHAN_RGB( baseubyte[0], base[0] ); + + if (IDX & LIGHT_TWOSIDE) { + COPY_3V(base[1], light->_MatAmbient[1]); + ACC_3V(base[1], ctx->Light._BaseColor[1]); + FLOAT_RGB_TO_CHAN_RGB( baseubyte[1], base[1]); + } + } + + do { + GLfloat n_dot_VP = DOT3(normal, light->_VP_inf_norm); + + COPY_CHAN4(Fcolor[j], baseubyte[0]); + if (IDX & LIGHT_TWOSIDE) COPY_CHAN4(Bcolor[j], baseubyte[1]); + + if (n_dot_VP < 0.0F) { + if (IDX & LIGHT_TWOSIDE) { + GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm); + GLfloat sum[3]; + COPY_3V(sum, base[1]); + ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]); + if (n_dot_h > 0.0F) { + GLfloat spec; + GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec ); + ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]); + } + FLOAT_RGB_TO_CHAN_RGB(Bcolor[j], sum ); + } + } else { + GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm); + GLfloat sum[3]; + COPY_3V(sum, base[0]); + ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]); + if (n_dot_h > 0.0F) { + GLfloat spec; + GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec ); + ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]); + + } + FLOAT_RGB_TO_CHAN_RGB(Fcolor[j], sum ); + } + + j++; + STRIDE_F(normal, NSTRIDE); + } while (DO_ANOTHER_NORMAL(j)); + + + for ( ; REUSE_LIGHT_RESULTS(j) ; j++ ) { + COPY_CHAN4(Fcolor[j], Fcolor[j-1]); + if (IDX & LIGHT_TWOSIDE) + COPY_CHAN4(Bcolor[j], Bcolor[j-1]); + STRIDE_F(normal, NSTRIDE); + } + + /* Have to recompute our base colors on material change. + */ + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, (GLchan *)CMcolor[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + } while (!CHECK_END_VB(j)); +} + + +/* Light infinite lights + */ +static void TAG(light_fast_rgba)( GLcontext *ctx, + struct vertex_buffer *VB, + struct gl_pipeline_stage *stage, + GLvector4f *input ) +{ + struct light_stage_data *store = LIGHT_STAGE_DATA(stage); + const GLchan *sumA = ctx->Light._BaseAlpha; + GLuint nstride = VB->NormalPtr->stride; + const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; + GLubyte (*CMcolor)[4]; + GLuint CMstride; + GLchan (*Fcolor)[4] = (GLchan (*)[4]) store->LitColor[0].data; + GLchan (*Bcolor)[4] = (GLchan (*)[4]) store->LitColor[1].data; + GLuint *flags = VB->Flag; + GLuint j = 0; + struct gl_material (*new_material)[2] = VB->Material; + GLuint *new_material_mask = VB->MaterialMask; + GLuint nr = VB->Count; + struct gl_light *light; + + (void) flags; + (void) input; + (void) nr; + (void) nstride; + + if (IDX & LIGHT_COLORMATERIAL) { + CMcolor = VB->ColorPtr[0]->data; + CMstride = VB->ColorPtr[0]->stride; + } + + VB->ColorPtr[0] = &store->LitColor[0]; + if (IDX & LIGHT_TWOSIDE) + VB->ColorPtr[1] = &store->LitColor[1]; + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, *CMcolor ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + do { + do { + GLfloat sum[2][3]; + + COPY_3V(sum[0], ctx->Light._BaseColor[0]); + if (IDX & LIGHT_TWOSIDE) + COPY_3V(sum[1], ctx->Light._BaseColor[1]); + + foreach (light, &ctx->Light.EnabledList) { + GLfloat n_dot_h, n_dot_VP, spec; + + ACC_3V(sum[0], light->_MatAmbient[0]); + if (IDX & LIGHT_TWOSIDE) + ACC_3V(sum[1], light->_MatAmbient[1]); + + n_dot_VP = DOT3(normal, light->_VP_inf_norm); + + if (n_dot_VP > 0.0F) { + ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]); + n_dot_h = DOT3(normal, light->_h_inf_norm); + if (n_dot_h > 0.0F) { + struct gl_shine_tab *tab = ctx->_ShineTable[0]; + GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); + ACC_SCALE_SCALAR_3V( sum[0], spec, + light->_MatSpecular[0]); + } + } + else if (IDX & LIGHT_TWOSIDE) { + ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]); + n_dot_h = -DOT3(normal, light->_h_inf_norm); + if (n_dot_h > 0.0F) { + struct gl_shine_tab *tab = ctx->_ShineTable[1]; + GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); + ACC_SCALE_SCALAR_3V( sum[1], spec, + light->_MatSpecular[1]); + } + } + } + + FLOAT_RGB_TO_CHAN_RGB( Fcolor[j], sum[0] ); + Fcolor[j][3] = sumA[0]; + + if (IDX & LIGHT_TWOSIDE) { + FLOAT_RGB_TO_CHAN_RGB( Bcolor[j], sum[1] ); + Bcolor[j][3] = sumA[1]; + } + + j++; + STRIDE_F(normal, NSTRIDE); + } while (DO_ANOTHER_NORMAL(j)); + + /* Reuse the shading results while there is no change to + * normal or material values. + */ + for ( ; REUSE_LIGHT_RESULTS(j) ; j++ ) { + COPY_CHAN4(Fcolor[j], Fcolor[j-1]); + if (IDX & LIGHT_TWOSIDE) + COPY_CHAN4(Bcolor[j], Bcolor[j-1]); + STRIDE_F(normal, NSTRIDE); + } + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + } while (!CHECK_END_VB(j)); +} + + + + + +/* + * Use current lighting/material settings to compute the color indexes + * for an array of vertices. + * Input: n - number of vertices to light + * side - 0=use front material, 1=use back material + * vertex - array of [n] vertex position in eye coordinates + * normal - array of [n] surface normal vector + * Output: indexResult - resulting array of [n] color indexes + */ +static void TAG(light_ci)( GLcontext *ctx, + struct vertex_buffer *VB, + struct gl_pipeline_stage *stage, + GLvector4f *input ) +{ + struct light_stage_data *store = LIGHT_STAGE_DATA(stage); + GLuint j; + GLuint vstride = input->stride; + const GLfloat *vertex = (GLfloat *) input->data; + GLuint nstride = VB->NormalPtr->stride; + const GLfloat *normal = (GLfloat *)VB->NormalPtr->data; + GLubyte (*CMcolor)[4]; + GLuint CMstride; + GLuint *flags = VB->Flag; + GLuint *indexResult[2]; + struct gl_material (*new_material)[2] = VB->Material; + GLuint *new_material_mask = VB->MaterialMask; + GLuint nr = VB->Count; + + (void) flags; + (void) nstride; + (void) vstride; + + VB->IndexPtr[0] = &store->LitIndex[0]; + if (IDX & LIGHT_TWOSIDE) + VB->IndexPtr[1] = &store->LitIndex[1]; + + indexResult[0] = VB->IndexPtr[0]->data; + indexResult[1] = VB->IndexPtr[1]->data; + + if (IDX & LIGHT_COLORMATERIAL) { + CMcolor = VB->ColorPtr[0]->data; + CMstride = VB->ColorPtr[0]->stride; + } + + /* loop over vertices */ + for ( j=0 ; + j<nr ; + j++,STRIDE_F(vertex,VSTRIDE),STRIDE_F(normal, NSTRIDE), CMSTRIDE) + { + GLfloat diffuse[2], specular[2]; + GLuint side = 0; + struct gl_light *light; + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, (GLchan *)CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); + + diffuse[0] = specular[0] = 0.0F; + + if ( IDX & LIGHT_TWOSIDE ) { + diffuse[1] = specular[1] = 0.0F; + } + + /* Accumulate diffuse and specular from each light source */ + foreach (light, &ctx->Light.EnabledList) { + + GLfloat attenuation = 1.0F; + GLfloat VP[3]; /* unit vector from vertex to light */ + GLfloat n_dot_VP; /* dot product of l and n */ + GLfloat *h, n_dot_h, correction = 1.0; + + /* compute l and attenuation */ + if (!