1 /* $Id: light.c,v 1.51 2002/06/15 02:38:16 brianp Exp $ */
4 * Mesa 3-D graphics library
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
39 #include "simple_list.h"
42 #include "math/m_xform.h"
43 #include "math/m_matrix.h"
47 /* XXX this is a bit of a hack needed for compilation within XFree86 */
54 _mesa_ShadeModel( GLenum mode
)
56 GET_CURRENT_CONTEXT(ctx
);
57 ASSERT_OUTSIDE_BEGIN_END(ctx
);
59 if (MESA_VERBOSE
& VERBOSE_API
)
60 _mesa_debug(ctx
, "glShadeModel %s\n", _mesa_lookup_enum_by_nr(mode
));
62 if (mode
!= GL_FLAT
&& mode
!= GL_SMOOTH
) {
63 _mesa_error( ctx
, GL_INVALID_ENUM
, "glShadeModel" );
67 if (ctx
->Light
.ShadeModel
== mode
)
70 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
71 ctx
->Light
.ShadeModel
= mode
;
72 ctx
->_TriangleCaps
^= DD_FLATSHADE
;
73 if (ctx
->Driver
.ShadeModel
)
74 (*ctx
->Driver
.ShadeModel
)( ctx
, mode
);
80 _mesa_Lightf( GLenum light
, GLenum pname
, GLfloat param
)
82 _mesa_Lightfv( light
, pname
, ¶m
);
87 _mesa_Lightfv( GLenum light
, GLenum pname
, const GLfloat
*params
)
89 GET_CURRENT_CONTEXT(ctx
);
90 GLint i
= (GLint
) (light
- GL_LIGHT0
);
91 struct gl_light
*l
= &ctx
->Light
.Light
[i
];
93 if (i
< 0 || i
>= (GLint
) ctx
->Const
.MaxLights
) {
94 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight" );
100 if (TEST_EQ_4V(l
->Ambient
, params
))
102 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
103 COPY_4V( l
->Ambient
, params
);
106 if (TEST_EQ_4V(l
->Diffuse
, params
))
108 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
109 COPY_4V( l
->Diffuse
, params
);
112 if (TEST_EQ_4V(l
->Specular
, params
))
114 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
115 COPY_4V( l
->Specular
, params
);
119 /* transform position by ModelView matrix */
120 TRANSFORM_POINT( tmp
, ctx
->ModelviewMatrixStack
.Top
->m
, params
);
121 if (TEST_EQ_4V(l
->EyePosition
, tmp
))
123 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
124 COPY_4V(l
->EyePosition
, tmp
);
125 if (l
->EyePosition
[3] != 0.0F
)
126 l
->_Flags
|= LIGHT_POSITIONAL
;
128 l
->_Flags
&= ~LIGHT_POSITIONAL
;
131 case GL_SPOT_DIRECTION
: {
133 /* transform direction by inverse modelview */
134 if (ctx
->ModelviewMatrixStack
.Top
->flags
& MAT_DIRTY_INVERSE
) {
135 _math_matrix_analyse( ctx
->ModelviewMatrixStack
.Top
);
137 TRANSFORM_NORMAL( tmp
, params
, ctx
->ModelviewMatrixStack
.Top
->inv
);
138 if (TEST_EQ_3V(l
->EyeDirection
, tmp
))
140 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
141 COPY_3V(l
->EyeDirection
, tmp
);
144 case GL_SPOT_EXPONENT
:
145 if (params
[0]<0.0 || params
[0]>128.0) {
146 _mesa_error( ctx
, GL_INVALID_VALUE
, "glLight" );
149 if (l
->SpotExponent
== params
[0])
151 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
152 l
->SpotExponent
= params
[0];
153 _mesa_invalidate_spot_exp_table( l
);
156 if ((params
[0]<0.0 || params
[0]>90.0) && params
[0]!=180.0) {
157 _mesa_error( ctx
, GL_INVALID_VALUE
, "glLight" );
160 if (l
->SpotCutoff
== params
[0])
162 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
163 l
->SpotCutoff
= params
[0];
164 l
->_CosCutoff
= (GLfloat
) cos(params
[0]*DEG2RAD
);
165 if (l
->_CosCutoff
< 0)
167 if (l
->SpotCutoff
!= 180.0F
)
168 l
->_Flags
|= LIGHT_SPOT
;
170 l
->_Flags
&= ~LIGHT_SPOT
;
172 case GL_CONSTANT_ATTENUATION
:
174 _mesa_error( ctx
, GL_INVALID_VALUE
, "glLight" );
177 if (l
->ConstantAttenuation
== params
[0])
179 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
180 l
->ConstantAttenuation
= params
[0];
182 case GL_LINEAR_ATTENUATION
:
184 _mesa_error( ctx
, GL_INVALID_VALUE
, "glLight" );
187 if (l
->LinearAttenuation
== params
[0])
189 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
190 l
->LinearAttenuation
= params
[0];
192 case GL_QUADRATIC_ATTENUATION
:
194 _mesa_error( ctx
, GL_INVALID_VALUE
, "glLight" );
197 if (l
->QuadraticAttenuation
== params
[0])
199 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
200 l
->QuadraticAttenuation
= params
[0];
203 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLight" );
207 if (ctx
->Driver
.Lightfv
)
208 ctx
->Driver
.Lightfv( ctx
