mesa: Change "BRIAN PAUL" to "THE AUTHORS" in license text.
[mesa.git] / src / mesa / tnl / t_vb_lighttmp.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 5.1
4 *
5 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 *
25 * Authors:
26 * Brian Paul
27 * Keith Whitwell <keith@tungstengraphics.com>
28 */
29
30
31 #if IDX & LIGHT_TWOSIDE
32 # define NR_SIDES 2
33 #else
34 # define NR_SIDES 1
35 #endif
36
37
38 /* define TRACE to trace lighting code */
39 /* #define TRACE 1 */
40
41 /*
42 * ctx is the current context
43 * VB is the vertex buffer
44 * stage is the lighting stage-private data
45 * input is the vector of eye or object-space vertex coordinates
46 */
47 static void TAG(light_rgba_spec)( struct gl_context *ctx,
48 struct vertex_buffer *VB,
49 struct tnl_pipeline_stage *stage,
50 GLvector4f *input )
51 {
52 struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
53 GLfloat (*base)[3] = ctx->Light._BaseColor;
54 GLfloat sumA[2];
55 GLuint j;
56
57 const GLuint vstride = input->stride;
58 const GLfloat *vertex = (GLfloat *)input->data;
59 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
60 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
61
62 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
63 GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data;
64 #if IDX & LIGHT_TWOSIDE
65 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
66 GLfloat (*Bspec)[4] = (GLfloat (*)[4]) store->LitSecondary[1].data;
67 #endif
68
69 const GLuint nr = VB->Count;
70
71 #ifdef TRACE
72 fprintf(stderr, "%s\n", __FUNCTION__ );
73 #endif
74
75 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
76 VB->AttribPtr[_TNL_ATTRIB_COLOR1] = &store->LitSecondary[0];
77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
78
79 #if IDX & LIGHT_TWOSIDE
80 VB->BackfaceColorPtr = &store->LitColor[1];
81 VB->BackfaceSecondaryColorPtr = &store->LitSecondary[1];
82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
83 #endif
84
85
86 store->LitColor[0].stride = 16;
87 store->LitColor[1].stride = 16;
88
89 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
90 GLfloat sum[2][3], spec[2][3];
91 struct gl_light *light;
92
93 #if IDX & LIGHT_MATERIAL
94 update_materials( ctx, store );
95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
96 #if IDX & LIGHT_TWOSIDE
97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
98 #endif
99 #endif
100
101 COPY_3V(sum[0], base[0]);
102 ZERO_3V(spec[0]);
103
104 #if IDX & LIGHT_TWOSIDE
105 COPY_3V(sum[1], base[1]);
106 ZERO_3V(spec[1]);
107 #endif
108
109 /* Add contribution from each enabled light source */
110 foreach (light, &ctx->Light.EnabledList) {
111 GLfloat n_dot_h;
112 GLfloat correction;
113 GLint side;
114 GLfloat contrib[3];
115 GLfloat attenuation;
116 GLfloat VP[3]; /* unit vector from vertex to light */
117 GLfloat n_dot_VP; /* n dot VP */
118 GLfloat *h;
119
120 /* compute VP and attenuation */
121 if (!(light->_Flags & LIGHT_POSITIONAL)) {
122 /* directional light */
123 COPY_3V(VP, light->_VP_inf_norm);
124 attenuation = light->_VP_inf_spot_attenuation;
125 }
126 else {
127 GLfloat d; /* distance from vertex to light */
128
129 SUB_3V(VP, light->_Position, vertex);
130
131 d = (GLfloat) LEN_3FV( VP );
132
133 if (d > 1e-6) {
134 GLfloat invd = 1.0F / d;
135 SELF_SCALE_SCALAR_3V(VP, invd);
136 }
137
138 attenuation = 1.0F / (light->ConstantAttenuation + d *
139 (light->LinearAttenuation + d *
140 light->QuadraticAttenuation));
141
142 /* spotlight attenuation */
143 if (light->_Flags & LIGHT_SPOT) {
144 GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
145
146 if (PV_dot_dir<light->_CosCutoff) {
147 continue; /* this light makes no contribution */
148 }
149 else {
150 GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
151 attenuation *= spot;
152 }
153 }
154 }
155
156 if (attenuation < 1e-3)
157 continue; /* this light makes no contribution */
158
