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         struct gl_light_uniforms *lu = &ctx->Light.LightSource[l];
114	 GLfloat n_dot_h;
115	 GLfloat correction;
116	 GLint side;
117	 GLfloat contrib[3];
118	 GLfloat attenuation;
119	 GLfloat VP[3];          /* unit vector from vertex to light */
120	 GLfloat n_dot_VP;       /* n dot VP */
121	 GLfloat *h;
122
123	 /* compute VP and attenuation */
124	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
125	    /* directional light */
126	    COPY_3V(VP, light->_VP_inf_norm);
127	    attenuation = light->_VP_inf_spot_attenuation;
128	 }
129	 else {
130	    GLfloat d;     /* distance from vertex to light */
131
132	    SUB_3V(VP, light->_Position, vertex);
133
134	    d = (GLfloat) LEN_3FV( VP );
135
136	    if (d > 1e-6F) {
137	       GLfloat invd = 1.0F / d;
138	       SELF_SCALE_SCALAR_3V(VP, invd);
139	    }
140
141	    attenuation = 1.0F / (lu->ConstantAttenuation + d *
142				  (lu->LinearAttenuation + d *
143				   lu->QuadraticAttenuation));
144
145	    /* spotlight attenuation */
146	    if (light->_Flags & LIGHT_SPOT) {
147	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
148
149	       if (PV_dot_dir<lu->_CosCutoff) {
150		  continue; /* this light makes no contribution */
151	       }
152	       else {
153                  GLfloat spot = powf(PV_dot_dir, lu->SpotExponent);
154		  attenuation *= spot;
155	       }
156	    }
157	 }
158
159	 if (attenuation < 1e-3F)
160	    continue;		/* this light makes no contribution */
161
162	 /* Compute dot product or normal and vector from V to light pos */
163	 n_dot_VP = DOT3( normal, VP );
164
165	 /* Which side gets the diffuse & specular terms? */
166	 if (n_dot_VP < 0.0F) {
167	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
168#if IDX & LIGHT_TWOSIDE
169	    side = 1;
170	    correction = -1;
171	    n_dot_VP = -n_dot_VP;
172#else
173            continue;
174#endif
175	 }
176         else {
177#if IDX & LIGHT_TWOSIDE
178            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
179#endif
180	    side = 0;
181	    correction = 1;
182	 }
183
184	 /* diffuse term */
185	 COPY_3V(contrib, light->_MatAmbient[side]);
186	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
187	 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
188
189	 /* specular term - cannibalize VP... */
190	 if (ctx->Light.Model.LocalViewer) {
191	    GLfloat v[3];
192	    COPY_3V(v, vertex);
193	    NORMALIZE_3FV(v);
194	    SUB_3V(VP, VP, v);                /* h = VP + VPe */
195	    h = VP;
196	    NORMALIZE_3FV(h);
197	 }
198	 else if (light->_Flags & LIGHT_POSITIONAL) {
199	    h = VP;
200	    ACC_3V(h, ctx->_EyeZDir);
201	    NORMALIZE_3FV(h);
202	 }
203         else {
204	    h = light->_h_inf_norm;
205	 }
206
207	 n_dot_h = correction * DOT3(normal, h);
208
209	 if (n_dot_h > 0.0F) {
210	    GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
211	    if (spec_coef > 1.0e-10F) {
212	       spec_coef *= attenuation;
213	       ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
214				    light->_MatSpecular[side]);
215	    }
216	 }
217      } /*loop over lights*/
218
219      COPY_3V( Fcolor[j], sum[0] );
220      COPY_3V( Fspec[j], spec[0] );
221      Fcolor[j][3] = sumA[0];
222
223#if IDX & LIGHT_TWOSIDE
224      COPY_3V( Bcolor[j], sum[1] );
225      COPY_3V( Bspec[j], spec[1] );
226      Bcolor[j][3] = sumA[1];
227#endif
228   }
229}
