/* * Mesa 3-D graphics library * Version: 3.4 * * 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. */ /* * New (3.1) transformation code written by Keith Whitwell. */ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB ) { GLcontext *ctx = VB->ctx; GLfloat (*base)[3] = ctx->Light.BaseColor; GLubyte *sumA = ctx->Light.BaseAlpha; GLuint j; GLuint vstride = VB->Unprojected->stride; const GLfloat *vertex = VB->Unprojected->start; GLuint nstride = VB->NormalPtr->stride; const GLfloat *normal = VB->NormalPtr->start; CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3]) VB->NormalPtr->start; /* Has stride 4 to help the drivers - and us... */ GLubyte (*CMcolor)[4] = 0; GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start; GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start; GLubyte (*Fspec)[4] = VB->Spec[0] + VB->Start; GLubyte (*Bspec)[4] = VB->Spec[1] + VB->Start; GLubyte *mask = VB->CullMask + VB->Start; GLubyte *cullmask = mask; GLuint *flags = VB->Flag + VB->Start; struct gl_material (*new_material)[2] = VB->Material + VB->Start; GLuint *new_material_mask = VB->MaterialMask + VB->Start; GLuint nr = VB->Count - VB->Start; GLuint cm_flags = 0; (void) cullmask; (void) nstride; (void) first_normal; (void) flags; if (ctx->Light.ColorMaterialEnabled) { cm_flags = VERT_RGBA; if (VB->ColorPtr->flags & VEC_BAD_STRIDE) gl_clean_color(VB); CMcolor = (GLubyte (*)[4])VB->ColorPtr->start; } VB->Color[0] = VB->LitColor[0]; VB->Color[1] = VB->LitColor[1]; VB->ColorPtr = VB->LitColor[0]; VB->Specular = VB->Spec[0]; for ( j=0 ; jLight.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; GLboolean normalized; /* 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_dirCosCutoff) { 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) { if (LIGHT_FRONT(*mask)) { ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->MatAmbient[0]); } if (!LIGHT_REAR(*mask)) { continue; } side = 1; correction = -1; n_dot_VP = -n_dot_VP; } else { if (LIGHT_REAR(*mask)) { ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->MatAmbient[1]); } if (!LIGHT_FRONT(*mask)) { continue; } 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 ); if (!light->IsMatSpecular[side]) continue; /* 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; normalized = 0; } else if (light->Flags & LIGHT_POSITIONAL) { h = VP; ACC_3V(h, ctx->EyeZDir); normalized = 0; } else { h = light->h_inf_norm; normalized = 1; } n_dot_h = correction * DOT3(normal, h); if (n_dot_h > 0.0F) { GLfloat spec_coef; struct gl_shine_tab *tab = ctx->ShineTable[side]; if (!normalized) { n_dot_h *= n_dot_h; n_dot_h /= LEN_SQUARED_3FV( h ); tab = ctx->ShineTable[side+2]; } 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*/ if (LIGHT_FRONT(*mask)) { FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] ); FLOAT_RGB_TO_UBYTE_RGB( Fspec[j], spec[0] ); Fcolor[j][3] = sumA[0]; } if (LIGHT_REAR(*mask)) { FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] ); FLOAT_RGB_TO_UBYTE_RGB( Bspec[j], spec[1] ); Bcolor[j][3] = sumA[1]; } } if ( flags[j] & cm_flags ) gl_update_color_material( ctx, CMcolor[j] ); if ( flags[j] & VERT_MATERIAL ) gl_update_material( ctx, new_material[j], new_material_mask[j] ); } static void TAG(shade_rgba)( struct vertex_buffer *VB ) { GLuint j; GLcontext *ctx = VB->ctx; GLfloat (*base)[3] = ctx->Light.BaseColor; GLubyte *sumA = ctx->Light.BaseAlpha; GLuint vstride = VB->Unprojected->stride; const GLfloat *vertex = (GLfloat *)VB->Unprojected->start; GLuint nstride = VB->NormalPtr->stride; const GLfloat *normal = VB->NormalPtr->start; CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start; GLubyte (*CMcolor)[4] = 0; GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start; GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start; GLubyte *mask = VB->CullMask + VB->Start; GLubyte *cullmask = mask; GLuint *flags = VB->Flag + VB->Start; GLuint cm_flags = 0; struct gl_material (*new_material)[2] = VB->Material + VB->Start; GLuint *new_material_mask = VB->MaterialMask + VB->Start; GLuint nr = VB->Count - VB->Start; (void) cullmask; (void) nstride; (void) first_normal; (void) flags; if (ctx->Light.ColorMaterialEnabled) { cm_flags = VERT_RGBA; if (VB->ColorPtr->flags & VEC_BAD_STRIDE) gl_clean_color(VB); CMcolor = (GLubyte (*)[4])VB->ColorPtr->start; } VB->ColorPtr = VB->LitColor[0]; VB->Color[0] = VB->LitColor[0]; VB->Color[1] = VB->LitColor[1]; VB->Specular = VB->Spec[0]; for ( j=0 ; jLight.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; GLboolean normalized; /* 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_dirCosCutoff) { 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) { if (LIGHT_FRONT(*mask)) { ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->MatAmbient[0]); } if (!LIGHT_REAR(*mask)) continue; side = 1; correction = -1; n_dot_VP = -n_dot_VP; } else { if (LIGHT_REAR(*mask)) { ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->MatAmbient[1]); } if (!LIGHT_FRONT(*mask)) continue; 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 (light->IsMatSpecular[side]) { 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; normalized = 0; } else if (light->Flags & LIGHT_POSITIONAL) { h = VP; ACC_3V(h, ctx->EyeZDir); normalized = 0; } else { h = light->h_inf_norm; normalized = 1; } n_dot_h = correction * DOT3(normal, h); if (n_dot_h > 0.0F) { GLfloat spec_coef; struct gl_shine_tab *tab = ctx->ShineTable[side]; if (!normalized) { n_dot_h *= n_dot_h; n_dot_h /= LEN_SQUARED_3FV( h ); tab = ctx->ShineTable[side+2]; } 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 ); } if (LIGHT_FRONT(*mask)) { FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] ); Fcolor[j][3] = sumA[0]; } if (LIGHT_REAR(*mask)) { FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] ); Bcolor[j][3] = sumA[1]; } } if ( flags[j] & cm_flags ) gl_update_color_material( ctx, CMcolor[j] ); if ( flags[j] & VERT_MATERIAL ) gl_update_material( ctx, new_material[j], new_material_mask[j] ); } /* As below, but with just a single light and no colormaterial. */ static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB ) { GLcontext *ctx = VB->ctx; GLuint nstride = VB->NormalPtr->stride; const GLfloat *normal = VB->NormalPtr->start; CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start; GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start; GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start; GLubyte *mask = VB->NormCullStart; struct gl_light *light = ctx->Light.EnabledList.next; GLubyte *cullmask = mask; GLuint *flags = VB->Flag + VB->Start; GLubyte baseubyte[2][4]; GLuint j = 0; struct gl_material (*new_material)[2] = VB->Material + VB->Start; GLuint *new_material_mask = VB->MaterialMask + VB->Start; GLfloat base[2][3]; (void) cullmask; (void) first_normal; (void) nstride; if ( flags[j] & VERT_MATERIAL ) gl_update_material( ctx, new_material[j], new_material_mask[j] ); /* 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_UBYTE_RGB( baseubyte[0], base[0] ); baseubyte[0][3] = ctx->Light.BaseAlpha[0]; if (NR_SIDES == 2) { COPY_3V(base[1], light->MatAmbient[1]); ACC_3V(base[1], ctx->Light.BaseColor[1]); FLOAT_RGB_TO_UBYTE_RGB( baseubyte[1], base[1]); baseubyte[1][3] = ctx->Light.BaseAlpha[1]; } } VB->ColorPtr = VB->LitColor[0]; VB->Color[0] = VB->LitColor[0]; VB->Color[1] = VB->LitColor[1]; VB->Specular = VB->Spec[0]; do { do { if ( !CULL(*mask) ) { GLfloat n_dot_VP = DOT3(normal, light->VP_inf_norm); COPY_4UBV(Fcolor[j], baseubyte[0]); if (NR_SIDES == 2) COPY_4UBV(Bcolor[j], baseubyte[1]); if (n_dot_VP < 0.0F) { if (LIGHT_REAR(*mask)) { GLfloat n_dot_h = -DOT3(normal, light->h_inf_norm); if (n_dot_h > 0.0F) { GLfloat