(light->_Flags & LIGHT_POSITIONAL)) { + /* directional light */ + COPY_3V(VP, light->_VP_inf_norm); + } + else { + GLfloat d; /* distance from vertex to light */ + + SUB_3V(VP, light->_Position, vertex); + + d = LEN_3FV( VP ); + if ( d > 1e-6) { + GLfloat invd = 1.0F / d; + SELF_SCALE_SCALAR_3V(VP, invd); + } + + attenuation = 1.0F / (light->ConstantAttenuation + d * + (light->LinearAttenuation + d * + light->QuadraticAttenuation)); + + /* spotlight attenuation */ + if (light->_Flags & LIGHT_SPOT) { + GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection); + if (PV_dot_dir<light->_CosCutoff) { + continue; /* this light makes no contribution */ + } + else { + double x = PV_dot_dir * (EXP_TABLE_SIZE-1); + int k = (int) x; + GLfloat spot = (light->_SpotExpTable[k][0] + + (x-k)*light->_SpotExpTable[k][1]); + attenuation *= spot; + } + } + } + + if (attenuation < 1e-3) + continue; /* this light makes no contribution */ + + n_dot_VP = DOT3( normal, VP ); + + /* which side are we lighting? */ + if (n_dot_VP < 0.0F) { + if (!(IDX & LIGHT_TWOSIDE)) + continue; + side = 1; + correction = -1; + n_dot_VP = -n_dot_VP; + } + + /* accumulate diffuse term */ + diffuse[side] += n_dot_VP * light->_dli * attenuation; + + /* specular term */ + if (ctx->Light.Model.LocalViewer) { + GLfloat v[3]; + COPY_3V(v, vertex); + NORMALIZE_3FV(v); + SUB_3V(VP, VP, v); /* h = VP + VPe */ + h = VP; + NORMALIZE_3FV(h); + } + else if (light->_Flags & LIGHT_POSITIONAL) { + h = VP; + ACC_3V(h, ctx->_EyeZDir); + NORMALIZE_3FV(h); + } + else { + h = light->_h_inf_norm; + } + + n_dot_h = correction * DOT3(normal, h); + + if (n_dot_h > 0.0F) + { + GLfloat spec_coef; + struct gl_shine_tab *tab = ctx->_ShineTable[side]; + GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef); + specular[side] += spec_coef * light->_sli * attenuation; + } + } /*loop over lights*/ + + /* Now compute final color index */ + for (side = 0 ; side < NR_SIDES ; side++) { + struct gl_material *mat = &ctx->Light.Material[side]; + GLfloat index; + + if (specular[side] > 1.0F) { + index = mat->SpecularIndex; + } + else { + GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex; + GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex; + + index = mat->AmbientIndex + + diffuse[side] * (1.0F-specular[side]) * d_a + + specular[side] * s_a; + + if (index > mat->SpecularIndex) { + index = mat->SpecularIndex; + } + } + indexResult[side][j] = (GLuint) (GLint) index; + } + } /*for vertex*/ + + if ( CHECK_COLOR_MATERIAL(j) ) + gl_update_color_material( ctx, CMcolor[j] ); + + if ( CHECK_MATERIAL(j) ) + gl_update_material( ctx, new_material[j], new_material_mask[j] ); + + if ( CHECK_VALIDATE(j) ) + gl_validate_all_lighting_tables( ctx ); +} + + + +static void TAG(init_light_tab)( void ) +{ + _tnl_light_tab[IDX] = TAG(light_rgba); + _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba); + _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single); + _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec); + _tnl_light_ci_tab[IDX] = TAG(light_ci); +} + + +#undef TAG +#undef IDX +#undef NR_SIDES +#undef NSTRIDE +#undef VSTRIDE +#undef CHECK_MATERIAL +#undef CHECK_END_VB +#undef DO_ANOTHER_NORMAL +#undef REUSE_LIGHT_RESULTS +#undef CMSTRIDE +#undef CHECK_COLOR_MATERIAL +#undef CHECK_VALIDATE |