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- /*$T light.c GC 1.137 08/09/02 17:47:18 */
-
- /*$6
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- */
-
- #include "zgl.h"
- #include "msghandling.h"
-
- /* */
-
- void glopMaterial(GLContext *c, GLParam *p) {
- int mode = p[1].i;
- int type = p[2].i;
- float *v = &p[3].f;
- int i;
- GLMaterial *m;
- /*~~~~~~~~~~~~~~~~~~~~~~*/
-
- if(mode == GL_FRONT_AND_BACK) {
- p[1].i = GL_FRONT;
- glopMaterial(c, p);
- mode = GL_BACK;
- }
-
- if(mode == GL_FRONT) {
- m = &c->materials[0];
- }
- else {
- m = &c->materials[1];
- }
-
- switch(type) {
- case GL_EMISSION:
- for(i = 0; i < 4; i++) {
- m->emission.v[i] = v[i];
- }
- break;
- case GL_AMBIENT:
- for(i = 0; i < 4; i++) {
- m->ambient.v[i] = v[i];
- }
- break;
- case GL_DIFFUSE:
- for(i = 0; i < 4; i++) {
- m->diffuse.v[i] = v[i];
- }
- break;
- case GL_SPECULAR:
- for(i = 0; i < 4; i++) {
- m->specular.v[i] = v[i];
- }
- break;
- case GL_SHININESS:
- m->shininess = v[0];
- m->shininess_i = (v[0] / 128.0f) * SPECULAR_BUFFER_RESOLUTION;
- break;
- case GL_AMBIENT_AND_DIFFUSE:
- for(i = 0; i < 4; i++) {
- m->diffuse.v[i] = v[i];
- }
-
- for(i = 0; i < 4; i++) {
- m->ambient.v[i] = v[i];
- }
- break;
- default:
- assert(0);
- }
- }
-
- /* */
- void glopColorMaterial(GLContext *c, GLParam *p) {
- int mode = p[1].i;
- int type = p[2].i;
-
- c->current_color_material_mode = mode;
- c->current_color_material_type = type;
- }
-
- /* */
- void glopLight(GLContext *c, GLParam *p) {
- int light = p[1].i;
- int type = p[2].i;
- V4 v;
- GLLight *l;
- int i;
-
- assert(light >= GL_LIGHT0 && light < GL_LIGHT0 + MAX_LIGHTS);
-
- l = &c->lights[light - GL_LIGHT0];
-
- for(i = 0; i < 4; i++) {
- v.v[i] = p[3 + i].f;
- }
-
- switch(type) {
- case GL_AMBIENT:
- l->ambient = v;
- break;
- case GL_DIFFUSE:
- l->diffuse = v;
- break;
- case GL_SPECULAR:
- l->specular = v;
- break;
- case GL_POSITION: {
- V4 pos;
- gl_M4_MulV4(&pos, c->matrix_stack_ptr[0], &v);
-
- l->position = pos;
-
- if(l->position.v[3] == 0) {
- l->norm_position.X = pos.X;
- l->norm_position.Y = pos.Y;
- l->norm_position.Z = pos.Z;
-
- gl_V3_Norm(&l->norm_position);
- }
- }
- break;
- case GL_SPOT_DIRECTION:
- for(i = 0; i < 3; i++) {
- l->spot_direction.v[i] = v.v[i];
- l->norm_spot_direction.v[i] = v.v[i];
- }
-
- gl_V3_Norm(&l->norm_spot_direction);
- break;
- case GL_SPOT_EXPONENT:
- l->spot_exponent = v.v[0];
- break;
- case GL_SPOT_CUTOFF: {
- float a = v.v[0];
- assert(a == 180 || (a >= 0 && a <= 90));
- l->spot_cutoff = a;
- if(a != 180) {
- l->cos_spot_cutoff = cos(a * M_PI / 180.0);
- }
- }
- break;
- case GL_CONSTANT_ATTENUATION:
- l->attenuation[0] = v.v[0];
- break;
- case GL_LINEAR_ATTENUATION:
- l->attenuation[1] = v.v[0];
- break;
- case GL_QUADRATIC_ATTENUATION:
- l->attenuation[2] = v.v[0];
- break;
- default:
- assert(0);
- }
- }
-
- /* */
- void glopLightModel(GLContext *c, GLParam *p) {
- int pname = p[1].i;
- float *v = &p[2].f;
- int i;
-
- switch(pname) {
- case GL_LIGHT_MODEL_AMBIENT:
- for(i = 0; i < 4; i++) {
- c->ambient_light_model.v[i] = v[i];
- }
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- c->local_light_model = (int) v[0];
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- c->light_model_two_side = (int) v[0];
- break;
- default:
- tgl_warning("glopLightModel: illegal pname: 0x%x\n", pname);
-
- /* assert(0); */
- break;
- }
- }
-
- /* */
- static inline float clampf(float a, float min, float max) {
- if(a < min) {
- return min;
- }
- else if(a > max) {
- return max;
- }
- else {
- return a;
- }
- }
-
- /* */
- void gl_enable_disable_light(GLContext *c, int light, int v) {
- GLLight *l = &c->lights[light];