, light
, pname
, params
);
213 _mesa_Lighti( GLenum light
, GLenum pname
, GLint param
)
215 _mesa_Lightiv( light
, pname
, ¶m
);
220 _mesa_Lightiv( GLenum light
, GLenum pname
, const GLint
*params
)
228 fparam
[0] = INT_TO_FLOAT( params
[0] );
229 fparam
[1] = INT_TO_FLOAT( params
[1] );
230 fparam
[2] = INT_TO_FLOAT( params
[2] );
231 fparam
[3] = INT_TO_FLOAT( params
[3] );
234 fparam
[0] = (GLfloat
) params
[0];
235 fparam
[1] = (GLfloat
) params
[1];
236 fparam
[2] = (GLfloat
) params
[2];
237 fparam
[3] = (GLfloat
) params
[3];
239 case GL_SPOT_DIRECTION
:
240 fparam
[0] = (GLfloat
) params
[0];
241 fparam
[1] = (GLfloat
) params
[1];
242 fparam
[2] = (GLfloat
) params
[2];
244 case GL_SPOT_EXPONENT
:
246 case GL_CONSTANT_ATTENUATION
:
247 case GL_LINEAR_ATTENUATION
:
248 case GL_QUADRATIC_ATTENUATION
:
249 fparam
[0] = (GLfloat
) params
[0];
252 /* error will be caught later in gl_Lightfv */
256 _mesa_Lightfv( light
, pname
, fparam
);
262 _mesa_GetLightfv( GLenum light
, GLenum pname
, GLfloat
*params
)
264 GET_CURRENT_CONTEXT(ctx
);
265 GLint l
= (GLint
) (light
- GL_LIGHT0
);
266 ASSERT_OUTSIDE_BEGIN_END(ctx
);
268 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
269 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
275 COPY_4V( params
, ctx
->Light
.Light
[l
].Ambient
);
278 COPY_4V( params
, ctx
->Light
.Light
[l
].Diffuse
);
281 COPY_4V( params
, ctx
->Light
.Light
[l
].Specular
);
284 COPY_4V( params
, ctx
->Light
.Light
[l
].EyePosition
);
286 case GL_SPOT_DIRECTION
:
287 COPY_3V( params
, ctx
->Light
.Light
[l
].EyeDirection
);
289 case GL_SPOT_EXPONENT
:
290 params
[0] = ctx
->Light
.Light
[l
].SpotExponent
;
293 params
[0] = ctx
->Light
.Light
[l
].SpotCutoff
;
295 case GL_CONSTANT_ATTENUATION
:
296 params
[0] = ctx
->Light
.Light
[l
].ConstantAttenuation
;
298 case GL_LINEAR_ATTENUATION
:
299 params
[0] = ctx
->Light
.Light
[l
].LinearAttenuation
;
301 case GL_QUADRATIC_ATTENUATION
:
302 params
[0] = ctx
->Light
.Light
[l
].QuadraticAttenuation
;
305 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightfv" );
313 _mesa_GetLightiv( GLenum light
, GLenum pname
, GLint
*params
)
315 GET_CURRENT_CONTEXT(ctx
);
316 GLint l
= (GLint
) (light
- GL_LIGHT0
);
317 ASSERT_OUTSIDE_BEGIN_END(ctx
);
319 if (l
< 0 || l
>= (GLint
) ctx
->Const
.MaxLights
) {
320 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
326 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[0]);
327 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[1]);
328 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[2]);
329 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Ambient
[3]);
332 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[0]);
333 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[1]);
334 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[2]);
335 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Diffuse
[3]);
338 params
[0] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[0]);
339 params
[1] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[1]);
340 params
[2] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[2]);
341 params
[3] = FLOAT_TO_INT(ctx
->Light
.Light
[l
].Specular
[3]);
344 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[0];
345 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[1];
346 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[2];
347 params
[3] = (GLint
) ctx
->Light
.Light
[l
].EyePosition
[3];
349 case GL_SPOT_DIRECTION
:
350 params
[0] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[0];
351 params
[1] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[1];
352 params
[2] = (GLint
) ctx
->Light
.Light
[l
].EyeDirection
[2];
354 case GL_SPOT_EXPONENT
:
355 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotExponent
;
358 params
[0] = (GLint
) ctx
->Light
.Light
[l
].SpotCutoff
;
360 case GL_CONSTANT_ATTENUATION
:
361 params
[0] = (GLint
) ctx
->Light
.Light
[l
].ConstantAttenuation
;
363 case GL_LINEAR_ATTENUATION
:
364 params
[0] = (GLint
) ctx
->Light
.Light
[l
].LinearAttenuation
;
366 case GL_QUADRATIC_ATTENUATION
:
367 params
[0] = (GLint
