1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2003  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 *
24 *
25 * Authors:
26 *    Brian Paul Keith Whitwell <keithw@vmware.com>
27 */
28
29
30#if IDX & LIGHT_TWOSIDE
31#  define NR_SIDES 2
32#else
33#  define NR_SIDES 1
34#endif
35
36
37/* define TRACE to trace lighting code */
38/* #define TRACE 1 */
39
40/*
41 * ctx is the current context
42 * VB is the vertex buffer
43 * stage is the lighting stage-private data
44 * input is the vector of eye or object-space vertex coordinates
45 */
46static void TAG(light_rgba_spec)( struct gl_context *ctx,
47				  struct vertex_buffer *VB,
48				  struct tnl_pipeline_stage *stage,
49				  GLvector4f *input )
50{
51   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
52   GLfloat (*base)[3] = ctx->Light._BaseColor;
53   GLfloat sumA[2];
54   GLuint j;
55
56   const GLuint vstride = input->stride;
57   const GLfloat *vertex = (GLfloat *)input->data;
58   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
59   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
60
61   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
62   GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data;
63#if IDX & LIGHT_TWOSIDE
64   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
65   GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].data;
66#endif
67
68   const GLuint nr = VB->Count;
69
70#ifdef TRACE
71   fprintf(stderr, "%s\n", __func__ );
72#endif
73
74   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
75   VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &store->LitSecondary[0];
76   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
77
78#if IDX & LIGHT_TWOSIDE
79   VB->BackfaceColorPtr = &store->LitColor[1];
80   VB->BackfaceSecondaryColorPtr = &store->LitSecondary[1];
81   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
82#endif
83
84
85   store->LitColor[0].stride = 16;
86   store->LitColor[1].stride = 16;
87
88   for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
89      GLfloat sum[2][3], spec[2][3];
90      GLbitfield mask;
91
92#if IDX & LIGHT_MATERIAL
93      update_materials( ctx, store );
94      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
95#if IDX & LIGHT_TWOSIDE
96      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
97#endif
98#endif
99
100      COPY_3V(sum[0], base[0]);
101      ZERO_3V(spec[0]);
102
103#if IDX & LIGHT_TWOSIDE
104      COPY_3V(sum[1], base[1]);
105      ZERO_3V(spec[1]);
106#endif
107
108      /* Add contribution from each enabled light source */
109      mask = ctx->Light._EnabledLights;
110      while (mask) {
111         const int l = u_bit_scan(&mask);
112         struct gl_light *light = &ctx->Light.Light[l];
113	 GLfloat n_dot_h;
114	 GLfloat correction;
115	 GLint side;
116	 GLfloat contrib[3];
117	 GLfloat attenuation;
118	 GLfloat VP[3];          /* unit vector from vertex to light */
119	 GLfloat n_dot_VP;       /* n dot VP */
120	 GLfloat *h;
121
122	 /* compute VP and attenuation */
123	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
124	    /* directional light */
125	    COPY_3V(VP, light->_VP_inf_norm);
126	    attenuation = light->_VP_inf_spot_attenuation;
127	 }
128	 else {
129	    GLfloat d;     /* distance from vertex to light */
130
131	    SUB_3V(VP, light->_Position, vertex);
132
133	    d = (GLfloat) LEN_3FV( VP );
134
135	    if (d > 1e-6F) {
136	       GLfloat invd = 1.0F / d;
137	       SELF_SCALE_SCALAR_3V(VP, invd);
138	    }
139
140	    attenuation = 1.0F / (light->ConstantAttenuation + d *
141				  (light->LinearAttenuation + d *
142				   light->QuadraticAttenuation));
143
144	    /* spotlight attenuation */
145	    if (light->_Flags & LIGHT_SPOT) {
146	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
147
148	       if (PV_dot_dir<light->_CosCutoff) {
149		  continue; /* this light makes no contribution */
150	       }
151	       else {
152                  GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
153		  attenuation *= spot;
154	       }
155	    }
156	 }
157
158	 if (attenuation < 1e-3F)
159	    continue;		/* this light makes no contribution */
160
161	 /* Compute dot product or normal and vector from V to light pos */
162	 n_dot_VP = DOT3( normal, VP );
163