- if(v && !l->enabled) {
- l->enabled = 1;
- l->next = c->first_light;
- c->first_light = l;
- l->prev = NULL;
- }
- else if(!v && l->enabled) {
- l->enabled = 0;
- if(l->prev == NULL) {
- c->first_light = l->next;
- }
- else {
- l->prev->next = l->next;
- }
-
- if(l->next != NULL) {
- l->next->prev = l->prev;
- }
- }
- }
-
- /* non optimized lightening model */
- void gl_shade_vertex(GLContext *c, GLVertex *v) {
- float R, G, B, A;
- GLMaterial *m;
- GLLight *l;
- V3 n, s, d;
- float dist, tmp, att, dot, dot_spot, dot_spec;
- int twoside = c->light_model_two_side;
-
- m = &c->materials[0];
-
- n.X = v->normal.X;
- n.Y = v->normal.Y;
- n.Z = v->normal.Z;
-
- R = m->emission.v[0] + m->ambient.v[0] * c->ambient_light_model.v[0];
- G = m->emission.v[1] + m->ambient.v[1] * c->ambient_light_model.v[1];
- B = m->emission.v[2] + m->ambient.v[2] * c->ambient_light_model.v[2];
- A = clampf(m->diffuse.v[3], 0, 1);
-
- for(l = c->first_light; l != NULL; l = l->next) {
- float lR, lB, lG;
-
- /* ambient */
- lR = l->ambient.v[0] * m->ambient.v[0];
- lG = l->ambient.v[1] * m->ambient.v[1];
- lB = l->ambient.v[2] * m->ambient.v[2];
-
- if(l->position.v[3] == 0) {
- /* light at infinity */
- d.X = l->position.v[0];
- d.Y = l->position.v[1];
- d.Z = l->position.v[2];
- att = 1;
- }
- else {
- /* distance attenuation */
- d.X = l->position.v[0] - v->ec.v[0];
- d.Y = l->position.v[1] - v->ec.v[1];
- d.Z = l->position.v[2] - v->ec.v[2];
- dist = sqrt(d.X * d.X + d.Y * d.Y + d.Z * d.Z);
- if(dist > 1E-3) {
- tmp = 1 / dist;
- d.X *= tmp;
- d.Y *= tmp;
- d.Z *= tmp;
- }
-
- att = 1.0f / (l->attenuation[0] + dist * (l->attenuation[1] + dist * l->attenuation[2]));
- }
-
- dot = d.X * n.X + d.Y * n.Y + d.Z * n.Z;
- if(twoside && dot < 0) {
- dot = -dot;
- }
-
- if(dot > 0) {
- /* diffuse light */
- lR += dot * l->diffuse.v[0] * m->diffuse.v[0];
- lG += dot * l->diffuse.v[1] * m->diffuse.v[1];
- lB += dot * l->diffuse.v[2] * m->diffuse.v[2];
-
- /* spot light */
- if(l->spot_cutoff != 180) {
- dot_spot = -
- (
- d.X *
- l->norm_spot_direction.v[0] +
- d.Y *
- l->norm_spot_direction.v[1] +
- d.Z *
- l->norm_spot_direction.v[2]
- );
- if(twoside && dot_spot < 0) {
- dot_spot = -dot_spot;
- }
-
- if(dot_spot < l->cos_spot_cutoff) {
- /* no contribution */
- continue;
- }
- else {
- /* TODO: optimize */
- if(l->spot_exponent > 0) {
- att = att * pow(dot_spot, l->spot_exponent);
- }
- }
- }
-
- /* specular light */
- if(c->local_light_model) {
- V3 vcoord;
- vcoord.X = v->ec.X;
- vcoord.Y = v->ec.Y;
- vcoord.Z = v->ec.Z;
- gl_V3_Norm(&vcoord);
- s.X = d.X - vcoord.X;
- s.Y = d.Y - vcoord.X;
- s.Z = d.Z - vcoord.X;
- }
- else {
- s.X = d.X;
- s.Y = d.Y;
- s.Z = d.Z + 1.0;
- }
-
- dot_spec = n.X * s.X + n.Y * s.Y + n.Z * s.Z;
- if(twoside && dot_spec < 0) {
- dot_spec = -dot_spec;
- }
-
- if(dot_spec > 0) {
- GLSpecBuf *specbuf;
- int idx;
- tmp = sqrt(s.X * s.X + s.Y * s.Y + s.Z * s.Z);
- if(tmp > 1E-3) {
- dot_spec = dot_spec / tmp;
- }
-
- /*
- * TODO: optimize £
- * testing specular buffer code £
- * dot_spec= pow(dot_spec,m->shininess);
- */
- specbuf = specbuf_get_buffer(c, m->shininess_i, m->shininess);
- idx = (int) (dot_spec * SPECULAR_BUFFER_SIZE);
- if(idx > SPECULAR_BUFFER_SIZE) {
- idx = SPECULAR_BUFFER_SIZE;
- }
-
- dot_spec = specbuf->buf[idx];
- lR += dot_spec * l->specular.v[0] * m->specular.v[0];
- lG += dot_spec * l->specular.v[1] * m->specular.v[1];
- lB += dot_spec * l->specular.v[2] * m->specular.v[2];
- }
- }
-
- R += att * lR;
- G += att * lG;
- B += att * lB;
- }
-
- v->color.v[0] = clampf(R, 0, 1);
- v->color.v[1] = clampf(G, 0, 1);
- v->color.v[2] = clampf(B, 0, 1);
- v->color.v[3] = A;
- }
-