) ctx
->Light
.Light
[l
].QuadraticAttenuation
;
370 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetLightiv" );
377 /**********************************************************************/
378 /*** Light Model ***/
379 /**********************************************************************/
383 _mesa_LightModelfv( GLenum pname
, const GLfloat
*params
)
387 GET_CURRENT_CONTEXT(ctx
);
388 ASSERT_OUTSIDE_BEGIN_END(ctx
);
391 case GL_LIGHT_MODEL_AMBIENT
:
392 if (TEST_EQ_4V( ctx
->Light
.Model
.Ambient
, params
))
394 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
395 COPY_4V( ctx
->Light
.Model
.Ambient
, params
);
397 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
398 newbool
= (params
[0]!=0.0);
399 if (ctx
->Light
.Model
.LocalViewer
== newbool
)
401 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
402 ctx
->Light
.Model
.LocalViewer
= newbool
;
404 case GL_LIGHT_MODEL_TWO_SIDE
:
405 newbool
= (params
[0]!=0.0);
406 if (ctx
->Light
.Model
.TwoSide
== newbool
)
408 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
409 ctx
->Light
.Model
.TwoSide
= newbool
;
411 if (ctx
->Light
.Enabled
&& ctx
->Light
.Model
.TwoSide
)
412 ctx
->_TriangleCaps
|= DD_TRI_LIGHT_TWOSIDE
;
414 ctx
->_TriangleCaps
&= ~DD_TRI_LIGHT_TWOSIDE
;
416 case GL_LIGHT_MODEL_COLOR_CONTROL
:
417 if (params
[0] == (GLfloat
) GL_SINGLE_COLOR
)
418 newenum
= GL_SINGLE_COLOR
;
419 else if (params
[0] == (GLfloat
) GL_SEPARATE_SPECULAR_COLOR
)
420 newenum
= GL_SEPARATE_SPECULAR_COLOR
;
422 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel(param)" );
425 if (ctx
->Light
.Model
.ColorControl
== newenum
)
427 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
428 ctx
->Light
.Model
.ColorControl
= newenum
;
430 if ((ctx
->Light
.Enabled
&&
431 ctx
->Light
.Model
.ColorControl
==GL_SEPARATE_SPECULAR_COLOR
)
432 || ctx
->Fog
.ColorSumEnabled
)
433 ctx
->_TriangleCaps
|= DD_SEPARATE_SPECULAR
;
435 ctx
->_TriangleCaps
&= ~DD_SEPARATE_SPECULAR
;
439 _mesa_error( ctx
, GL_INVALID_ENUM
, "glLightModel" );
443 if (ctx
->Driver
.LightModelfv
)
444 ctx
->Driver
.LightModelfv( ctx
, pname
, params
);
449 _mesa_LightModeliv( GLenum pname
, const GLint
*params
)
454 case GL_LIGHT_MODEL_AMBIENT
:
455 fparam
[0] = INT_TO_FLOAT( params
[0] );
456 fparam
[1] = INT_TO_FLOAT( params
[1] );
457 fparam
[2] = INT_TO_FLOAT( params
[2] );
458 fparam
[3] = INT_TO_FLOAT( params
[3] );
460 case GL_LIGHT_MODEL_LOCAL_VIEWER
:
461 case GL_LIGHT_MODEL_TWO_SIDE
:
462 case GL_LIGHT_MODEL_COLOR_CONTROL
:
463 fparam
[0] = (GLfloat
) params
[0];
466 /* Error will be caught later in gl_LightModelfv */
469 _mesa_LightModelfv( pname
, fparam
);
474 _mesa_LightModeli( GLenum pname
, GLint param
)
476 _mesa_LightModeliv( pname
, ¶m
);
481 _mesa_LightModelf( GLenum pname
, GLfloat param
)
483 _mesa_LightModelfv( pname
, ¶m
);
488 /********** MATERIAL **********/
492 * Given a face and pname value (ala glColorMaterial), compute a bitmask
493 * of the targeted material values.
496 _mesa_material_bitmask( GLcontext
*ctx
, GLenum face
, GLenum pname
,
497 GLuint legal
, const char *where
)
501 /* Make a bitmask indicating what material attribute(s) we're updating */
504 bitmask
|= FRONT_EMISSION_BIT
| BACK_EMISSION_BIT
;
507 bitmask
|= FRONT_AMBIENT_BIT
| BACK_AMBIENT_BIT
;
510 bitmask
|= FRONT_DIFFUSE_BIT
| BACK_DIFFUSE_BIT
;
513 bitmask
|= FRONT_SPECULAR_BIT
| BACK_SPECULAR_BIT
;
516 bitmask
|= FRONT_SHININESS_BIT
| BACK_SHININESS_BIT
;
518 case GL_AMBIENT_AND_DIFFUSE
:
519 bitmask
|= FRONT_AMBIENT_BIT
| BACK_AMBIENT_BIT
;
520 bitmask
|= FRONT_DIFFUSE_BIT
| BACK_DIFFUSE_BIT
;
522 case GL_COLOR_INDEXES
:
523 bitmask
|= FRONT_INDEXES_BIT
| BACK_INDEXES_BIT
;
526 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
530 if (face
==GL_FRONT
) {
531 bitmask
&= FRONT_MATERIAL_BITS
;
533 else if (face
==GL_BACK
) {
534 bitmask
&= BACK_MATERIAL_BITS
;
536 else if (face
!= GL_FRONT_AND_BACK
) {
537 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
541 if (bitmask
& ~legal
) {
542 _mesa_error( ctx
, GL_INVALID_ENUM
, where
);
550 /* Perform a straight copy between pairs of materials.
