t_vb_lighttmp.h revision 848b8605
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", __FUNCTION__ );
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      struct gl_light *light;
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      foreach (light, &ctx->Light.EnabledList) {
110	 GLfloat n_dot_h;
111	 GLfloat correction;
112	 GLint side;
113	 GLfloat contrib[3];
114	 GLfloat attenuation;
115	 GLfloat VP[3];  /* unit vector from vertex to light */
116	 GLfloat n_dot_VP;       /* n dot VP */
117	 GLfloat *h;
118
119	 /* compute VP and attenuation */
120	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
121	    /* directional light */
122	    COPY_3V(VP, light->_VP_inf_norm);
123	    attenuation = light->_VP_inf_spot_attenuation;
124	 }
125	 else {
126	    GLfloat d;     /* distance from vertex to light */
127
128	    SUB_3V(VP, light->_Position, vertex);
129
130	    d = (GLfloat) LEN_3FV( VP );
131
132	    if (d > 1e-6) {
133	       GLfloat invd = 1.0F / d;
134	       SELF_SCALE_SCALAR_3V(VP, invd);
135	    }
136
137	    attenuation = 1.0F / (light->ConstantAttenuation + d *
138				  (light->LinearAttenuation + d *
139				   light->QuadraticAttenuation));
140
141	    /* spotlight attenuation */
142	    if (light->_Flags & LIGHT_SPOT) {
143	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
144
145	       if (PV_dot_dir<light->_CosCutoff) {
146		  continue; /* this light makes no contribution */
147	       }
148	       else {
149                  GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
150		  attenuation *= spot;
151	       }
152	    }
153	 }
154
155	 if (attenuation < 1e-3)
156	    continue;		/* this light makes no contribution */
157
158	 /* Compute dot product or normal and vector from V to light pos */
159	 n_dot_VP = DOT3( normal, VP );
160
161	 /* Which side gets the diffuse & specular terms? */
162	 if (n_dot_VP < 0.0F) {
163	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
164#if IDX & LIGHT_TWOSIDE
165	    side = 1;
166	    correction = -1;
167	    n_dot_VP = -n_dot_VP;
168#else
169            continue;
170#endif
171	 }
172         else {
173#if IDX & LIGHT_TWOSIDE
174            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
175#endif
176	    side = 0;
177	    correction = 1;
178	 }
179
180	 /* diffuse term */
181	 COPY_3V(contrib, light->_MatAmbient[side]);
182	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
183	 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
184
185	 /* specular term - cannibalize VP... */
186	 if (ctx->Light.Model.LocalViewer) {
187	    GLfloat v[3];
188	    COPY_3V(v, vertex);
189	    NORMALIZE_3FV(v);
190	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
191	    h = VP;
192	    NORMALIZE_3FV(h);
193	 }
194	 else if (light->_Flags & LIGHT_POSITIONAL) {
195	    h = VP;
196	    ACC_3V(h, ctx->_EyeZDir);
197	    NORMALIZE_3FV(h);
198	 }
199         else {
200	    h = light->_h_inf_norm;
201	 }
202
203	 n_dot_h = correction * DOT3(normal, h);
204
205	 if (n_dot_h > 0.0F) {
206	    GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
207	    if (spec_coef > 1.0e-10) {
208	       spec_coef *= attenuation;
209	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
210				    light->_MatSpecular[side]);
211	    }
212	 }
213      } /*loop over lights*/
214
215      COPY_3V( Fcolor[j], sum[0] );
216      COPY_3V( Fspec[j], spec[0] );
217      Fcolor[j][3] = sumA[0];
218
219#if IDX & LIGHT_TWOSIDE
220      COPY_3V( Bcolor[j], sum[1] );
221      COPY_3V( Bspec[j], spec[1] );
222      Bcolor[j][3] = sumA[1];
223#endif
224   }
225}
226
227
228static void TAG(light_rgba)( struct gl_context *ctx,
229			     struct vertex_buffer *VB,
230			     struct tnl_pipeline_stage *stage,
231			     GLvector4f *input )
232{
233   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
234   GLuint j;
235
236   GLfloat (*base)[3] = ctx->Light._BaseColor;
237   GLfloat sumA[2];
238
239   const GLuint vstride = input->stride;
240   const GLfloat *vertex = (GLfloat *) input->data;
241   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
242   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
243
244   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
245#if IDX & LIGHT_TWOSIDE
246   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
247#endif
248
249   const GLuint nr = VB->Count;
250
251#ifdef TRACE
252   fprintf(stderr, "%s\n", __FUNCTION__ );
253#endif
254
255   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
256   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
257
258#if IDX & LIGHT_TWOSIDE
259   VB->BackfaceColorPtr = &store->LitColor[1];
260   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
261#endif
262
263   store->LitColor[0].stride = 16;
264   store->LitColor[1].stride = 16;
265
266   for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
267      GLfloat sum[2][3];
268      struct gl_light *light;
269
270#if IDX & LIGHT_MATERIAL
271      update_materials( ctx, store );
272      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
273#if IDX & LIGHT_TWOSIDE
274      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