159 /* Compute dot product or normal and vector from V to light pos */
160 n_dot_VP = DOT3( normal, VP );
161
162 /* Which side gets the diffuse & specular terms? */
163 if (n_dot_VP < 0.0F) {
164 ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
165 #if IDX & LIGHT_TWOSIDE
166 side = 1;
167 correction = -1;
168 n_dot_VP = -n_dot_VP;
169 #else
170 continue;
171 #endif
172 }
173 else {
174 #if IDX & LIGHT_TWOSIDE
175 ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
176 #endif
177 side = 0;
178 correction = 1;
179 }
180
181 /* diffuse term */
182 COPY_3V(contrib, light->_MatAmbient[side]);
183 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
184 ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
185
186 /* specular term - cannibalize VP... */
187 if (ctx->Light.Model.LocalViewer) {
188 GLfloat v[3];
189 COPY_3V(v, vertex);
190 NORMALIZE_3FV(v);
191 SUB_3V(VP, VP, v); /* h = VP + VPe */
192 h = VP;
193 NORMALIZE_3FV(h);
194 }
195 else if (light->_Flags & LIGHT_POSITIONAL) {
196 h = VP;
197 ACC_3V(h, ctx->_EyeZDir);
198 NORMALIZE_3FV(h);
199 }
200 else {
201 h = light->_h_inf_norm;
202 }
203
204 n_dot_h = correction * DOT3(normal, h);
205
206 if (n_dot_h > 0.0F) {
207 GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
208 if (spec_coef > 1.0e-10) {
209 spec_coef *= attenuation;
210 ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
211 light->_MatSpecular[side]);
212 }
213 }
214 } /*loop over lights*/
215
216 COPY_3V( Fcolor[j], sum[0] );
217 COPY_3V( Fspec[j], spec[0] );
218 Fcolor[j][3] = sumA[0];
219
220 #if IDX & LIGHT_TWOSIDE
221 COPY_3V( Bcolor[j], sum[1] );
222 COPY_3V( Bspec[j], spec[1] );
223 Bcolor[j][3] = sumA[1];
224 #endif
225 }
226 }
227
228
229 static void TAG(light_rgba)( struct gl_context *ctx,
230 struct vertex_buffer *VB,
231 struct tnl_pipeline_stage *stage,
232 GLvector4f *input )
233 {
234 struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
235 GLuint j;
236
237 GLfloat (*base)[3] = ctx->Light._BaseColor;
238 GLfloat sumA[2];
239
240 const GLuint vstride = input->stride;
241 const GLfloat *vertex = (GLfloat *) input->data;
242 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
243 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
244
245 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
246 #if IDX & LIGHT_TWOSIDE
247 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
248 #endif
249
250 const GLuint nr = VB->Count;
251
252 #ifdef TRACE
253 fprintf(stderr, "%s\n", __FUNCTION__ );
254 #endif
255
256 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
257 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
258
259 #if IDX & LIGHT_TWOSIDE
260 VB->BackfaceColorPtr = &store->LitColor[1];
261 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
262 #endif
263
264 store->LitColor[0].stride = 16;
265 store->LitColor[1].stride = 16;
266
267 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
268 GLfloat sum[2][3];
269 struct gl_light *light;
270
271 #if IDX & LIGHT_MATERIAL
272 update_materials( ctx, store );
273 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
274 #if IDX & LIGHT_TWOSIDE
275 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
276 #endif
277 #endif
278
279 COPY_3V(sum[0], base[0]);
280
281 #if IDX & LIGHT_TWOSIDE
282 COPY_3V(sum[1], base[1]);
283 #endif
284
285 /* Add contribution from each enabled light source */
286 foreach (light, &ctx->Light.EnabledList) {
287
288 GLfloat n_dot_h;
289 GLfloat correction;
290 GLint side;
291 GLfloat contrib[3];
292 GLfloat attenuation = 1.0;
293 GLfloat VP[3]; /* unit vector from vertex to light */
294 GLfloat n_dot_VP; /* n dot VP */
295 GLfloat *h;
296
297 /* compute VP and attenuation */
298 if (!(light->_Flags & LIGHT_POSITIONAL)) {
299 /* directional light */
300 COPY_3V(VP, light->_VP_inf_norm);
301 attenuation = light->_VP_inf_spot_attenuation;
302 }
303 else {
304 GLfloat d; /* distance from vertex to light */