552 void _mesa_copy_material_pairs( struct gl_material dst
[2],
553 const struct gl_material src
[2],
556 if (bitmask
& FRONT_EMISSION_BIT
) {
557 COPY_4FV( dst
[0].Emission
, src
[0].Emission
);
559 if (bitmask
& BACK_EMISSION_BIT
) {
560 COPY_4FV( dst
[1].Emission
, src
[1].Emission
);
562 if (bitmask
& FRONT_AMBIENT_BIT
) {
563 COPY_4FV( dst
[0].Ambient
, src
[0].Ambient
);
565 if (bitmask
& BACK_AMBIENT_BIT
) {
566 COPY_4FV( dst
[1].Ambient
, src
[1].Ambient
);
568 if (bitmask
& FRONT_DIFFUSE_BIT
) {
569 COPY_4FV( dst
[0].Diffuse
, src
[0].Diffuse
);
571 if (bitmask
& BACK_DIFFUSE_BIT
) {
572 COPY_4FV( dst
[1].Diffuse
, src
[1].Diffuse
);
574 if (bitmask
& FRONT_SPECULAR_BIT
) {
575 COPY_4FV( dst
[0].Specular
, src
[0].Specular
);
577 if (bitmask
& BACK_SPECULAR_BIT
) {
578 COPY_4FV( dst
[1].Specular
, src
[1].Specular
);
580 if (bitmask
& FRONT_SHININESS_BIT
) {
581 dst
[0].Shininess
= src
[0].Shininess
;
583 if (bitmask
& BACK_SHININESS_BIT
) {
584 dst
[1].Shininess
= src
[1].Shininess
;
586 if (bitmask
& FRONT_INDEXES_BIT
) {
587 dst
[0].AmbientIndex
= src
[0].AmbientIndex
;
588 dst
[0].DiffuseIndex
= src
[0].DiffuseIndex
;
589 dst
[0].SpecularIndex
= src
[0].SpecularIndex
;
591 if (bitmask
& BACK_INDEXES_BIT
) {
592 dst
[1].AmbientIndex
= src
[1].AmbientIndex
;
593 dst
[1].DiffuseIndex
= src
[1].DiffuseIndex
;
594 dst
[1].SpecularIndex
= src
[1].SpecularIndex
;
600 * Check if the global material has to be updated with info that was
601 * associated with a vertex via glMaterial.
602 * This function is used when any material values get changed between
603 * glBegin/glEnd either by calling glMaterial() or by calling glColor()
604 * when GL_COLOR_MATERIAL is enabled.
606 * src[0] is front material, src[1] is back material
608 * Additionally keeps the precomputed lighting state uptodate.
610 void _mesa_update_material( GLcontext
*ctx
,
611 const struct gl_material src
[2],
614 struct gl_light
*light
, *list
= &ctx
->Light
.EnabledList
;
616 if (ctx
->Light
.ColorMaterialEnabled
)
617 bitmask
&= ~ctx
->Light
.ColorMaterialBitmask
;
619 if (MESA_VERBOSE
&VERBOSE_IMMEDIATE
)
620 _mesa_debug(ctx
, "_mesa_update_material, mask 0x%x\n", bitmask
);
625 /* update material emission */
626 if (bitmask
& FRONT_EMISSION_BIT
) {
627 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
628 COPY_4FV( mat
->Emission
, src
[0].Emission
);
630 if (bitmask
& BACK_EMISSION_BIT
) {
631 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
632 COPY_4FV( mat
->Emission
, src
[1].Emission
);
635 /* update material ambience */
636 if (bitmask
& FRONT_AMBIENT_BIT
) {
637 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
638 COPY_4FV( mat
->Ambient
, src
[0].Ambient
);
639 foreach (light
, list
) {
640 SCALE_3V( light
->_MatAmbient
[0], light
->Ambient
, src
[0].Ambient
);
643 if (bitmask
& BACK_AMBIENT_BIT
) {
644 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
645 COPY_4FV( mat
->Ambient
, src
[1].Ambient
);
646 foreach (light
, list
) {
647 SCALE_3V( light
->_MatAmbient
[1], light
->Ambient
, src
[1].Ambient
);
651 /* update BaseColor = emission + scene's ambience * material's ambience */
652 if (bitmask
& (FRONT_EMISSION_BIT
| FRONT_AMBIENT_BIT
)) {
653 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
654 COPY_3V( ctx
->Light
._BaseColor
[0], mat
->Emission
);
655 ACC_SCALE_3V( ctx
->Light
._BaseColor
[0], mat
->Ambient
,
656 ctx
->Light
.Model
.Ambient
);
658 if (bitmask
& (BACK_EMISSION_BIT
| BACK_AMBIENT_BIT
)) {
659 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
660 COPY_3V( ctx
->Light
._BaseColor
[1], mat
->Emission
);
661 ACC_SCALE_3V( ctx
->Light
._BaseColor
[1], mat
->Ambient
,
662 ctx
->Light
.Model
.Ambient
);
665 /* update material diffuse values */
666 if (bitmask
& FRONT_DIFFUSE_BIT
) {
667 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
668 COPY_4FV( mat
->Diffuse
, src
[0].Diffuse
);
669 foreach (light
, list
) {
670 SCALE_3V( light
->_MatDiffuse
[0], light
->Diffuse
, mat
->Diffuse
);
673 if (bitmask
& BACK_DIFFUSE_BIT
) {
674 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
675 COPY_4FV( mat
->Diffuse
, src
[1].Diffuse
);
676 foreach (light
, list
) {
677 SCALE_3V( light
->_MatDiffuse
[1], light
->Diffuse
, mat
->Diffuse
);
681 /* update material specular values */
682 if (bitmask
& FRONT_SPECULAR_BIT
) {
683 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
684 COPY_4FV( mat
->Specular
, src
[0].Specular
);
685 foreach (light
, list
) {
686 SCALE_3V( light
->_MatSpecular
[0], light
->Specular
, mat
->Specular
);
689 if (bitmask
& BACK_SPECULAR_BIT
) {
690 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
691 COPY_4FV( mat
->Specular
, src
[1].Specular
);
692 foreach (light
, list
) {
693 SCALE_3V( light