275#endif
276#endif
277
278      COPY_3V(sum[0], base[0]);
279
280#if IDX & LIGHT_TWOSIDE
281      COPY_3V(sum[1], base[1]);
282#endif
283
284      /* Add contribution from each enabled light source */
285      foreach (light, &ctx->Light.EnabledList) {
286
287	 GLfloat n_dot_h;
288	 GLfloat correction;
289	 GLint side;
290	 GLfloat contrib[3];
291	 GLfloat attenuation = 1.0;
292	 GLfloat VP[3];          /* unit vector from vertex to light */
293	 GLfloat n_dot_VP;       /* n dot VP */
294	 GLfloat *h;
295
296	 /* compute VP and attenuation */
297	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
298	    /* directional light */
299	    COPY_3V(VP, light->_VP_inf_norm);
300	    attenuation = light->_VP_inf_spot_attenuation;
301	 }
302	 else {
303	    GLfloat d;     /* distance from vertex to light */
304
305
306	    SUB_3V(VP, light->_Position, vertex);
307
308	    d = (GLfloat) LEN_3FV( VP );
309
310	    if ( d > 1e-6) {
311	       GLfloat invd = 1.0F / d;
312	       SELF_SCALE_SCALAR_3V(VP, invd);
313	    }
314
315            attenuation = 1.0F / (light->ConstantAttenuation + d *
316                                  (light->LinearAttenuation + d *
317                                   light->QuadraticAttenuation));
318
319	    /* spotlight attenuation */
320	    if (light->_Flags & LIGHT_SPOT) {
321	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
322
323	       if (PV_dot_dir<light->_CosCutoff) {
324		  continue; /* this light makes no contribution */
325	       }
326	       else {
327                  GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
328		  attenuation *= spot;
329	       }
330	    }
331	 }
332
333	 if (attenuation < 1e-3)
334	    continue;		/* this light makes no contribution */
335
336	 /* Compute dot product or normal and vector from V to light pos */
337	 n_dot_VP = DOT3( normal, VP );
338
339	 /* which side are we lighting? */
340	 if (n_dot_VP < 0.0F) {
341	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
342#if IDX & LIGHT_TWOSIDE
343	    side = 1;
344	    correction = -1;
345	    n_dot_VP = -n_dot_VP;
346#else
347            continue;
348#endif
349	 }
350         else {
351#if IDX & LIGHT_TWOSIDE
352            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
353#endif
354	    side = 0;
355	    correction = 1;
356	 }
357
358	 COPY_3V(contrib, light->_MatAmbient[side]);
359
360	 /* diffuse term */
361	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
362
363	 /* specular term - cannibalize VP... */
364	 {
365	    if (ctx->Light.Model.LocalViewer) {
366	       GLfloat v[3];
367	       COPY_3V(v, vertex);
368	       NORMALIZE_3FV(v);
369	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
370	       h = VP;
371	       NORMALIZE_3FV(h);
372	    }
373	    else if (light->_Flags & LIGHT_POSITIONAL) {
374	       h = VP;
375	       ACC_3V(h, ctx->_EyeZDir);
376	       NORMALIZE_3FV(h);
377	    }
378            else {
379	       h = light->_h_inf_norm;
380	    }
381
382	    n_dot_h = correction * DOT3(normal, h);
383
384	    if (n_dot_h > 0.0F) {
385	       GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
386	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
387				    light->_MatSpecular[side]);
388	    }
389	 }
390
391	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
392      }
393
394      COPY_3V( Fcolor[j], sum[0] );
395      Fcolor[j][3] = sumA[0];
396
397#if IDX & LIGHT_TWOSIDE
398      COPY_3V( Bcolor[j], sum[1] );
399      Bcolor[j][3] = sumA[1];
400#endif
401   }
402}
403
404
405
406
407/* As below, but with just a single light.
408 */
409static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
410					 struct vertex_buffer *VB,
411					 struct tnl_pipeline_stage *stage,
412					 GLvector4f *input )
413
414{
415   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
416   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
417   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
418   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
419#if IDX & LIGHT_TWOSIDE
420   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
421#endif
422   const struct gl_light *light = ctx->Light.EnabledList.next;
423   GLuint j = 0;
424   GLfloat base[2][4];
425#if IDX & LIGHT_MATERIAL
426   const GLuint nr = VB->Count;
427#else
428   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
429#endif
430
431#ifdef TRACE
432   fprintf(stderr, "%s\n", __FUNCTION__ );
433#endif
434
435   (void) input;		/* doesn't refer to Eye or Obj */
436
437   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
438#if IDX & LIGHT_TWOSIDE
439   VB->BackfaceColorPtr = &store->LitColor[1];
440#endif
441
442   if (nr > 1) {
443      store->LitColor[0].stride = 16;
444      store->LitColor[1].stride = 16;
445   }
446   else {
447      store->LitColor[0].stride = 0;
448      store->LitColor[1].stride = 0;
449   }
450
451   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
452
453      GLfloat n_dot_VP;
454
455#if IDX & LIGHT_MATERIAL
456      update_materials( ctx, store );
457#endif
458
459      /* No attenuation, so incoporate _MatAmbient into base color.