164	 /* Which side gets the diffuse & specular terms? */
165	 if (n_dot_VP < 0.0F) {
166	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
167#if IDX & LIGHT_TWOSIDE
168	    side = 1;
169	    correction = -1;
170	    n_dot_VP = -n_dot_VP;
171#else
172            continue;
173#endif
174	 }
175         else {
176#if IDX & LIGHT_TWOSIDE
177            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
178#endif
179	    side = 0;
180	    correction = 1;
181	 }
182
183	 /* diffuse term */
184	 COPY_3V(contrib, light->_MatAmbient[side]);
185	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
186	 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
187
188	 /* specular term - cannibalize VP... */
189	 if (ctx->Light.Model.LocalViewer) {
190	    GLfloat v[3];
191	    COPY_3V(v, vertex);
192	    NORMALIZE_3FV(v);
193	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
194	    h = VP;
195	    NORMALIZE_3FV(h);
196	 }
197	 else if (light->_Flags & LIGHT_POSITIONAL) {
198	    h = VP;
199	    ACC_3V(h, ctx->_EyeZDir);
200	    NORMALIZE_3FV(h);
201	 }
202         else {
203	    h = light->_h_inf_norm;
204	 }
205
206	 n_dot_h = correction * DOT3(normal, h);
207
208	 if (n_dot_h > 0.0F) {
209	    GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
210	    if (spec_coef > 1.0e-10F) {
211	       spec_coef *= attenuation;
212	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
213				    light->_MatSpecular[side]);
214	    }
215	 }
216      } /*loop over lights*/
217
218      COPY_3V( Fcolor[j], sum[0] );
219      COPY_3V( Fspec[j], spec[0] );
220      Fcolor[j][3] = sumA[0];
221
222#if IDX & LIGHT_TWOSIDE
223      COPY_3V( Bcolor[j], sum[1] );
224      COPY_3V( Bspec[j], spec[1] );
225      Bcolor[j][3] = sumA[1];
226#endif
227   }
228}
229
230
231static void TAG(light_rgba)( struct gl_context *ctx,
232			     struct vertex_buffer *VB,
233			     struct tnl_pipeline_stage *stage,
234			     GLvector4f *input )
235{
236   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
237   GLuint j;
238
239   GLfloat (*base)[3] = ctx->Light._BaseColor;
240   GLfloat sumA[2];
241
242   const GLuint vstride = input->stride;
243   const GLfloat *vertex = (GLfloat *) input->data;
244   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
245   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
246
247   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
248#if IDX & LIGHT_TWOSIDE
249   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
250#endif
251
252   const GLuint nr = VB->Count;
253
254#ifdef TRACE
255   fprintf(stderr, "%s\n", __func__ );
256#endif
257
258   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
259   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
260
261#if IDX & LIGHT_TWOSIDE
262   VB->BackfaceColorPtr = &store->LitColor[1];
263   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
264#endif
265
266   store->LitColor[0].stride = 16;
267   store->LitColor[1].stride = 16;
268
269   for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
270      GLfloat sum[2][3];
271      GLbitfield mask;
272
273#if IDX & LIGHT_MATERIAL
274      update_materials( ctx, store );
275      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
276#if IDX & LIGHT_TWOSIDE
277      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
278#endif
279#endif
280
281      COPY_3V(sum[0], base[0]);
282
283#if IDX & LIGHT_TWOSIDE
284      COPY_3V(sum[1], base[1]);
285#endif
286
287      /* Add contribution from each enabled light source */
288      mask = ctx->Light._EnabledLights;
289      while (mask) {
290         const int l = u_bit_scan(&mask);
291         struct gl_light *light = &ctx->Light.Light[l];
292	 GLfloat n_dot_h;
293	 GLfloat correction;
294	 GLint side;
295	 GLfloat contrib[3];
296	 GLfloat attenuation;
297	 GLfloat VP[3];          /* unit vector from vertex to light */
298	 GLfloat n_dot_VP;       /* n dot VP */
299	 GLfloat *h;
300
301	 /* compute VP and attenuation */
302	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
303	    /* directional light */
304	    COPY_3V(VP, light->_VP_inf_norm);
305	    attenuation = light->_VP_inf_spot_attenuation;
306	 }
307	 else {
308	    GLfloat d;     /* distance from vertex to light */
309
310	    SUB_3V(VP, light->_Position, vertex);