spec, sum[3]; GET_SHINE_TAB_ENTRY( ctx->ShineTable[1], n_dot_h, spec ); COPY_3V(sum, base[1]); ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->MatDiffuse[1]); ACC_SCALE_SCALAR_3V(sum, spec, light->MatSpecular[1]); FLOAT_RGB_TO_UBYTE_RGB(Bcolor[j], sum ); } } } else { if (LIGHT_FRONT(*mask)) { GLfloat n_dot_h = DOT3(normal, light->h_inf_norm); if (n_dot_h > 0.0F) { GLfloat spec, sum[3]; GET_SHINE_TAB_ENTRY( ctx->ShineTable[0], n_dot_h, spec ); COPY_3V(sum, base[0]); ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->MatDiffuse[0]); ACC_SCALE_SCALAR_3V(sum, spec, light->MatSpecular[0]); FLOAT_RGB_TO_UBYTE_RGB(Fcolor[j], sum ); } } } } j++; NEXT_NORMAL; } while ((flags[j] & (VERT_MATERIAL|VERT_END_VB|VERT_NORM)) == VERT_NORM); if (COMPACTED) { GLuint last = j-1; for ( ; !(flags[j] & (VERT_MATERIAL|VERT_END_VB|VERT_NORM)) ; j++ ) { COPY_4UBV(Fcolor[j], Fcolor[last]); if (NR_SIDES==2) COPY_4UBV(Bcolor[j], Bcolor[last]); } NEXT_NORMAL; } /* Have to recompute our base colors on material change. */ if ( flags[j] & VERT_MATERIAL ) { gl_update_material( ctx, new_material[j], new_material_mask[j] ); COPY_3V(base[0], light->MatAmbient[0]); ACC_3V(base[0], ctx->Light.BaseColor[0] ); FLOAT_RGB_TO_UBYTE_RGB( baseubyte[0], base[0] ); if (NR_SIDES == 2) { COPY_3V(base[1], light->MatAmbient[1]); ACC_3V(base[1], ctx->Light.BaseColor[1]); FLOAT_RGB_TO_UBYTE_RGB( baseubyte[1], base[1]); } } } while (!(flags[j] & VERT_END_VB)); } /* Vertex size doesn't matter - yay! */ static void TAG(shade_fast_rgba)( struct vertex_buffer *VB ) { GLcontext *ctx = VB->ctx; GLfloat (*base)[3] = ctx->Light.BaseColor; GLubyte *sumA = ctx->Light.BaseAlpha; GLuint nstride = VB->NormalPtr->stride; const GLfloat *normal = VB->NormalPtr->start; CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start; GLubyte (*CMcolor)[4] = 0; GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start; GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start; GLubyte *mask = VB->NormCullStart; GLubyte *cullmask = mask; GLuint *flags = VB->Flag + VB->Start; GLuint cm_flags = 0; GLuint interesting; GLuint j = 0; struct gl_material (*new_material)[2] = VB->Material + VB->Start; GLuint *new_material_mask = VB->MaterialMask + VB->Start; struct gl_light *light; (void) cullmask; (void) first_normal; (void) flags; (void) nstride; if (ctx->Light.ColorMaterialEnabled) { cm_flags = VERT_RGBA; if (VB->ColorPtr->flags & VEC_BAD_STRIDE) gl_clean_color(VB); CMcolor = (GLubyte (*)[4])VB->ColorPtr->start; if ( *flags & VERT_RGBA ) gl_update_color_material( ctx, *CMcolor ); } if ( flags[j] & VERT_MATERIAL ) gl_update_material( ctx, new_material[j], new_material_mask[j] ); interesting = cm_flags | VERT_MATERIAL | VERT_END_VB | VERT_NORM; VB->ColorPtr = VB->LitColor[0]; VB->Color[0] = VB->LitColor[0]; VB->Color[1] = VB->LitColor[1]; VB->Specular = VB->Spec[0]; do { do { if ( !CULL(*mask) ) { GLfloat sum[2][3]; GLfloat spec; COPY_3V(sum[0], base[0]); if (NR_SIDES == 2) COPY_3V(sum[1], base[1]); if (MESA_VERBOSE&VERBOSE_LIGHTING) fprintf(stderr, "light normal %d/%d, %f %f %f\n", j, VB->Start, normal[0], normal[1], normal[2]); foreach (light, &ctx->Light.EnabledList) { GLfloat n_dot_h; GLint side = 0; GLfloat n_dot_VP = DOT3(normal, light->VP_inf_norm); ACC_3V(sum[0], light->MatAmbient[0]); if (NR_SIDES == 2) ACC_3V(sum[1], light->MatAmbient[1]); if (n_dot_VP < 0.0F) { if ( !LIGHT_REAR(*mask) ) continue; ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->MatDiffuse[1]); if (!light->IsMatSpecular[1]) continue; n_dot_h = -DOT3(normal, light->h_inf_norm); side = 1; } else { if ( !LIGHT_FRONT(*mask) ) continue; ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->MatDiffuse[0]); if (!light->IsMatSpecular[0]) continue; n_dot_h = DOT3(normal, light->h_inf_norm); } if (n_dot_h > 0.0F) { struct gl_shine_tab *tab = ctx->ShineTable[side]; GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec ); ACC_SCALE_SCALAR_3V( sum[side], spec, light->MatSpecular[side]); } } if (LIGHT_FRONT(*mask)) { FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] ); Fcolor[j][3] = sumA[0]; } if (LIGHT_REAR(*mask)) { FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] ); Bcolor[j][3] = sumA[1]; } } j++; NEXT_NORMAL; } while ((flags[j] & interesting) == VERT_NORM); if (COMPACTED) { GLuint last = j-1; for ( ; !