->_MatSpecular
[1], light
->Specular
, mat
->Specular
);
697 if (bitmask
& FRONT_SHININESS_BIT
) {
698 ctx
->Light
.Material
[0].Shininess
= src
[0].Shininess
;
699 _mesa_invalidate_shine_table( ctx
, 0 );
701 if (bitmask
& BACK_SHININESS_BIT
) {
702 ctx
->Light
.Material
[1].Shininess
= src
[1].Shininess
;
703 _mesa_invalidate_shine_table( ctx
, 1 );
706 if (bitmask
& FRONT_INDEXES_BIT
) {
707 ctx
->Light
.Material
[0].AmbientIndex
= src
[0].AmbientIndex
;
708 ctx
->Light
.Material
[0].DiffuseIndex
= src
[0].DiffuseIndex
;
709 ctx
->Light
.Material
[0].SpecularIndex
= src
[0].SpecularIndex
;
711 if (bitmask
& BACK_INDEXES_BIT
) {
712 ctx
->Light
.Material
[1].AmbientIndex
= src
[1].AmbientIndex
;
713 ctx
->Light
.Material
[1].DiffuseIndex
= src
[1].DiffuseIndex
;
714 ctx
->Light
.Material
[1].SpecularIndex
= src
[1].SpecularIndex
;
718 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
719 _mesa_debug(ctx
, "update_mat emission : %f %f %f\n",
720 mat
->Emission
[0], mat
->Emission
[1], mat
->Emission
[2]);
721 _mesa_debug(ctx
, "update_mat specular : %f %f %f\n",
722 mat
->Specular
[0], mat
->Specular
[1], mat
->Specular
[2]);
723 _mesa_debug(ctx
, "update_mat diffuse : %f %f %f\n",
724 mat
->Diffuse
[0], mat
->Diffuse
[1], mat
->Diffuse
[2]);
725 _mesa_debug(ctx
, "update_mat ambient : %f %f %f\n",
726 mat
->Ambient
[0], mat
->Ambient
[1], mat
->Ambient
[2]);
737 * Update the current materials from the given rgba color
738 * according to the bitmask in ColorMaterialBitmask, which is
739 * set by glColorMaterial().
741 void _mesa_update_color_material( GLcontext
*ctx
,
742 const GLfloat color
[4] )
744 struct gl_light
*light
, *list
= &ctx
->Light
.EnabledList
;
745 GLuint bitmask
= ctx
->Light
.ColorMaterialBitmask
;
747 if (MESA_VERBOSE
&VERBOSE_IMMEDIATE
)
748 _mesa_debug(ctx
, "_mesa_update_color_material, mask 0x%x\n", bitmask
);
750 /* update emissive colors */
751 if (bitmask
& FRONT_EMISSION_BIT
) {
752 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
753 COPY_4FV( mat
->Emission
, color
);
756 if (bitmask
& BACK_EMISSION_BIT
) {
757 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
758 COPY_4FV( mat
->Emission
, color
);
761 /* update light->_MatAmbient = light's ambient * material's ambient */
762 if (bitmask
& FRONT_AMBIENT_BIT
) {
763 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
764 foreach (light
, list
) {
765 SCALE_3V( light
->_MatAmbient
[0], light
->Ambient
, color
);
767 COPY_4FV( mat
->Ambient
, color
);
770 if (bitmask
& BACK_AMBIENT_BIT
) {
771 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
772 foreach (light
, list
) {
773 SCALE_3V( light
->_MatAmbient
[1], light
->Ambient
, color
);
775 COPY_4FV( mat
->Ambient
, color
);
778 /* update BaseColor = emission + scene's ambience * material's ambience */
779 if (bitmask
& (FRONT_EMISSION_BIT
| FRONT_AMBIENT_BIT
)) {
780 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
781 COPY_3V( ctx
->Light
._BaseColor
[0], mat
->Emission
);
782 ACC_SCALE_3V( ctx
->Light
._BaseColor
[0], mat
->Ambient
, ctx
->Light
.Model
.Ambient
);
785 if (bitmask
& (BACK_EMISSION_BIT
| BACK_AMBIENT_BIT
)) {
786 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
787 COPY_3V( ctx
->Light
._BaseColor
[1], mat
->Emission
);
788 ACC_SCALE_3V( ctx
->Light
._BaseColor
[1], mat
->Ambient
, ctx
->Light
.Model
.Ambient
);
791 /* update light->_MatDiffuse = light's diffuse * material's diffuse */
792 if (bitmask
& FRONT_DIFFUSE_BIT
) {
793 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
794 COPY_4FV( mat
->Diffuse
, color
);
795 foreach (light
, list
) {
796 SCALE_3V( light
->_MatDiffuse
[0], light
->Diffuse
, mat
->Diffuse
);
800 if (bitmask
& BACK_DIFFUSE_BIT
) {
801 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
802 COPY_4FV( mat
->Diffuse
, color
);
803 foreach (light
, list
) {
804 SCALE_3V( light
->_MatDiffuse
[1], light
->Diffuse
, mat
->Diffuse
);
808 /* update light->_MatSpecular = light's specular * material's specular */
809 if (bitmask
& FRONT_SPECULAR_BIT
) {
810 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
811 COPY_4FV( mat
->Specular
, color
);
812 foreach (light
, list
) {
813 ACC_SCALE_3V( light
->_MatSpecular
[0], light
->Specular
, mat
->Specular
);
817 if (bitmask
& BACK_SPECULAR_BIT
) {
818 struct gl_material
*mat
= &ctx
->Light
.Material
[1];
819 COPY_4FV( mat
->Specular
, color
);
820 foreach (light
, list
) {
821 ACC_SCALE_3V( light
->_MatSpecular
[1], light
->Specular
, mat
->Specular
);
826 struct gl_material
*mat
= &ctx
->Light
.Material
[0];
827 _mesa_debug(ctx
, "update_color_mat emission : %f %f %f\n",
828 mat
->Emission
[0], mat
->Emission
[1], mat
->Emission
[2]);
829 _mesa_debug(ctx
, "update_color_mat specular : %f %f %f\n",
830 mat