311
312	    d = (GLfloat) LEN_3FV( VP );
313
314	    if (d > 1e-6F) {
315	       GLfloat invd = 1.0F / d;
316	       SELF_SCALE_SCALAR_3V(VP, invd);
317	    }
318
319            attenuation = 1.0F / (light->ConstantAttenuation + d *
320                                  (light->LinearAttenuation + d *
321                                   light->QuadraticAttenuation));
322
323	    /* spotlight attenuation */
324	    if (light->_Flags & LIGHT_SPOT) {
325	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
326
327	       if (PV_dot_dir<light->_CosCutoff) {
328		  continue; /* this light makes no contribution */
329	       }
330	       else {
331                  GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
332		  attenuation *= spot;
333	       }
334	    }
335	 }
336
337	 if (attenuation < 1e-3F)
338	    continue;		/* this light makes no contribution */
339
340	 /* Compute dot product or normal and vector from V to light pos */
341	 n_dot_VP = DOT3( normal, VP );
342
343	 /* which side are we lighting? */
344	 if (n_dot_VP < 0.0F) {
345	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
346#if IDX & LIGHT_TWOSIDE
347	    side = 1;
348	    correction = -1;
349	    n_dot_VP = -n_dot_VP;
350#else
351            continue;
352#endif
353	 }
354         else {
355#if IDX & LIGHT_TWOSIDE
356            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
357#endif
358	    side = 0;
359	    correction = 1;
360	 }
361
362	 COPY_3V(contrib, light->_MatAmbient[side]);
363
364	 /* diffuse term */
365	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
366
367	 /* specular term - cannibalize VP... */
368	 {
369	    if (ctx->Light.Model.LocalViewer) {
370	       GLfloat v[3];
371	       COPY_3V(v, vertex);
372	       NORMALIZE_3FV(v);
373	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
374	       h = VP;
375	       NORMALIZE_3FV(h);
376	    }
377	    else if (light->_Flags & LIGHT_POSITIONAL) {
378	       h = VP;
379	       ACC_3V(h, ctx->_EyeZDir);
380	       NORMALIZE_3FV(h);
381	    }
382            else {
383	       h = light->_h_inf_norm;
384	    }
385
386	    n_dot_h = correction * DOT3(normal, h);
387
388	    if (n_dot_h > 0.0F) {
389	       GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
390	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
391				    light->_MatSpecular[side]);
392	    }
393	 }
394
395	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
396      }
397
398      COPY_3V( Fcolor[j], sum[0] );
399      Fcolor[j][3] = sumA[0];
400
401#if IDX & LIGHT_TWOSIDE
402      COPY_3V( Bcolor[j], sum[1] );
403      Bcolor[j][3] = sumA[1];
404#endif
405   }
406}
407
408
409
410
411/* As below, but with just a single light.
412 */
413static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
414					 struct vertex_buffer *VB,
415					 struct tnl_pipeline_stage *stage,
416					 GLvector4f *input )
417
418{
419   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
420   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
421   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
422   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
423#if IDX & LIGHT_TWOSIDE
424   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
425#endif
426   const struct gl_light *light =
427      &ctx->Light.Light[ffs(ctx->Light._EnabledLights) - 1];
428   GLuint j = 0;
429   GLfloat base[2][4];
430#if IDX & LIGHT_MATERIAL
431   const GLuint nr = VB->Count;
432#else
433   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
434#endif
435
436#ifdef TRACE
437   fprintf(stderr, "%s\n", __func__ );
438#endif
439
440   (void) input;		/* doesn't refer to Eye or Obj */
441
442   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
443#if IDX & LIGHT_TWOSIDE
444   VB->BackfaceColorPtr = &store->LitColor[1];
445#endif
446
447   if (nr > 1) {
448      store->LitColor[0].stride = 16;
449      store->LitColor[1].stride = 16;
450   }
451   else {
452      store->LitColor[0].stride = 0;
453      store->LitColor[1].stride = 0;
454   }
455
456   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
457
458      GLfloat n_dot_VP;
459
460#if IDX & LIGHT_MATERIAL
461      update_materials( ctx, store );
462#endif
463
464      /* No attenuation, so incoporate _MatAmbient into base color.