460       */
461#if !(IDX & LIGHT_MATERIAL)
462      if ( j == 0 )
463#endif
464      {
465	 COPY_3V(base[0], light->_MatAmbient[0]);
466	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
467	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
468
469#if IDX & LIGHT_TWOSIDE
470         COPY_3V(base[1], light->_MatAmbient[1]);
471         ACC_3V(base[1], ctx->Light._BaseColor[1]);
472         base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
473#endif
474      }
475
476      n_dot_VP = DOT3(normal, light->_VP_inf_norm);
477
478      if (n_dot_VP < 0.0F) {
479#if IDX & LIGHT_TWOSIDE
480         GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
481         GLfloat sum[3];
482         COPY_3V(sum, base[1]);
483         ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
484         if (n_dot_h > 0.0F) {
485            GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
486            ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
487         }
488         COPY_3V(Bcolor[j], sum );
489         Bcolor[j][3] = base[1][3];
490#endif
491	 COPY_4FV(Fcolor[j], base[0]);
492      }
493      else {
494	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
495	 GLfloat sum[3];
496	 COPY_3V(sum, base[0]);
497	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
498	 if (n_dot_h > 0.0F) {
499            GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
500	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
501	 }
502	 COPY_3V(Fcolor[j], sum );
503	 Fcolor[j][3] = base[0][3];
504#if IDX & LIGHT_TWOSIDE
505         COPY_4FV(Bcolor[j], base[1]);
506#endif
507      }
508   }
509}
510
511
512/* Light infinite lights
513 */
514static void TAG(light_fast_rgba)( struct gl_context *ctx,
515				  struct vertex_buffer *VB,
516				  struct tnl_pipeline_stage *stage,
517				  GLvector4f *input )
518{
519   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
520   GLfloat sumA[2];
521   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
522   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
523   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
524#if IDX & LIGHT_TWOSIDE
525   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
526#endif
527   GLuint j = 0;
528#if IDX & LIGHT_MATERIAL
529   const GLuint nr = VB->Count;
530#else
531   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
532#endif
533   const struct gl_light *light;
534
535#ifdef TRACE
536   fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
537#endif
538
539   (void) input;
540
541   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
542   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
543
544   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
545#if IDX & LIGHT_TWOSIDE
546   VB->BackfaceColorPtr = &store->LitColor[1];
547#endif
548
549   if (nr > 1) {
550      store->LitColor[0].stride = 16;
551      store->LitColor[1].stride = 16;
552   }
553   else {
554      store->LitColor[0].stride = 0;
555      store->LitColor[1].stride = 0;
556   }
557
558   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
559
560      GLfloat sum[2][3];
561
562#if IDX & LIGHT_MATERIAL
563      update_materials( ctx, store );
564
565      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
566#if IDX & LIGHT_TWOSIDE
567      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
568#endif
569#endif
570
571
572      COPY_3V(sum[0], ctx->Light._BaseColor[0]);
573#if IDX & LIGHT_TWOSIDE
574      COPY_3V(sum[1], ctx->Light._BaseColor[1]);
575#endif
576
577      foreach (light, &ctx->Light.EnabledList) {
578	 GLfloat n_dot_h, n_dot_VP, spec;
579
580	 ACC_3V(sum[0], light->_MatAmbient[0]);
581#if IDX & LIGHT_TWOSIDE
582         ACC_3V(sum[1], light->_MatAmbient[1]);
583#endif
584
585	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
586
587	 if (n_dot_VP > 0.0F) {
588	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
589	    n_dot_h = DOT3(normal, light->_h_inf_norm);
590	    if (n_dot_h > 0.0F) {
591               spec = lookup_shininess(ctx, 0, n_dot_h);
592	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
593	    }
594	 }
595#if IDX & LIGHT_TWOSIDE
596         else {
597	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
598	    n_dot_h = -DOT3(normal, light->_h_inf_norm);
599	    if (n_dot_h > 0.0F) {
600               spec = lookup_shininess(ctx, 1, n_dot_h);
601	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
602	    }
603	 }
604#endif
605      }
606
607      COPY_3V( Fcolor[j], sum[0] );
608      Fcolor[j][3] = sumA[0];
609
610#if IDX & LIGHT_TWOSIDE
611      COPY_3V( Bcolor[j], sum[1] );
612      Bcolor[j][3] = sumA[1];
613#endif
614   }
615}
616
617
618
619
620static void TAG(init_light_tab)( void )
621{
622   _tnl_light_tab[IDX] = TAG(light_rgba);
623   _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
624   _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
625   _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
626}
627
628
629#undef TAG
630#undef IDX
631#undef NR_SIDES
632