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diff --git a/src/mesa/tnl/t_vb_lighttmp.h b/src/mesa/tnl/t_vb_lighttmp.h
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+/* $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