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- /* $Id: light.c,v 1.7 1997/03/11 00:37:39 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 2.2
- * Copyright (C) 1995-1997 Brian Paul
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the Free
- * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
-
- /*
- * $Log: light.c,v $
- * Revision 1.7 1997/03/11 00:37:39 brianp
- * spotlight factor now effects ambient lighting
- *
- * Revision 1.6 1996/12/18 20:02:07 brianp
- * glColorMaterial() and glMaterial() should finally work right!
- *
- * Revision 1.5 1996/12/07 10:22:41 brianp
- * gl_Materialfv() now calls gl_set_material() if GL_COLOR_MATERIAL disabled
- * implemented gl_GetLightiv()
- *
- * Revision 1.4 1996/11/08 04:39:23 brianp
- * new gl_compute_spot_exp_table() contributed by Randy Frank
- *
- * Revision 1.3 1996/09/27 01:27:55 brianp
- * removed unused variables
- *
- * Revision 1.2 1996/09/15 14:18:10 brianp
- * now use GLframebuffer and GLvisual
- *
- * Revision 1.1 1996/09/13 01:38:16 brianp
- * Initial revision
- *
- */
-
-
- #include <assert.h>
- #include <float.h>
- #include <math.h>
- #include <stdlib.h>
- #include "context.h"
- #include "light.h"
- #include "dlist.h"
- #include "macros.h"
- #include "matrix.h"
- #include "types.h"
- #include "vb.h"
- #include "xform.h"
-
-
- #ifdef DEBUG
- # define ASSERT(X) assert(X)
- #else
- # define ASSERT(X)
- #endif
-
-
- #define DEG2RAD (M_PI/180.0)
-
-
-
- void gl_ShadeModel( GLcontext *ctx, GLenum mode )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glShadeModel" );
- return;
- }
-
- switch (mode) {
- case GL_FLAT:
- case GL_SMOOTH:
- if (ctx->Light.ShadeModel!=mode) {
- ctx->Light.ShadeModel = mode;
- ctx->NewState |= NEW_RASTER_OPS;
- }
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glShadeModel" );
- }
- }
-
-
-
- void gl_Lightfv( GLcontext *ctx,
- GLenum light, GLenum pname, const GLfloat *params,
- GLint nparams )
- {
- GLint l;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glShadeModel" );
- return;
- }
-
- l = (GLint) (light - GL_LIGHT0);
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- COPY_4V( ctx->Light.Light[l].Ambient, params );
- break;
- case GL_DIFFUSE:
- COPY_4V( ctx->Light.Light[l].Diffuse, params );
- break;
- case GL_SPECULAR:
- COPY_4V( ctx->Light.Light[l].Specular, params );
- break;
- case GL_POSITION:
- /* transform position by ModelView matrix */
- TRANSFORM_POINT( ctx->Light.Light[l].Position, ctx->ModelViewMatrix,
- params );
- break;
- case GL_SPOT_DIRECTION:
- /* transform direction by inverse modelview */
- {
- GLfloat direction[4];
- direction[0] = params[0];
- direction[1] = params[1];
- direction[2] = params[2];
- direction[3] = 0.0;
- if (!ctx->ModelViewInvValid) {
- gl_compute_modelview_inverse( ctx );
- }
- gl_transform_vector( ctx->Light.Light[l].Direction,
- direction, ctx->ModelViewInv);
- }
- break;
- case GL_SPOT_EXPONENT:
- if (params[0]<0.0 || params[0]>128.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].SpotExponent = params[0];
- gl_compute_spot_exp_table( &ctx->Light.Light[l] );
- break;
- case GL_SPOT_CUTOFF:
- if ((params[0]<0.0 || params[0]>90.0) && params[0]!=180.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].SpotCutoff = params[0];
- ctx->Light.Light[l].CosCutoff = cos(params[0]*DEG2RAD);
- break;
- case GL_CONSTANT_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].ConstantAttenuation = params[0];
- break;
- case GL_LINEAR_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].LinearAttenuation = params[0];
- break;
- case GL_QUADRATIC_ATTENUATION:
- if (params[0]<0.0) {
- gl_error( ctx, GL_INVALID_VALUE, "glLight" );
- return;
- }
