ref: 51f5f5fa41dcfba8d4308cdecf327e29e6129aa1
dir: /src/light.c/
#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; } } //FEATURES int zEnableSpecular = 1; //Enable specular lighting void glSetEnableSpecular(int s){ zEnableSpecular = s; } /* 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 (zEnableSpecular){ 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]; }//EOF if dot_spec>0 }//EOF zEnableSpecular } //EOF if dot > 0 R+=att * lR; G+=att * lG; B+=att * lB; } //End of light loop. 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; }