->Specular
[0], mat
->Specular
[1], mat
->Specular
[2]);
831 _mesa_debug(ctx
, "update_color_mat diffuse : %f %f %f\n",
832 mat
->Diffuse
[0], mat
->Diffuse
[1], mat
->Diffuse
[2]);
833 _mesa_debug(ctx
, "update_color_mat ambient : %f %f %f\n",
834 mat
->Ambient
[0], mat
->Ambient
[1], mat
->Ambient
[2]);
842 _mesa_ColorMaterial( GLenum face
, GLenum mode
)
844 GET_CURRENT_CONTEXT(ctx
);
846 GLuint legal
= (FRONT_EMISSION_BIT
| BACK_EMISSION_BIT
|
847 FRONT_SPECULAR_BIT
| BACK_SPECULAR_BIT
|
848 FRONT_DIFFUSE_BIT
| BACK_DIFFUSE_BIT
|
849 FRONT_AMBIENT_BIT
| BACK_AMBIENT_BIT
);
850 ASSERT_OUTSIDE_BEGIN_END(ctx
);
852 if (MESA_VERBOSE
&VERBOSE_API
)
853 _mesa_debug(ctx
, "glColorMaterial %s %s\n",
854 _mesa_lookup_enum_by_nr(face
),
855 _mesa_lookup_enum_by_nr(mode
));
857 bitmask
= _mesa_material_bitmask(ctx
, face
, mode
, legal
, "glColorMaterial");
859 if (ctx
->Light
.ColorMaterialBitmask
== bitmask
&&
860 ctx
->Light
.ColorMaterialFace
== face
&&
861 ctx
->Light
.ColorMaterialMode
== mode
)
864 FLUSH_VERTICES(ctx
, _NEW_LIGHT
);
865 ctx
->Light
.ColorMaterialBitmask
= bitmask
;
866 ctx
->Light
.ColorMaterialFace
= face
;
867 ctx
->Light
.ColorMaterialMode
= mode
;
869 if (ctx
->Light
.ColorMaterialEnabled
) {
870 FLUSH_CURRENT( ctx
, 0 );
871 _mesa_update_color_material(ctx
,ctx
->Current
.Attrib
[VERT_ATTRIB_COLOR0
]);
874 if (ctx
->Driver
.ColorMaterial
)
875 (*ctx
->Driver
.ColorMaterial
)( ctx
, face
, mode
);
883 _mesa_GetMaterialfv( GLenum face
, GLenum pname
, GLfloat
*params
)
885 GET_CURRENT_CONTEXT(ctx
);
887 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
889 if (face
==GL_FRONT
) {
892 else if (face
==GL_BACK
) {
896 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(face)" );
901 COPY_4FV( params
, ctx
->Light
.Material
[f
].Ambient
);
904 COPY_4FV( params
, ctx
->Light
.Material
[f
].Diffuse
);
907 COPY_4FV( params
, ctx
->Light
.Material
[f
].Specular
);
910 COPY_4FV( params
, ctx
->Light
.Material
[f
].Emission
);
913 *params
= ctx
->Light
.Material
[f
].Shininess
;
915 case GL_COLOR_INDEXES
:
916 params
[0] = ctx
->Light
.Material
[f
].AmbientIndex
;
917 params
[1] = ctx
->Light
.Material
[f
].DiffuseIndex
;
918 params
[2] = ctx
->Light
.Material
[f
].SpecularIndex
;
921 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
928 _mesa_GetMaterialiv( GLenum face
, GLenum pname
, GLint
*params
)
930 GET_CURRENT_CONTEXT(ctx
);
932 ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx
); /* update materials */
934 if (face
==GL_FRONT
) {
937 else if (face
==GL_BACK
) {
941 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialiv(face)" );
946 params
[0] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Ambient
[0] );
947 params
[1] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Ambient
[1] );
948 params
[2] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Ambient
[2] );
949 params
[3] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Ambient
[3] );
952 params
[0] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Diffuse
[0] );
953 params
[1] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Diffuse
[1] );
954 params
[2] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Diffuse
[2] );
955 params
[3] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Diffuse
[3] );
958 params
[0] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Specular
[0] );
959 params
[1] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Specular
[1] );
960 params
[2] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Specular
[2] );
961 params
[3] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Specular
[3] );
964 params
[0] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Emission
[0] );
965 params
[1] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Emission
[1] );
966 params
[2] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Emission
[2] );
967 params
[3] = FLOAT_TO_INT( ctx
->Light
.Material
[f
].Emission
[3] );
970 *params
= ROUNDF( ctx
->Light
.Material
[f
].Shininess
);
972 case GL_COLOR_INDEXES
:
973 params
[0] = ROUNDF( ctx
->Light
.Material
[f
].AmbientIndex
);
974 params
[1] = ROUNDF( ctx
->Light
.Material
[f
].DiffuseIndex
);
975 params
[2] = ROUNDF( ctx
->Light
.Material
[f
].SpecularIndex
);
978 _mesa_error( ctx
, GL_INVALID_ENUM
, "glGetMaterialfv(pname)" );
985 /**********************************************************************/
986 /***** Lighting computation *****/
987 /**********************************************************************/
992 * When two-sided lighting is enabled we compute the color (or index)
993 * for both the front and back side of the primitive. Then, when the
994 * orientation of the facet is later learned, we can determine which
995 * color (or index) to use for rendering.