- ctx->Light.Light[l].QuadraticAttenuation = params[0];
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glLight" );
- break;
- }
-
- ctx->NewState |= NEW_LIGHTING;
- }
-
-
-
- void gl_GetLightfv( GLcontext *ctx,
- GLenum light, GLenum pname, GLfloat *params )
- {
- GLint l = (GLint) (light - GL_LIGHT0);
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- COPY_4V( params, ctx->Light.Light[l].Ambient );
- break;
- case GL_DIFFUSE:
- COPY_4V( params, ctx->Light.Light[l].Diffuse );
- break;
- case GL_SPECULAR:
- COPY_4V( params, ctx->Light.Light[l].Specular );
- break;
- case GL_POSITION:
- COPY_4V( params, ctx->Light.Light[l].Position );
- break;
- case GL_SPOT_DIRECTION:
- COPY_3V( params, ctx->Light.Light[l].Direction );
- break;
- case GL_SPOT_EXPONENT:
- params[0] = ctx->Light.Light[l].SpotExponent;
- break;
- case GL_SPOT_CUTOFF:
- params[0] = ctx->Light.Light[l].SpotCutoff;
- break;
- case GL_CONSTANT_ATTENUATION:
- params[0] = ctx->Light.Light[l].ConstantAttenuation;
- break;
- case GL_LINEAR_ATTENUATION:
- params[0] = ctx->Light.Light[l].LinearAttenuation;
- break;
- case GL_QUADRATIC_ATTENUATION:
- params[0] = ctx->Light.Light[l].QuadraticAttenuation;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightfv" );
- break;
- }
- }
-
-
-
- void gl_GetLightiv( GLcontext *ctx, GLenum light, GLenum pname, GLint *params )
- {
- GLint l = (GLint) (light - GL_LIGHT0);
-
- if (l<0 || l>=MAX_LIGHTS) {
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
- return;
- }
-
- switch (pname) {
- case GL_AMBIENT:
- params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]);
- break;
- case GL_DIFFUSE:
- params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
- break;
- case GL_SPECULAR:
- params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[3]);
- break;
- case GL_POSITION:
- params[0] = ctx->Light.Light[l].Position[0];
- params[1] = ctx->Light.Light[l].Position[1];
- params[2] = ctx->Light.Light[l].Position[2];
- params[3] = ctx->Light.Light[l].Position[3];
- break;
- case GL_SPOT_DIRECTION:
- params[0] = ctx->Light.Light[l].Direction[0];
- params[1] = ctx->Light.Light[l].Direction[1];
- params[2] = ctx->Light.Light[l].Direction[2];
- break;
- case GL_SPOT_EXPONENT:
- params[0] = ctx->Light.Light[l].SpotExponent;
- break;
- case GL_SPOT_CUTOFF:
- params[0] = ctx->Light.Light[l].SpotCutoff;
- break;
- case GL_CONSTANT_ATTENUATION:
- params[0] = ctx->Light.Light[l].ConstantAttenuation;
- break;
- case GL_LINEAR_ATTENUATION:
- params[0] = ctx->Light.Light[l].LinearAttenuation;
- break;
- case GL_QUADRATIC_ATTENUATION:
- params[0] = ctx->Light.Light[l].QuadraticAttenuation;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetLightiv" );
- break;
- }
- }
-
-
-
- /**********************************************************************/
- /*** Light Model ***/
- /**********************************************************************/
-
-
- void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
- {
- switch (pname) {
- case GL_LIGHT_MODEL_AMBIENT:
- COPY_4V( ctx->Light.Model.Ambient, params );
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- if (params[0]==0.0)
- ctx->Light.Model.LocalViewer = GL_FALSE;
- else
- ctx->Light.Model.LocalViewer = GL_TRUE;
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- if (params[0]==0.0)
- ctx->Light.Model.TwoSide = GL_FALSE;
- else
- ctx->Light.Model.TwoSide = GL_TRUE;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glLightModel" );
- break;
- }
- ctx->NewState |= NEW_LIGHTING;
- }
-
-
-
-
- /********** MATERIAL **********/
-
-
- /*
- * Given a face and pname value (ala glColorMaterial), compute a bitmask
- * of the targeted material values.
