s/Tungsten Graphics/VMware/
[mesa.git] / src / mesa / tnl / t_vb_lighttmp.h
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 */
46 static 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
228 static 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 */
409 static 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 */
514 static 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
620 static 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