997 * KW: We now know orientation in advance and only shade for
998 * the side or sides which are actually required.
1002 * V = vertex position
1003 * P = light source position
1008 * // light at infinity
1009 * IF local_viewer THEN
1010 * _VP_inf_norm = unit vector from V to P // Precompute
1012 * // eye at infinity
1013 * _h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
1018 * Normalize( v ) = normalized vector v
1019 * Magnitude( v ) = length of vector v
1025 * Whenever the spotlight exponent for a light changes we must call
1026 * this function to recompute the exponent lookup table.
1029 _mesa_invalidate_spot_exp_table( struct gl_light
*l
)
1031 l
->_SpotExpTable
[0][0] = -1;
1034 static void validate_spot_exp_table( struct gl_light
*l
)
1037 GLdouble exponent
= l
->SpotExponent
;
1041 l
->_SpotExpTable
[0][0] = 0.0;
1043 for (i
= EXP_TABLE_SIZE
- 1; i
> 0 ;i
--) {
1045 tmp
= pow(i
/ (GLdouble
) (EXP_TABLE_SIZE
- 1), exponent
);
1046 if (tmp
< FLT_MIN
* 100.0) {
1051 l
->_SpotExpTable
[i
][0] = (GLfloat
) tmp
;
1053 for (i
= 0; i
< EXP_TABLE_SIZE
- 1; i
++) {
1054 l
->_SpotExpTable
[i
][1] = (l
->_SpotExpTable
[i
+1][0] -
1055 l
->_SpotExpTable
[i
][0]);
1057 l
->_SpotExpTable
[EXP_TABLE_SIZE
-1][1] = 0.0;
1063 /* Calculate a new shine table. Doing this here saves a branch in
1064 * lighting, and the cost of doing it early may be partially offset
1065 * by keeping a MRU cache of shine tables for various shine values.
1068 _mesa_invalidate_shine_table( GLcontext
*ctx
, GLuint i
)
1070 if (ctx
->_ShineTable
[i
])
1071 ctx
->_ShineTable
[i
]->refcount
--;
1072 ctx
->_ShineTable
[i
] = 0;
1075 static void validate_shine_table( GLcontext
*ctx
, GLuint i
, GLfloat shininess
)
1077 struct gl_shine_tab
*list
= ctx
->_ShineTabList
;
1078 struct gl_shine_tab
*s
;
1081 if ( s
->shininess
== shininess
)
1089 if (s
->refcount
== 0)
1094 if (shininess
== 0.0) {
1095 for (j
= 1 ; j
<= SHINE_TABLE_SIZE
; j
++)
1099 for (j
= 1 ; j
< SHINE_TABLE_SIZE
; j
++) {
1100 GLdouble t
, x
= j
/ (GLfloat
) (SHINE_TABLE_SIZE
- 1);
1101 if (x
< 0.005) /* underflow check */
1103 t
= pow(x
, shininess
);
1109 m
[SHINE_TABLE_SIZE
] = 1.0;
1112 s
->shininess
= shininess
;
1115 if (ctx
->_ShineTable
[i
])
1116 ctx
->_ShineTable
[i
]->refcount
--;
1118 ctx
->_ShineTable
[i
] = s
;
1119 move_to_tail( list
, s
);
1124 _mesa_validate_all_lighting_tables( GLcontext
*ctx
)
1129 shininess
= ctx
->Light
.Material
[0].Shininess
;
1130 if (!ctx
->_ShineTable
[0] || ctx
->_ShineTable
[0]->shininess
!= shininess
)
1131 validate_shine_table( ctx
, 0, shininess
);
1133 shininess
= ctx
->Light
.Material
[1].Shininess
;
1134 if (!ctx
->_ShineTable
[1] || ctx
->_ShineTable
[1]->shininess
!= shininess
)
1135 validate_shine_table( ctx
, 1, shininess
);
1137 for (i
= 0 ; i
< MAX_LIGHTS
; i
++)
1138 if (ctx
->Light
.Light
[i
]._SpotExpTable
[0][0] == -1)
1139 validate_spot_exp_table( &ctx
->Light
.Light
[i
] );
1146 * Examine current lighting parameters to determine if the optimized lighting
1147 * function can be used.
1148 * Also, precompute some lighting values such as the products of light
1149 * source and material ambient, diffuse and specular coefficients.