- */
- GLuint gl_material_bitmask( GLenum face, GLenum pname )
- {
- GLuint bitmask = 0;
-
- /* Make a bitmask indicating what material attribute(s) we're updating */
- switch (pname) {
- case GL_EMISSION:
- bitmask |= FRONT_EMISSION_BIT | BACK_EMISSION_BIT;
- break;
- case GL_AMBIENT:
- bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
- break;
- case GL_DIFFUSE:
- bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
- break;
- case GL_SPECULAR:
- bitmask |= FRONT_SPECULAR_BIT | BACK_SPECULAR_BIT;
- break;
- case GL_SHININESS:
- bitmask |= FRONT_SHININESS_BIT | BACK_SHININESS_BIT;
- break;
- case GL_AMBIENT_AND_DIFFUSE:
- bitmask |= FRONT_AMBIENT_BIT | BACK_AMBIENT_BIT;
- bitmask |= FRONT_DIFFUSE_BIT | BACK_DIFFUSE_BIT;
- break;
- case GL_COLOR_INDEXES:
- bitmask |= FRONT_INDEXES_BIT | BACK_INDEXES_BIT;
- break;
- default:
- abort();
- }
-
- ASSERT( face==GL_FRONT || face==GL_BACK || face==GL_FRONT_AND_BACK );
-
- if (face==GL_FRONT) {
- bitmask &= FRONT_MATERIAL_BITS;
- }
- else if (face==GL_BACK) {
- bitmask &= BACK_MATERIAL_BITS;
- }
-
- return bitmask;
- }
-
-
-
- /*
- * This is called by glColor() when GL_COLOR_MATERIAL is enabled and
- * called by glMaterial() when GL_COLOR_MATERIAL is disabled.
- */
- void gl_set_material( GLcontext *ctx, GLuint bitmask, const GLfloat *params )
- {
- struct gl_material *mat;
-
- if (INSIDE_BEGIN_END(ctx)) {
- struct vertex_buffer *VB = ctx->VB;
- /* Save per-vertex material changes in the Vertex Buffer.
- * The update_material function will eventually update the global
- * ctx->Light.Material values.
- */
- mat = VB->Material[VB->Count];
- VB->MaterialMask[VB->Count] |= bitmask;
- VB->MaterialChanges = GL_TRUE;
- }
- else {
- /* just update the global material property */
- mat = ctx->Light.Material;
- ctx->NewState |= NEW_LIGHTING;
- }
-
- if (bitmask & FRONT_AMBIENT_BIT) {
- COPY_4V( mat[0].Ambient, params );
- }
- if (bitmask & BACK_AMBIENT_BIT) {
- COPY_4V( mat[1].Ambient, params );
- }
- if (bitmask & FRONT_DIFFUSE_BIT) {
- COPY_4V( mat[0].Diffuse, params );
- }
- if (bitmask & BACK_DIFFUSE_BIT) {
- COPY_4V( mat[1].Diffuse, params );
- }
- if (bitmask & FRONT_SPECULAR_BIT) {
- COPY_4V( mat[0].Specular, params );
- }
- if (bitmask & BACK_SPECULAR_BIT) {
- COPY_4V( mat[1].Specular, params );
- }
- if (bitmask & FRONT_EMISSION_BIT) {
- COPY_4V( mat[0].Emission, params );
- }
- if (bitmask & BACK_EMISSION_BIT) {
- COPY_4V( mat[1].Emission, params );
- }
- if (bitmask & FRONT_SHININESS_BIT) {
- mat[0].Shininess = CLAMP( params[0], 0.0, 128.0 );
- gl_compute_material_shine_table( &mat[0] );
- }
- if (bitmask & BACK_SHININESS_BIT) {
- mat[1].Shininess = CLAMP( params[0], 0.0, 128.0 );
- gl_compute_material_shine_table( &mat[1] );
- }
- if (bitmask & FRONT_INDEXES_BIT) {
- mat[0].AmbientIndex = params[0];
- mat[0].DiffuseIndex = params[1];
- mat[0].SpecularIndex = params[2];
- }
- if (bitmask & BACK_INDEXES_BIT) {
- mat[1].AmbientIndex = params[0];
- mat[1].DiffuseIndex = params[1];
- mat[1].SpecularIndex = params[2];
- }
- }
-
-
-
- void gl_ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
- {
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glColorMaterial" );
- return;
- }
- switch (face) {
- case GL_FRONT:
- case GL_BACK:
- case GL_FRONT_AND_BACK:
- ctx->Light.ColorMaterialFace = face;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glColorMaterial(face)" );
- return;
- }
- switch (mode) {
- case GL_EMISSION:
- case GL_AMBIENT:
- case GL_DIFFUSE:
- case GL_SPECULAR:
- case GL_AMBIENT_AND_DIFFUSE:
- ctx->Light.ColorMaterialMode = mode;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glColorMaterial(mode)" );
- return;
- }
-
- ctx->Light.ColorMaterialBitmask = gl_material_bitmask( face, mode );
- }
-
-
-
- /*
- * This is only called via the api_function_table struct or by the
- * display list executor.
