DRI: Put back missing break-statement
[mesa.git] / src / mesa / tnl / t_vb_lighttmp.h
index a78f27761f58f90e13ebc2b86c3a690f80c01662..0a98c6b02a61f626cac681bb6c59ee1a59d2c698 100644 (file)
@@ -72,13 +72,13 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
    fprintf(stderr, "%s\n", __FUNCTION__ );
 #endif
 
-   VB->ColorPtr[0] = &store->LitColor[0];
-   VB->SecondaryColorPtr[0] = &store->LitSecondary[0];
+   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
+   VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &store->LitSecondary[0];
    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
 
 #if IDX & LIGHT_TWOSIDE
-   VB->ColorPtr[1] = &store->LitColor[1];
-   VB->SecondaryColorPtr[1] = &store->LitSecondary[1];
+   VB->BackfaceColorPtr = &store->LitColor[1];
+   VB->BackfaceSecondaryColorPtr = &store->LitSecondary[1];
    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
 #endif
 
@@ -141,7 +141,7 @@ static void TAG(light_rgba_spec)( GLcontext *ctx,
 
            /* spotlight attenuation */
            if (light->_Flags & LIGHT_SPOT) {
-              GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+              GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
 
               if (PV_dot_dir<light->_CosCutoff) {
                  continue; /* this light makes no contribution */
@@ -259,11 +259,11 @@ static void TAG(light_rgba)( GLcontext *ctx,
    fprintf(stderr, "%s\n", __FUNCTION__ );
 #endif
 
-   VB->ColorPtr[0] = &store->LitColor[0];
+   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
 
 #if IDX & LIGHT_TWOSIDE
-   VB->ColorPtr[1] = &store->LitColor[1];
+   VB->BackfaceColorPtr = &store->LitColor[1];
    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
 #endif
 
@@ -325,7 +325,7 @@ static void TAG(light_rgba)( GLcontext *ctx,
 
            /* spotlight attenuation */
            if (light->_Flags & LIGHT_SPOT) {
-              GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+              GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
 
               if (PV_dot_dir<light->_CosCutoff) {
                  continue; /* this light makes no contribution */
@@ -449,9 +449,9 @@ static void TAG(light_fast_rgba_single)( GLcontext *ctx,
 
    (void) input;               /* doesn't refer to Eye or Obj */
 
-   VB->ColorPtr[0] = &store->LitColor[0];
+   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
 #if IDX & LIGHT_TWOSIDE
-   VB->ColorPtr[1] = &store->LitColor[1];
+   VB->BackfaceColorPtr = &store->LitColor[1];
 #endif
 
    if (nr > 1) {
@@ -559,9 +559,9 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
    sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
    sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
 
-   VB->ColorPtr[0] = &store->LitColor[0];
+   VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
 #if IDX & LIGHT_TWOSIDE
-   VB->ColorPtr[1] = &store->LitColor[1];
+   VB->BackfaceColorPtr = &store->LitColor[1];
 #endif
 
    if (nr > 1) {
@@ -637,185 +637,12 @@ static void TAG(light_fast_rgba)( GLcontext *ctx,
 
 
 
-
-/*
- * Use current lighting/material settings to compute the color indexes
- * for an array of vertices.
- * Input:  n - number of vertices to light
- *         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(light_ci)( GLcontext *ctx,
-                          struct vertex_buffer *VB,
-                          struct tnl_pipeline_stage *stage,
-                          GLvector4f *input )
-{
-   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
-   GLuint j;
-   const GLuint vstride = input->stride;
-   const GLfloat *vertex = (GLfloat *) input->data;
-   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
-   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
-   GLfloat *indexResult[2];
-   const GLuint nr = VB->Count;
-
-#ifdef TRACE
-   fprintf(stderr, "%s\n", __FUNCTION__ );
-#endif
-
-   VB->IndexPtr[0] = &store->LitIndex[0];
-#if IDX & LIGHT_TWOSIDE
-   VB->IndexPtr[1] = &store->LitIndex[1];
-#endif
-
-   indexResult[0] = (GLfloat *)VB->IndexPtr[0]->data;
-#if IDX & LIGHT_TWOSIDE
-   indexResult[1] = (GLfloat *)VB->IndexPtr[1]->data;
-#endif
-
-   /* loop over vertices */
-   for (j=0; j<nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal, nstride)) {
-      GLfloat diffuse[2], specular[2];
-      GLuint side = 0;
-      struct gl_light *light;
-
-#if IDX & LIGHT_MATERIAL
-      update_materials( ctx, store );
-#endif
-
-      diffuse[0] = specular[0] = 0.0F;
-
-#if IDX & LIGHT_TWOSIDE
-        diffuse[1] = specular[1] = 0.0F;
-#endif
-
-      /* Accumulate diffuse and specular from each light source */
-      foreach (light, &ctx->Light.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;
-
-        /* 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 = (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_dir < light->_CosCutoff) {
-                 continue; /* this light makes no contribution */
-              }
-              else {
-                 GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);
-                 GLint k = (GLint) 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 */
-
-        n_dot_VP = DOT3( normal, VP );
-
-        /* which side are we lighting? */
-        if (n_dot_VP < 0.0F) {
-#if IDX & LIGHT_TWOSIDE
-           side = 1;
-           correction = -1;
-           n_dot_VP = -n_dot_VP;
-#else
-            continue;
-#endif
-        }
-
-        /* accumulate diffuse term */
-        diffuse[side] += n_dot_VP * light->_dli * attenuation;
-
-        /* specular term */
-        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;
-           NORMALIZE_3FV(h);
-        }
-        else if (light->_Flags & LIGHT_POSITIONAL) {
-           h = VP;
-            /* Strangely, disabling this addition fixes a conformance
-             * problem.  If this code is enabled, l_sed.c fails.
-             */
-           /*ACC_3V(h, ctx->_EyeZDir);*/
-           NORMALIZE_3FV(h);
-        }
-         else {
-           h = light->_h_inf_norm;
-        }
-
-        n_dot_h = correction * DOT3(normal, h);
-        if (n_dot_h > 0.0F) {
-           GLfloat spec_coef;
-           struct gl_shine_tab *tab = ctx->_ShineTable[side];
-           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++) {
-        const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];
-        GLfloat index;
-
-        if (specular[side] > 1.0F) {
-           index = ind[MAT_INDEX_SPECULAR];
-        }
-        else {
-           GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];
-           GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];
-           index = (ind[MAT_INDEX_AMBIENT]
-                    + diffuse[side] * (1.0F-specular[side]) * d_a
-                    + specular[side] * s_a);
-           if (index > ind[MAT_INDEX_SPECULAR]) {
-              index = ind[MAT_INDEX_SPECULAR];
-           }
-        }
-        indexResult[side][j] = index;
-      }
-   } /*for vertex*/
-}
-
-
-
 static void TAG(init_light_tab)( void )
 {
    _tnl_light_tab[IDX] = TAG(light_rgba);
    _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
    _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
    _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
-   _tnl_light_ci_tab[IDX] = TAG(light_ci);
 }