230
231
232static void TAG(light_rgba)( struct gl_context *ctx,
233			     struct vertex_buffer *VB,
234			     struct tnl_pipeline_stage *stage,
235			     GLvector4f *input )
236{
237   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
238   GLuint j;
239
240   GLfloat (*base)[3] = ctx->Light._BaseColor;
241   GLfloat sumA[2];
242
243   const GLuint vstride = input->stride;
244   const GLfloat *vertex = (GLfloat *) input->data;
245   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
246   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
247
248   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
249#if IDX & LIGHT_TWOSIDE
250   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
251#endif
252
253   const GLuint nr = VB->Count;
254
255#ifdef TRACE
256   fprintf(stderr, "%s\n", __func__ );
257#endif
258
259   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
260   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
261
262#if IDX & LIGHT_TWOSIDE
263   VB->BackfaceColorPtr = &store->LitColor[1];
264   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
265#endif
266
267   store->LitColor[0].stride = 16;
268   store->LitColor[1].stride = 16;
269
270   for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
271      GLfloat sum[2][3];
272      GLbitfield mask;
273
274#if IDX & LIGHT_MATERIAL
275      update_materials( ctx, store );
276      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
277#if IDX & LIGHT_TWOSIDE
278      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
279#endif
280#endif
281
282      COPY_3V(sum[0], base[0]);
283
284#if IDX & LIGHT_TWOSIDE
285      COPY_3V(sum[1], base[1]);
286#endif
287
288      /* Add contribution from each enabled light source */
289      mask = ctx->Light._EnabledLights;
290      while (mask) {
291         const int l = u_bit_scan(&mask);
292         struct gl_light *light = &ctx->Light.Light[l];
293         struct gl_light_uniforms *lu = &ctx->Light.LightSource[l];
294	 GLfloat n_dot_h;
295	 GLfloat correction;
296	 GLint side;
297	 GLfloat contrib[3];
298	 GLfloat attenuation;
299	 GLfloat VP[3];          /* unit vector from vertex to light */
300	 GLfloat n_dot_VP;       /* n dot VP */
301	 GLfloat *h;
302
303	 /* compute VP and attenuation */
304	 if (!(light->_Flags & LIGHT_POSITIONAL)) {
305	    /* directional light */
306	    COPY_3V(VP, light->_VP_inf_norm);
307	    attenuation = light->_VP_inf_spot_attenuation;
308	 }
309	 else {
310	    GLfloat d;     /* distance from vertex to light */
311
312	    SUB_3V(VP, light->_Position, vertex);
313
314	    d = (GLfloat) LEN_3FV( VP );
315
316	    if (d > 1e-6F) {
317	       GLfloat invd = 1.0F / d;
318	       SELF_SCALE_SCALAR_3V(VP, invd);
319	    }
320
321            attenuation = 1.0F / (lu->ConstantAttenuation + d *
322                                  (lu->LinearAttenuation + d *
323                                   lu->QuadraticAttenuation));
324
325	    /* spotlight attenuation */
326	    if (light->_Flags & LIGHT_SPOT) {
327	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
328
329	       if (PV_dot_dir<lu->_CosCutoff) {
330		  continue; /* this light makes no contribution */
331	       }
332	       else {
333                  GLfloat spot = powf(PV_dot_dir, lu->SpotExponent);
334		  attenuation *= spot;
335	       }
336	    }
337	 }
338
339	 if (attenuation < 1e-3F)
340	    continue;		/* this light makes no contribution */