- */
- void gl_Materialfv( GLcontext *ctx,
- GLenum face, GLenum pname, const GLfloat *params )
- {
- GLuint bitmask;
-
- /* error checking */
- if (face!=GL_FRONT && face!=GL_BACK && face!=GL_FRONT_AND_BACK) {
- gl_error( ctx, GL_INVALID_ENUM, "glMaterial(face)" );
- return;
- }
- switch (pname) {
- case GL_EMISSION:
- case GL_AMBIENT:
- case GL_DIFFUSE:
- case GL_SPECULAR:
- case GL_SHININESS:
- case GL_AMBIENT_AND_DIFFUSE:
- case GL_COLOR_INDEXES:
- /* OK */
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glMaterial(pname)" );
- return;
- }
-
- /* convert face and pname to a bitmask */
- bitmask = gl_material_bitmask( face, pname );
-
- if (ctx->Light.ColorMaterialEnabled) {
- /* The material values specified by glColorMaterial() can't be */
- /* updated by glMaterial() while GL_COLOR_MATERIAL is enabled! */
- bitmask &= ~ctx->Light.ColorMaterialBitmask;
- }
-
- gl_set_material( ctx, bitmask, params );
- }
-
-
-
-
- void gl_GetMaterialfv( GLcontext *ctx,
- GLenum face, GLenum pname, GLfloat *params )
- {
- GLuint f;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glGetMaterialfv" );
- return;
- }
- if (face==GL_FRONT) {
- f = 0;
- }
- else if (face==GL_BACK) {
- f = 1;
- }
- else {
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(face)" );
- return;
- }
- switch (pname) {
- case GL_AMBIENT:
- COPY_4V( params, ctx->Light.Material[f].Ambient );
- break;
- case GL_DIFFUSE:
- COPY_4V( params, ctx->Light.Material[f].Diffuse );
- break;
- case GL_SPECULAR:
- COPY_4V( params, ctx->Light.Material[f].Specular );
- break;
- case GL_EMISSION:
- COPY_4V( params, ctx->Light.Material[f].Emission );
- break;
- case GL_SHININESS:
- *params = ctx->Light.Material[f].Shininess;
- break;
- case GL_COLOR_INDEXES:
- params[0] = ctx->Light.Material[f].AmbientIndex;
- params[1] = ctx->Light.Material[f].DiffuseIndex;
- params[2] = ctx->Light.Material[f].SpecularIndex;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
- }
- }
-
-
-
- void gl_GetMaterialiv( GLcontext *ctx,
- GLenum face, GLenum pname, GLint *params )
- {
- GLuint f;
-
- if (INSIDE_BEGIN_END(ctx)) {
- gl_error( ctx, GL_INVALID_OPERATION, "glGetMaterialiv" );
- return;
- }
- if (face==GL_FRONT) {
- f = 0;
- }
- else if (face==GL_BACK) {
- f = 1;
- }
- else {
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialiv(face)" );
- return;
- }
- switch (pname) {
- case GL_AMBIENT:
- params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[0] );
- params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[1] );
- params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[2] );
- params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Ambient[3] );
- break;
- case GL_DIFFUSE:
- params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[0] );
- params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[1] );
- params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[2] );
- params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Diffuse[3] );
- break;
- case GL_SPECULAR:
- params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[0] );
- params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[1] );
- params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[2] );
- params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Specular[3] );
- break;
- case GL_EMISSION:
- params[0] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[0] );
- params[1] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[1] );
- params[2] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[2] );
- params[3] = FLOAT_TO_INT( ctx->Light.Material[f].Emission[3] );
- break;
- case GL_SHININESS:
- *params = ROUNDF( ctx->Light.Material[f].Shininess );
- break;
- case GL_COLOR_INDEXES:
- params[0] = ROUNDF( ctx->Light.Material[f].AmbientIndex );
- params[1] = ROUNDF( ctx->Light.Material[f].DiffuseIndex );
- params[2] = ROUNDF( ctx->Light.Material[f].SpecularIndex );
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetMaterialfv(pname)" );
- }
- }
-
-
-
-
- /**********************************************************************/
- /***** Lighting computation *****/
- /**********************************************************************/
-
-
- /*
- * Notes:
- * When two-sided lighting is enabled we compute the color (or index)
- * for both the front and back side of the primitive. Then, when the
- * orientation of the facet is later learned, we can determine which
- * color (or index) to use for rendering.