1152 _mesa_update_lighting( GLcontext
*ctx
)
1154 struct gl_light
*light
;
1155 ctx
->_NeedEyeCoords
&= ~NEED_EYE_LIGHT
;
1156 ctx
->_NeedNormals
&= ~NEED_NORMALS_LIGHT
;
1157 ctx
->Light
._Flags
= 0;
1159 if (!ctx
->Light
.Enabled
)
1162 ctx
->_NeedNormals
|= NEED_NORMALS_LIGHT
;
1164 foreach(light
, &ctx
->Light
.EnabledList
) {
1165 ctx
->Light
._Flags
|= light
->_Flags
;
1168 ctx
->Light
._NeedVertices
=
1169 ((ctx
->Light
._Flags
& (LIGHT_POSITIONAL
|LIGHT_SPOT
)) ||
1170 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
||
1171 ctx
->Light
.Model
.LocalViewer
);
1173 if ((ctx
->Light
._Flags
& LIGHT_POSITIONAL
) ||
1174 ctx
->Light
.Model
.LocalViewer
)
1175 ctx
->_NeedEyeCoords
|= NEED_EYE_LIGHT
;
1178 /* XXX: This test is overkill & needs to be fixed both for software and
1179 * hardware t&l drivers. The above should be sufficient & should
1180 * be tested to verify this.
1182 if (ctx
->Light
._NeedVertices
)
1183 ctx
->_NeedEyeCoords
|= NEED_EYE_LIGHT
;
1186 /* Precompute some shading values. Although we reference
1187 * Light.Material here, we can get away without flushing
1188 * FLUSH_UPDATE_CURRENT, as when any outstanding material changes
1189 * are flushed, they will update the derived state at that time.
1191 if (ctx
->Visual
.rgbMode
) {
1192 GLuint sides
= ctx
->Light
.Model
.TwoSide
? 2 : 1;
1194 for (side
=0; side
< sides
; side
++) {
1195 struct gl_material
*mat
= &ctx
->Light
.Material
[side
];
1197 COPY_3V(ctx
->Light
._BaseColor
[side
], mat
->Emission
);
1198 ACC_SCALE_3V(ctx
->Light
._BaseColor
[side
],
1199 ctx
->Light
.Model
.Ambient
,
1203 foreach (light
, &ctx
->Light
.EnabledList
) {
1204 for (side
=0; side
< sides
; side
++) {
1205 const struct gl_material
*mat
= &ctx
->Light
.Material
[side
];
1206 SCALE_3V( light
->_MatDiffuse
[side
], light
->Diffuse
, mat
->Diffuse
);
1207 SCALE_3V( light
->_MatAmbient
[side
], light
->Ambient
, mat
->Ambient
);
1208 SCALE_3V( light
->_MatSpecular
[side
], light
->Specular
,
1214 static const GLfloat ci
[3] = { .30F
, .59F
, .11F
};
1215 foreach(light
, &ctx
->Light
.EnabledList
) {
1216 light
->_dli
= DOT3(ci
, light
->Diffuse
);
1217 light
->_sli
= DOT3(ci
, light
->Specular
);
1225 * _TNL_NEW_NEED_EYE_COORDS
1227 * Update on (_NEW_MODELVIEW | _NEW_LIGHT) when lighting is enabled.
1228 * Also update on lighting space changes.
1231 _mesa_compute_light_positions( GLcontext
*ctx
)
1233 struct gl_light
*light
;
1234 static const GLfloat eye_z
[3] = { 0, 0, 1 };
1236 if (!ctx
->Light
.Enabled
)
1239 if (ctx
->_NeedEyeCoords
) {
1240 COPY_3V( ctx
->_EyeZDir
, eye_z
);
1243 TRANSFORM_NORMAL( ctx
->_EyeZDir
, eye_z
, ctx
->ModelviewMatrixStack
.Top
->m
);
1246 foreach (light
, &ctx
->Light
.EnabledList
) {
1248 if (ctx
->_NeedEyeCoords
) {
1249 COPY_4FV( light
->_Position
, light
->EyePosition
);
1252 TRANSFORM_POINT( light
->_Position
, ctx
->ModelviewMatrixStack
.Top
->inv
,
1253 light
->EyePosition
);
1256 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1257 /* VP (VP) = Normalize( Position ) */
1258 COPY_3V( light
->_VP_inf_norm
, light
->_Position
);
1259 NORMALIZE_3FV( light
->_VP_inf_norm
);
1261 if (!ctx
->Light
.Model
.LocalViewer
) {
1262 /* _h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
1263 ADD_3V( light
->_h_inf_norm
, light
->_VP_inf_norm
, ctx
->_EyeZDir
);
1264 NORMALIZE_3FV( light
->_h_inf_norm
);
1266 light
->_VP_inf_spot_attenuation
= 1.0;
1269 if (light
->_Flags
& LIGHT_SPOT
) {
1270 if (ctx
->_NeedEyeCoords
) {
1271 COPY_3V( light
->_NormDirection
, light
->EyeDirection
);
1274 TRANSFORM_NORMAL( light
->_NormDirection
,
1275 light
->EyeDirection
,
1276 ctx
->ModelviewMatrixStack
.Top
->m
);
1279 NORMALIZE_3FV( light
->_NormDirection
);
1281 if (!(light
->_Flags
& LIGHT_POSITIONAL
)) {
1282 GLfloat PV_dot_dir
= - DOT3(light
->_VP_inf_norm
,
1283 light
->_NormDirection
);
1285 if (PV_dot_dir
> light
->_CosCutoff
) {
1286 double x
= PV_dot_dir
* (EXP_TABLE_SIZE
-1);
1288 light
->_VP_inf_spot_attenuation
=
1289 (GLfloat
) (light
->_SpotExpTable
[k
][0] +
1290 (x
-k
)*light
->_SpotExpTable
[k
][1]);
1293 light
->_VP_inf_spot_attenuation
= 0;