341
342	 /* Compute dot product or normal and vector from V to light pos */
343	 n_dot_VP = DOT3( normal, VP );
344
345	 /* which side are we lighting? */
346	 if (n_dot_VP < 0.0F) {
347	    ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
348#if IDX & LIGHT_TWOSIDE
349	    side = 1;
350	    correction = -1;
351	    n_dot_VP = -n_dot_VP;
352#else
353            continue;
354#endif
355	 }
356         else {
357#if IDX & LIGHT_TWOSIDE
358            ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
359#endif
360	    side = 0;
361	    correction = 1;
362	 }
363
364	 COPY_3V(contrib, light->_MatAmbient[side]);
365
366	 /* diffuse term */
367	 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
368
369	 /* specular term - cannibalize VP... */
370	 {
371	    if (ctx->Light.Model.LocalViewer) {
372	       GLfloat v[3];
373	       COPY_3V(v, vertex);
374	       NORMALIZE_3FV(v);
375	       SUB_3V(VP, VP, v);                /* h = VP + VPe */
376	       h = VP;
377	       NORMALIZE_3FV(h);
378	    }
379	    else if (light->_Flags & LIGHT_POSITIONAL) {
380	       h = VP;
381	       ACC_3V(h, ctx->_EyeZDir);
382	       NORMALIZE_3FV(h);
383	    }
384            else {
385	       h = light->_h_inf_norm;
386	    }
387
388	    n_dot_h = correction * DOT3(normal, h);
389
390	    if (n_dot_h > 0.0F) {
391	       GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
392	       ACC_SCALE_SCALAR_3V( contrib, spec_coef,
393				    light->_MatSpecular[side]);
394	    }
395	 }
396
397	 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
398      }
399
400      COPY_3V( Fcolor[j], sum[0] );
401      Fcolor[j][3] = sumA[0];
402
403#if IDX & LIGHT_TWOSIDE
404      COPY_3V( Bcolor[j], sum[1] );
405      Bcolor[j][3] = sumA[1];
406#endif
407   }
408}
409
410
411
412
413/* As below, but with just a single light.
414 */
415static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
416					 struct vertex_buffer *VB,
417					 struct tnl_pipeline_stage *stage,
418					 GLvector4f *input )
419
420{
421   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
422   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
423   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
424   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
425#if IDX & LIGHT_TWOSIDE
426   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
427#endif
428   const struct gl_light *light =
429      &ctx->Light.Light[ffs(ctx->Light._EnabledLights) - 1];
430   GLuint j = 0;
431   GLfloat base[2][4];
432#if IDX & LIGHT_MATERIAL
433   const GLuint nr = VB->Count;
434#else
435   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
436#endif
437
438#ifdef TRACE
439   fprintf(stderr, "%s\n", __func__ );
440#endif
441
442   (void) input;		/* doesn't refer to Eye or Obj */
443
444   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
445#if IDX & LIGHT_TWOSIDE
446   VB->BackfaceColorPtr = &store->LitColor[1];
447#endif
448
449   if (nr > 1) {
450      store->LitColor[0].stride = 16;
451      store->LitColor[1].stride = 16;
452   }
453   else {
454      store->LitColor[0].stride = 0;
455      store->LitColor[1].stride = 0;
456   }
457
458   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
459
460      GLfloat n_dot_VP;
461
462#if IDX & LIGHT_MATERIAL
463      update_materials( ctx, store );
464#endif
465
466      /* No attenuation, so incoporate _MatAmbient into base color.