- *
- * Variables:
- * n = normal vector
- * V = vertex position
- * P = light source position
- * Pe = (0,0,0,1)
- *
- * Precomputed:
- * IF P[3]==0 THEN
- * // light at infinity
- * IF local_viewer THEN
- * VP_inf_norm = unit vector from V to P // Precompute
- * ELSE
- * // eye at infinity
- * h_inf_norm = Normalize( VP + <0,0,1> ) // Precompute
- * ENDIF
- * ENDIF
- *
- * Functions:
- * Normalize( v ) = normalized vector v
- * Magnitude( v ) = length of vector v
- */
-
-
-
- /*
- * Whenever the spotlight exponent for a light changes we must call
- * this function to recompute the exponent lookup table.
- */
- void gl_compute_spot_exp_table( struct gl_light *l )
- {
- int i;
- double exponent = l->SpotExponent;
- double tmp;
- int clamp = 0;
-
- l->SpotExpTable[0][0] = 0.0;
-
- for (i=EXP_TABLE_SIZE-1;i>0;i--) {
- if (clamp == 0) {
- tmp = pow(i/(double)(EXP_TABLE_SIZE-1), exponent);
- if (tmp < FLT_MIN*100.0) {
- tmp = 0.0;
- clamp = 1;
- }
- }
- l->SpotExpTable[i][0] = tmp;
- }
- for (i=0;i<EXP_TABLE_SIZE-1;i++) {
- l->SpotExpTable[i][1] = l->SpotExpTable[i+1][0] - l->SpotExpTable[i][0];
- }
- l->SpotExpTable[EXP_TABLE_SIZE-1][1] = 0.0;
- }
-
-
-
- /*
- * Whenever the shininess of a material changes we must call this
- * function to recompute the exponential lookup table.
- */
- void gl_compute_material_shine_table( struct gl_material *m )
- {
- int i;
- double exponent = m->Shininess;
-
- m->ShineTable[0] = 0.0;
- for (i=1;i<SHINE_TABLE_SIZE;i++) {
- double x = pow( i/(double)(SHINE_TABLE_SIZE-1), exponent );
- if (x<1.0e-10) {
- m->ShineTable[i] = 0.0;
- }
- else {
- m->ShineTable[i] = x;
- }
- }
- }
-
-
-
- /*
- * Examine current lighting parameters to determine if the optimized lighting
- * function can be used. Also, precompute some lighting values which are
- * used by gl_color_shade_vertices_fast().