465       */
466#if !(IDX & LIGHT_MATERIAL)
467      if ( j == 0 )
468#endif
469      {
470	 COPY_3V(base[0], light->_MatAmbient[0]);
471	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
472	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
473
474#if IDX & LIGHT_TWOSIDE
475         COPY_3V(base[1], light->_MatAmbient[1]);
476         ACC_3V(base[1], ctx->Light._BaseColor[1]);
477         base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
478#endif
479      }
480
481      n_dot_VP = DOT3(normal, light->_VP_inf_norm);
482
483      if (n_dot_VP < 0.0F) {
484#if IDX & LIGHT_TWOSIDE
485         GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
486         GLfloat sum[3];
487         COPY_3V(sum, base[1]);
488         ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
489         if (n_dot_h > 0.0F) {
490            GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
491            ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
492         }
493         COPY_3V(Bcolor[j], sum );
494         Bcolor[j][3] = base[1][3];
495#endif
496	 COPY_4FV(Fcolor[j], base[0]);
497      }
498      else {
499	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
500	 GLfloat sum[3];
501	 COPY_3V(sum, base[0]);
502	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
503	 if (n_dot_h > 0.0F) {
504            GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
505	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
506	 }
507	 COPY_3V(Fcolor[j], sum );
508	 Fcolor[j][3] = base[0][3];
509#if IDX & LIGHT_TWOSIDE
510         COPY_4FV(Bcolor[j], base[1]);
511#endif
512      }
513   }
514}
515
516
517/* Light infinite lights
518 */
519static void TAG(light_fast_rgba)( struct gl_context *ctx,
520				  struct vertex_buffer *VB,
521				  struct tnl_pipeline_stage *stage,
522				  GLvector4f *input )
523{
524   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
525   GLfloat sumA[2];
526   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
527   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
528   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
529#if IDX & LIGHT_TWOSIDE
530   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
531#endif
532   GLuint j = 0;
533#if IDX & LIGHT_MATERIAL
534   const GLuint nr = VB->Count;
535#else
536   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
537#endif
538
539#ifdef TRACE
540   fprintf(stderr, "%s %d\n", __func__, nr );
541#endif
542
543   (void) input;
544
545   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
546   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
547
548   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
549#if IDX & LIGHT_TWOSIDE
550   VB->BackfaceColorPtr = &store->LitColor[1];
551#endif
552
553   if (nr > 1) {
554      store->LitColor[0].stride = 16;
555      store->LitColor[1].stride = 16;
556   }
557   else {
558      store->LitColor[0].stride = 0;
559      store->LitColor[1].stride = 0;
560   }
561
562   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
563
564      GLfloat sum[2][3];
565      GLbitfield mask;
566
567#if IDX & LIGHT_MATERIAL
568      update_materials( ctx, store );
569
570      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
571#if IDX & LIGHT_TWOSIDE
572      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
573#endif
574#endif
575
576
577      COPY_3V(sum[0], ctx->Light._BaseColor[0]);
578#if IDX & LIGHT_TWOSIDE
579      COPY_3V(sum[1], ctx->Light._BaseColor[1]);
580#endif
581
582      mask = ctx->Light._EnabledLights;
583      while (mask) {
584         const int l = u_bit_scan(&mask);
585         const struct gl_light *light = &ctx->Light.Light[l];
586	 GLfloat n_dot_h, n_dot_VP, spec;
587
588	 ACC_3V(sum[0], light->_MatAmbient[0]);
589#if IDX & LIGHT_TWOSIDE
590         ACC_3V(sum[1], light->_MatAmbient[1]);
591#endif
592
593	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
594
595	 if (n_dot_VP > 0.0F) {
596	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
597	    n_dot_h = DOT3(normal, light->_h_inf_norm);
598	    if (n_dot_h > 0.0F) {
599               spec = lookup_shininess(ctx, 0, n_dot_h);
600	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
601	    }
602	 }
603#if IDX & LIGHT_TWOSIDE
604         else {
605	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
606	    n_dot_h = -DOT3(normal, light->_h_inf_norm);
607	    if (n_dot_h > 0.0F) {
608               spec = lookup_shininess(ctx, 1, n_dot_h);
609	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
610	    }
611	 }
612#endif
613      }
614
615      COPY_3V( Fcolor[j], sum[0] );
616      Fcolor[j][3] = sumA[0];
617
618#if IDX & LIGHT_TWOSIDE
619      COPY_3V( Bcolor[j], sum[1] );
620      Bcolor[j][3] = sumA[1];
621#endif
622   }
623}
624
625
626
627
628static void TAG(init_light_tab)( void )
629{
630   _tnl_light_tab[IDX] = TAG(light_rgba);
631   _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
632   _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
633   _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
634}
635
636
637#undef TAG
638#undef IDX
639#undef NR_SIDES
640