467       */
468#if !(IDX & LIGHT_MATERIAL)
469      if ( j == 0 )
470#endif
471      {
472	 COPY_3V(base[0], light->_MatAmbient[0]);
473	 ACC_3V(base[0], ctx->Light._BaseColor[0] );
474	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
475
476#if IDX & LIGHT_TWOSIDE
477         COPY_3V(base[1], light->_MatAmbient[1]);
478         ACC_3V(base[1], ctx->Light._BaseColor[1]);
479         base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
480#endif
481      }
482
483      n_dot_VP = DOT3(normal, light->_VP_inf_norm);
484
485      if (n_dot_VP < 0.0F) {
486#if IDX & LIGHT_TWOSIDE
487         GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
488         GLfloat sum[3];
489         COPY_3V(sum, base[1]);
490         ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
491         if (n_dot_h > 0.0F) {
492            GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
493            ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
494         }
495         COPY_3V(Bcolor[j], sum );
496         Bcolor[j][3] = base[1][3];
497#endif
498	 COPY_4FV(Fcolor[j], base[0]);
499      }
500      else {
501	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
502	 GLfloat sum[3];
503	 COPY_3V(sum, base[0]);
504	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
505	 if (n_dot_h > 0.0F) {
506            GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
507	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
508	 }
509	 COPY_3V(Fcolor[j], sum );
510	 Fcolor[j][3] = base[0][3];
511#if IDX & LIGHT_TWOSIDE
512         COPY_4FV(Bcolor[j], base[1]);
513#endif
514      }
515   }
516}
517
518
519/* Light infinite lights
520 */
521static void TAG(light_fast_rgba)( struct gl_context *ctx,
522				  struct vertex_buffer *VB,
523				  struct tnl_pipeline_stage *stage,
524				  GLvector4f *input )
525{
526   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
527   GLfloat sumA[2];
528   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
529   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
530   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
531#if IDX & LIGHT_TWOSIDE
532   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
533#endif
534   GLuint j = 0;
535#if IDX & LIGHT_MATERIAL
536   const GLuint nr = VB->Count;
537#else
538   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
539#endif
540
541#ifdef TRACE
542   fprintf(stderr, "%s %d\n", __func__, nr );
543#endif
544
545   (void) input;
546
547   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
548   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
549
550   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
551#if IDX & LIGHT_TWOSIDE
552   VB->BackfaceColorPtr = &store->LitColor[1];
553#endif
554
555   if (nr > 1) {
556      store->LitColor[0].stride = 16;
557      store->LitColor[1].stride = 16;
558   }
559   else {
560      store->LitColor[0].stride = 0;
561      store->LitColor[1].stride = 0;
562   }
563
564   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
565
566      GLfloat sum[2][3];
567      GLbitfield mask;
568
569#if IDX & LIGHT_MATERIAL
570      update_materials( ctx, store );
571
572      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
573#if IDX & LIGHT_TWOSIDE
574      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
575#endif
576#endif
577
578
579      COPY_3V(sum[0], ctx->Light._BaseColor[0]);
580#if IDX & LIGHT_TWOSIDE
581      COPY_3V(sum[1], ctx->Light._BaseColor[1]);
582#endif
583
584      mask = ctx->Light._EnabledLights;
585      while (mask) {
586         const int l = u_bit_scan(&mask);
587         const struct gl_light *light = &ctx->Light.Light[l];
588	 GLfloat n_dot_h, n_dot_VP, spec;
589
590	 ACC_3V(sum[0], light->_MatAmbient[0]);
591#if IDX & LIGHT_TWOSIDE
592         ACC_3V(sum[1], light->_MatAmbient[1]);
593#endif
594
595	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
596
597	 if (n_dot_VP > 0.0F) {
598	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
599	    n_dot_h = DOT3(normal, light->_h_inf_norm);
600	    if (n_dot_h > 0.0F) {
601               spec = lookup_shininess(ctx, 0, n_dot_h);
602	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
603	    }
604	 }
605#if IDX & LIGHT_TWOSIDE
606         else {
607	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
608	    n_dot_h = -DOT3(normal, light->_h_inf_norm);
609	    if (n_dot_h > 0.0F) {
610               spec = lookup_shininess(ctx, 1, n_dot_h);
611	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
612	    }
613	 }
614#endif
615      }
616
617      COPY_3V( Fcolor[j], sum[0] );
618      Fcolor[j][3] = sumA[0];
619
620#if IDX & LIGHT_TWOSIDE
621      COPY_3V( Bcolor[j], sum[1] );
622      Bcolor[j][3] = sumA[1];
623#endif
624   }
625}
626
627
628
629
630static void TAG(init_light_tab)( void )
631{
632   _tnl_light_tab[IDX] = TAG(light_rgba);
633   _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
634   _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
635   _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
636}
637
638
639#undef TAG
640#undef IDX
641#undef NR_SIDES
642