- */
- void gl_update_lighting( GLcontext *ctx )
- {
- GLint i;
- struct gl_light *prev_enabled, *light;
-
- if (!ctx->Light.Enabled) {
- /* If lighting is not enabled, we can skip all this. */
- return;
- }
-
- /* base color = material_emission + global_ambient */
- ctx->Light.BaseColor[0] = ctx->Light.Material[0].Emission[0]
- + ctx->Light.Model.Ambient[0] * ctx->Light.Material[0].Ambient[0];
- ctx->Light.BaseColor[1] = ctx->Light.Material[0].Emission[1]
- + ctx->Light.Model.Ambient[1] * ctx->Light.Material[0].Ambient[1];
- ctx->Light.BaseColor[2] = ctx->Light.Material[0].Emission[2]
- + ctx->Light.Model.Ambient[2] * ctx->Light.Material[0].Ambient[2];
- ctx->Light.BaseColor[3] = MIN2( ctx->Light.Material[0].Diffuse[3], 1.0F );
-
- /* Setup linked list of enabled light sources */
- prev_enabled = NULL;
- ctx->Light.FirstEnabled = NULL;
- for (i=0;i<MAX_LIGHTS;i++) {
- ctx->Light.Light[i].NextEnabled = NULL;
- if (ctx->Light.Light[i].Enabled) {
- if (prev_enabled) {
- prev_enabled->NextEnabled = &ctx->Light.Light[i];
- }
- else {
- ctx->Light.FirstEnabled = &ctx->Light.Light[i];
- }
- prev_enabled = &ctx->Light.Light[i];
- }
- }
-
- /* Precompute some lighting stuff */
- for (light = ctx->Light.FirstEnabled; light; light = light->NextEnabled) {
- struct gl_material *mat = &ctx->Light.Material[0];
- /* Add each light's ambient component to base color */
- ctx->Light.BaseColor[0] += light->Ambient[0] * mat->Ambient[0];
- ctx->Light.BaseColor[1] += light->Ambient[1] * mat->Ambient[1];
- ctx->Light.BaseColor[2] += light->Ambient[2] * mat->Ambient[2];
- /* compute product of light's ambient with front material ambient */
- light->MatAmbient[0] = light->Ambient[0] * mat->Ambient[0];
- light->MatAmbient[1] = light->Ambient[1] * mat->Ambient[1];
- light->MatAmbient[2] = light->Ambient[2] * mat->Ambient[2];
- /* compute product of light's diffuse with front material diffuse */
- light->MatDiffuse[0] = light->Diffuse[0] * mat->Diffuse[0];
- light->MatDiffuse[1] = light->Diffuse[1] * mat->Diffuse[1];
- light->MatDiffuse[2] = light->Diffuse[2] * mat->Diffuse[2];
- /* compute product of light's specular with front material specular */
- light->MatSpecular[0] = light->Specular[0] * mat->Specular[0];
- light->MatSpecular[1] = light->Specular[1] * mat->Specular[1];
- light->MatSpecular[2] = light->Specular[2] * mat->Specular[2];
-
- /* VP (VP) = Normalize( Position ) */
- COPY_3V( light->VP_inf_norm, light->Position );
- NORMALIZE_3V( light->VP_inf_norm );
-
- /* h_inf_norm = Normalize( V_to_P + <0,0,1> ) */
- COPY_3V( light->h_inf_norm, light->VP_inf_norm );
- light->h_inf_norm[2] += 1.0F;
- NORMALIZE_3V( light->h_inf_norm );
-
- COPY_3V( light->NormDirection, light->Direction );
- NORMALIZE_3V( light->NormDirection );
-
- /* Compute color index diffuse and specular light intensities */
- light->dli = 0.30F * light->Diffuse[0]
- + 0.59F * light->Diffuse[1]
- + 0.11F * light->Diffuse[2];
- light->sli = 0.30F * light->Specular[0]
- + 0.59F * light->Specular[1]
- + 0.11F * light->Specular[2];
-
- }
-
- /* Determine if the fast lighting function can be used */
- ctx->Light.Fast = GL_TRUE;
- if ( ctx->Light.BaseColor[0]<0.0F
- || ctx->Light.BaseColor[1]<0.0F
- || ctx->Light.BaseColor[2]<0.0F
- || ctx->Light.BaseColor[3]<0.0F
- || ctx->Light.Model.TwoSide
- || ctx->Light.Model.LocalViewer
- || ctx->Light.ColorMaterialEnabled) {
- ctx->Light.Fast = GL_FALSE;
- }
- else {
- for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
- if ( light->Position[3]!=0.0F
- || light->SpotCutoff!=180.0F
- || light->MatDiffuse[0]<0.0F
- || light->MatDiffuse[1]<0.0F
- || light->MatDiffuse[2]<0.0F
- || light->MatSpecular[0]<0.0F
- || light->MatSpecular[1]<0.0F
- || light->MatSpecular[2]<0.0F) {
- ctx->Light.Fast = GL_FALSE;
- break;
- }
- }
- }
- }
-
-
-
-
-
- /*
- * Use current lighting/material settings to compute the RGBA colors of
- * an array of vertexes.