305
306
307 SUB_3V(VP, light->_Position, vertex);
308
309 d = (GLfloat) LEN_3FV( VP );
310
311 if ( d > 1e-6) {
312 GLfloat invd = 1.0F / d;
313 SELF_SCALE_SCALAR_3V(VP, invd);
314 }
315
316 attenuation = 1.0F / (light->ConstantAttenuation + d *
317 (light->LinearAttenuation + d *
318 light->QuadraticAttenuation));
319
320 /* spotlight attenuation */
321 if (light->_Flags & LIGHT_SPOT) {
322 GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
323
324 if (PV_dot_dir<light->_CosCutoff) {
325 continue; /* this light makes no contribution */
326 }
327 else {
328 GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
329 attenuation *= spot;
330 }
331 }
332 }
333
334 if (attenuation < 1e-3)
335 continue; /* this light makes no contribution */
336
337 /* Compute dot product or normal and vector from V to light pos */
338 n_dot_VP = DOT3( normal, VP );
339
340 /* which side are we lighting? */
341 if (n_dot_VP < 0.0F) {
342 ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->_MatAmbient[0]);
343 #if IDX & LIGHT_TWOSIDE
344 side = 1;
345 correction = -1;
346 n_dot_VP = -n_dot_VP;
347 #else
348 continue;
349 #endif
350 }
351 else {
352 #if IDX & LIGHT_TWOSIDE
353 ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->_MatAmbient[1]);
354 #endif
355 side = 0;
356 correction = 1;
357 }
358
359 COPY_3V(contrib, light->_MatAmbient[side]);
360
361 /* diffuse term */
362 ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->_MatDiffuse[side]);
363
364 /* specular term - cannibalize VP... */
365 {
366 if (ctx->Light.Model.LocalViewer) {
367 GLfloat v[3];
368 COPY_3V(v, vertex);
369 NORMALIZE_3FV(v);
370 SUB_3V(VP, VP, v); /* h = VP + VPe */
371 h = VP;
372 NORMALIZE_3FV(h);
373 }
374 else if (light->_Flags & LIGHT_POSITIONAL) {
375 h = VP;
376 ACC_3V(h, ctx->_EyeZDir);
377 NORMALIZE_3FV(h);
378 }
379 else {
380 h = light->_h_inf_norm;
381 }
382
383 n_dot_h = correction * DOT3(normal, h);
384
385 if (n_dot_h > 0.0F) {
386 GLfloat spec_coef = lookup_shininess(ctx, side, n_dot_h);
387 ACC_SCALE_SCALAR_3V( contrib, spec_coef,
388 light->_MatSpecular[side]);
389 }
390 }
391
392 ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
393 }
394
395 COPY_3V( Fcolor[j], sum[0] );
396 Fcolor[j][3] = sumA[0];
397
398 #if IDX & LIGHT_TWOSIDE
399 COPY_3V( Bcolor[j], sum[1] );
400 Bcolor[j][3] = sumA[1];
401 #endif
402 }
403 }
404
405
406
407
408 /* As below, but with just a single light.
409 */
410 static void TAG(light_fast_rgba_single)( struct gl_context *ctx,
411 struct vertex_buffer *VB,
412 struct tnl_pipeline_stage *stage,
413 GLvector4f *input )
414
415 {
416 struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
417 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
418 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
419 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
420 #if IDX & LIGHT_TWOSIDE
421 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
422 #endif
423 const struct gl_light *light = ctx->Light.EnabledList.next;
424 GLuint j = 0;
425 GLfloat base[2][4];
426 #if IDX & LIGHT_MATERIAL
427 const GLuint nr = VB->Count;
428 #else
429 const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
430 #endif
431
432 #ifdef TRACE
433 fprintf(stderr, "%s\n", __FUNCTION__ );
434 #endif
435
436 (void) input; /* doesn't refer to Eye or Obj */
437
438 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
439 #if IDX & LIGHT_TWOSIDE
440 VB->BackfaceColorPtr = &store->LitColor[1];
441 #endif
442
443 if (nr > 1) {
444 store->LitColor[0].stride = 16;
445 store->LitColor[1].stride = 16;
446 }
447 else {
448 store->LitColor[0].stride = 0;
449 store->LitColor[1].stride = 0;
450 }
451
452 for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
453
454 GLfloat n_dot_VP;
455
456 #if IDX & LIGHT_MATERIAL
457 update_materials( ctx, store );
458 #endif
459
460 /* No attenuation, so incoporate _MatAmbient into base color.
