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- /* $Id: shade_tmp.h,v 1.3.2.3 1999/12/12 18:30:47 keithw Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 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 vertex_size = VB->Unprojected->size;
-
- 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 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL)
- {
- GLfloat sum[2][3], spec[2][3];
- struct gl_light *light;
-
- 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] );
-
- if ( CULL(*mask) )
- continue;
-
- if (LIGHT_FRONT(*mask)) {
- COPY_3V(sum[0], base[0]);
- ZERO_3V(spec[0]);
- }
-
- if (LIGHT_REAR(*mask)) {
- COPY_3V(sum[1], base[1]);
- ZERO_3V(spec[1]);
- }
-
- /* Add contribution from each enabled light source */
- foreach (light, &ctx->Light.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 */
-
- if (vertex_size == 2) {
- SUB_2V(VP, light->Position, vertex);
- VP[2] = light->Position[2];
- } else {
- 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_dir<light->CosCutoff) {
- 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 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);
- if (vertex_size == 2) v[2] = 0;
- 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];
- }
-
- if (n_dot_h>1.0) {
- spec_coef = pow( n_dot_h, tab->shininess );
- } else
- 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 vertex_size = VB->Unprojected->size;
-
- 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];
-
- for ( j=0 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL)
- {
- GLfloat sum[2][3];
- struct gl_light *light;
-
- 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] );
-
- if ( CULL(*mask) )
- continue;
-
- COPY_3V(sum[0], base[0]);
-
- if ( NR_SIDES == 2 )
- COPY_3V(sum[1], base[1]);
-
- /* Add contribution from each enabled light source */
- foreach (light, &ctx->Light.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 */
-
-
- /* KW: fix me */
- if (vertex_size == 2) {
- SUB_2V(VP, light->Position, vertex);
- VP[2] = light->Position[2];
- } else {
- 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);
- }
- /* if (light->Flags & LIGHT_ATTENUATED) */
- 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 {
- 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);
- if (vertex_size == 2) v[2] = 0;
- 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];
- }
-
- if (n_dot_h>1.0) {
- spec_coef = pow( n_dot_h, tab->shininess );
- } else {
- 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] );
- }
-
-
-
-
- /* 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;
-
- (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 );
-
- }
-
- 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];
-
- if ( flags[j] & VERT_MATERIAL )
- gl_update_material( ctx, new_material[j], new_material_mask[j] );
-
- do {
- do {
- if ( !CULL(*mask) )
- {
- struct gl_light *light;
- 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);
-
- 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];
- if (n_dot_h > 1.0)
- spec = pow( n_dot_h, tab->shininess );
- else
- 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 vertex_size = VB->Unprojected->size;
-
- 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 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL)
- {
- GLfloat diffuse[2], specular[2];
- GLuint side = 0;
- struct gl_light *light;
-
- 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] );
-
- if ( CULL(*mask) )
- continue;
-
- diffuse[0] = specular[0] = 0.0F;
-
- if ( NR_SIDES == 2 ) {
- diffuse[1] = specular[1] = 0.0F;
- }
-
- /* 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;
- 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 */
-
- if (vertex_size == 2) {
- SUB_2V(VP, light->Position, vertex);
- VP[2] = light->Position[2];
- } else {
- 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 {
- 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 */
-
- 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);
- if (vertex_size == 2) v[2] = 0;
- 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];
- }
-
- if (n_dot_h>1.0) {
- spec_coef = (GLfloat) pow( n_dot_h, tab->shininess );
- } else {
- 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_func_tab[IDX|SHADE_RGBA_VERTICES] = TAG(shade_rgba);
- gl_shade_func_tab[IDX|SHADE_RGBA_NORMALS] = TAG(shade_fast_rgba);
- gl_shade_func_tab[IDX|SHADE_RGBA_SPEC] = TAG(shade_rgba_spec);
- gl_shade_func_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
-