(flags[j] & interesting) ; j++ ) { COPY_4UBV(Fcolor[j], Fcolor[last]); if (NR_SIDES==2) COPY_4UBV(Bcolor[j], Bcolor[last]); } NEXT_NORMAL; } if ( flags[j] & cm_flags ) gl_update_color_material( ctx, CMcolor[j] ); if ( flags[j] & VERT_MATERIAL ) gl_update_material( ctx, new_material[j], new_material_mask[j] ); } while (!(flags[j] & VERT_END_VB)); } /* * Use current lighting/material settings to compute the color indexes * for an array of vertices. * Input: n - number of vertices to shade * 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(shade_ci)( struct vertex_buffer *VB ) { GLuint j; GLcontext *ctx = VB->ctx; GLuint vstride = VB->Unprojected->stride; const GLfloat *vertex = (GLfloat *)VB->Unprojected->start; GLuint nstride = VB->NormalPtr->stride; const GLfloat *normal = VB->NormalPtr->start; CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start; GLubyte (*CMcolor)[4] = 0; GLubyte *mask = VB->CullMask + VB->Start; GLubyte *cullmask = mask; GLuint *flags = VB->Flag + VB->Start; GLuint cm_flags = 0; GLuint *indexResult[2]; struct gl_material (*new_material)[2] = VB->Material + VB->Start; GLuint *new_material_mask = VB->MaterialMask + VB->Start; GLuint nr = VB->Count - VB->Start; (void) cullmask; (void) nstride; (void) first_normal; (void) flags; VB->IndexPtr = VB->LitIndex[0]; VB->Index[0] = VB->LitIndex[0]; VB->Index[1] = VB->LitIndex[1]; indexResult[0] = VB->Index[0]->start; indexResult[1] = VB->Index[1]->start; /* loop over vertices */ if (ctx->Light.ColorMaterialEnabled) { cm_flags = VERT_RGBA; if (VB->ColorPtr->flags & VEC_BAD_STRIDE) gl_clean_color(VB); CMcolor = (GLubyte (*)[4])VB->ColorPtr->start; } for ( j=0 ; jLight.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; GLboolean normalized; /* 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_dirCosCutoff) { 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 (!LIGHT_REAR(*mask)) continue; side = 1; correction = -1; n_dot_VP = -n_dot_VP; } else { if (!LIGHT_FRONT(*mask)) continue; } /* accumulate diffuse term */ diffuse[side] += n_dot_VP * light->dli * attenuation; /* specular term */ if (!(light->Flags & LIGHT_SPECULAR)) continue; 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; normalized = 0; } else if (light->Flags & LIGHT_POSITIONAL) { h = VP; ACC_3V(h, ctx->EyeZDir); normalized = 0; } else { h = light->h_inf_norm; normalized = 1; } n_dot_h = correction * DOT3(normal, h); if (n_dot_h > 0.0F) { GLfloat spec_coef; struct gl_shine_tab *tab = ctx->ShineTable[side]; if (!normalized) { n_dot_h *= n_dot_h; n_dot_h /= LEN_SQUARED_3FV( h ); tab = ctx->ShineTable[side+2]; } 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++) { GLfloat index; struct gl_material *mat; if (!LIGHT_SIDE(*mask, side)) continue; mat = &ctx->Light.Material[side]; 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 ( flags[j] & cm_flags ) gl_update_color_material( ctx, CMcolor[j] ); if ( flags[j] & VERT_MATERIAL ) gl_update_material( ctx, new_material[j], new_material_mask[j] ); } static void TAG(init_shade_tab)( void ) { gl_shade_tab[IDX] = TAG(shade_rgba); gl_shade_fast_tab[IDX] = TAG(shade_fast_rgba); gl_shade_fast_single_tab[IDX] = TAG(shade_fast_rgba_single); gl_shade_spec_tab[IDX] = TAG(shade_rgba_spec); gl_shade_ci_tab[IDX] = TAG(shade_ci); } #undef TAG #undef INVALID #undef IDX #undef LIGHT_FRONT #undef LIGHT_REAR #undef LIGHT_SIDE #undef NR_SIDES #undef CULL