461 */
462 #if !(IDX & LIGHT_MATERIAL)
463 if ( j == 0 )
464 #endif
465 {
466 COPY_3V(base[0], light->_MatAmbient[0]);
467 ACC_3V(base[0], ctx->Light._BaseColor[0] );
468 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
469
470 #if IDX & LIGHT_TWOSIDE
471 COPY_3V(base[1], light->_MatAmbient[1]);
472 ACC_3V(base[1], ctx->Light._BaseColor[1]);
473 base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
474 #endif
475 }
476
477 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
478
479 if (n_dot_VP < 0.0F) {
480 #if IDX & LIGHT_TWOSIDE
481 GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);
482 GLfloat sum[3];
483 COPY_3V(sum, base[1]);
484 ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);
485 if (n_dot_h > 0.0F) {
486 GLfloat spec = lookup_shininess(ctx, 1, n_dot_h);
487 ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);
488 }
489 COPY_3V(Bcolor[j], sum );
490 Bcolor[j][3] = base[1][3];
491 #endif
492 COPY_4FV(Fcolor[j], base[0]);
493 }
494 else {
495 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);
496 GLfloat sum[3];
497 COPY_3V(sum, base[0]);
498 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);
499 if (n_dot_h > 0.0F) {
500 GLfloat spec = lookup_shininess(ctx, 0, n_dot_h);
501 ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);
502 }
503 COPY_3V(Fcolor[j], sum );
504 Fcolor[j][3] = base[0][3];
505 #if IDX & LIGHT_TWOSIDE
506 COPY_4FV(Bcolor[j], base[1]);
507 #endif
508 }
509 }
510 }
511
512
513 /* Light infinite lights
514 */
515 static void TAG(light_fast_rgba)( struct gl_context *ctx,
516 struct vertex_buffer *VB,
517 struct tnl_pipeline_stage *stage,
518 GLvector4f *input )
519 {
520 struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
521 GLfloat sumA[2];
522 const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
523 const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
524 GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
525 #if IDX & LIGHT_TWOSIDE
526 GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
527 #endif
528 GLuint j = 0;
529 #if IDX & LIGHT_MATERIAL
530 const GLuint nr = VB->Count;
531 #else
532 const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
533 #endif
534 const struct gl_light *light;
535
536 #ifdef TRACE
537 fprintf(stderr, "%s %d\n", __FUNCTION__, nr );
538 #endif
539
540 (void) input;
541
542 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
543 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
544
545 VB->AttribPtr[_TNL_ATTRIB_COLOR0] = &store->LitColor[0];
546 #if IDX & LIGHT_TWOSIDE
547 VB->BackfaceColorPtr = &store->LitColor[1];
548 #endif
549
550 if (nr > 1) {
551 store->LitColor[0].stride = 16;
552 store->LitColor[1].stride = 16;
553 }
554 else {
555 store->LitColor[0].stride = 0;
556 store->LitColor[1].stride = 0;
557 }
558
559 for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {
560
561 GLfloat sum[2][3];
562
563 #if IDX & LIGHT_MATERIAL
564 update_materials( ctx, store );
565
566 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
567 #if IDX & LIGHT_TWOSIDE
568 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
569 #endif
570 #endif
571
572
573 COPY_3V(sum[0], ctx->Light._BaseColor[0]);
574 #if IDX & LIGHT_TWOSIDE
575 COPY_3V(sum[1], ctx->Light._BaseColor[1]);
576 #endif
577
578 foreach (light, &ctx->Light.EnabledList) {
579 GLfloat n_dot_h, n_dot_VP, spec;
580
581 ACC_3V(sum[0], light->_MatAmbient[0]);
582 #if IDX & LIGHT_TWOSIDE
583 ACC_3V(sum[1], light->_MatAmbient[1]);
584 #endif
585
586 n_dot_VP = DOT3(normal, light->_VP_inf_norm);
587
588 if (n_dot_VP > 0.0F) {
589 ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);
590 n_dot_h = DOT3(normal, light->_h_inf_norm);
591 if (n_dot_h > 0.0F) {
592 spec = lookup_shininess(ctx, 0, n_dot_h);
593 ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);
594 }
595 }
596 #if IDX & LIGHT_TWOSIDE
597 else {
598 ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);
599 n_dot_h = -DOT3(normal, light->_h_inf_norm);
600 if (n_dot_h > 0.0F) {
601 spec = lookup_shininess(ctx, 1, n_dot_h);
602 ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);
603 }
604 }
605 #endif
606 }
607
608 COPY_3V( Fcolor[j], sum[0] );
609 Fcolor[j][3] = sumA[0];
610
611 #if IDX & LIGHT_TWOSIDE
612 COPY_3V( Bcolor[j], sum[1] );
613 Bcolor[j][3] = sumA[1];
614 #endif
615 }
616 }
617
618
619
620
621 static void TAG(init_light_tab)( void )
622 {
623 _tnl_light_tab[IDX] = TAG(light_rgba);
624 _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);
625 _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);
626 _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);
627 }
628
629
630 #undef TAG
631 #undef IDX
632 #undef NR_SIDES