- * Input: n - number of vertexes to process
- * vertex - array of vertex positions in eye coordinates
- * normal - array of surface normal vectors
- * twoside - 0 = front face shading only, 1 = two-sided lighting
- * Output: frontcolor - array of resulting front-face colors
- * backcolor - array of resulting back-face colors
- */
- void gl_color_shade_vertices( GLcontext *ctx,
- GLuint n,
- GLfloat vertex[][4],
- GLfloat normal[][3],
- GLuint twoside,
- GLfixed frontcolor[][4],
- GLfixed backcolor[][4] )
- {
- GLint side, j;
- GLfloat rscale, gscale, bscale, ascale;
-
- /* Compute scale factor to go from floats in [0,1] to integers or fixed
- * point values:
- */
- rscale = (GLfloat) ( (GLint) ctx->Visual->RedScale << ctx->ColorShift );
- gscale = (GLfloat) ( (GLint) ctx->Visual->GreenScale << ctx->ColorShift );
- bscale = (GLfloat) ( (GLint) ctx->Visual->BlueScale << ctx->ColorShift );
- ascale = (GLfloat) ( (GLint) ctx->Visual->AlphaScale << ctx->ColorShift );
-
-
- for (side=0;side<=twoside;side++) {
- GLfloat baseR, baseG, baseB, baseA;
- GLfixed sumA;
- struct gl_light *light;
- struct gl_material *mat;
-
- mat = &ctx->Light.Material[side];
-
- /*** Compute color contribution from global lighting ***/
- baseR = mat->Emission[0] + ctx->Light.Model.Ambient[0] * mat->Ambient[0];
- baseG = mat->Emission[1] + ctx->Light.Model.Ambient[1] * mat->Ambient[1];
- baseB = mat->Emission[2] + ctx->Light.Model.Ambient[2] * mat->Ambient[2];
-
- /* Alpha is simple, same for all vertices */
- baseA = mat->Diffuse[3];
- sumA = (GLfixed) (CLAMP( baseA, 0.0F, 1.0F ) * ascale);
-
- for (j=0;j<n;j++) {
- GLfloat sumR, sumG, sumB;
- GLfloat nx, ny, nz;
-
- if (side==0) {
- /* shade frontside */
- nx = normal[j][0];
- ny = normal[j][1];
- nz = normal[j][2];
- }
- else {
- /* shade backside */
- nx = -normal[j][0];
- ny = -normal[j][1];
- nz = -normal[j][2];
- }
-
- sumR = baseR;
- sumG = baseG;
- sumB = baseB;
-
- /* Add contribution from each enabled light source */
- for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
- GLfloat ambientR, ambientG, ambientB;
- GLfloat attenuation, spot;
- GLfloat VPx, VPy, VPz; /* unit vector from vertex to light */
- GLfloat n_dot_VP; /* n dot VP */
-
- /* compute VP and attenuation */
- if (light->Position[3]==0.0) {
- /* directional light */
- VPx = light->VP_inf_norm[0];
- VPy = light->VP_inf_norm[1];
- VPz = light->VP_inf_norm[2];
- attenuation = 1.0F;
- }
- else {
- /* positional light */
- GLfloat d; /* distance from vertex to light */
- VPx = light->Position[0] - vertex[j][0];
- VPy = light->Position[1] - vertex[j][1];
- VPz = light->Position[2] - vertex[j][2];
- d = (GLfloat) sqrt( VPx*VPx + VPy*VPy + VPz*VPz );
- if (d>0.001F) {
- GLfloat invd = 1.0F / d;
- VPx *= invd;
- VPy *= invd;
- VPz *= invd;
- }
- attenuation = 1.0F / (light->ConstantAttenuation
- + d * (light->LinearAttenuation
- + d * light->QuadraticAttenuation));
- }
-
- /* spotlight factor */
- if (light->SpotCutoff==180.0F) {
- /* not a spot light */
- spot = 1.0F;
- }
- else {
- GLfloat PVx, PVy, PVz, PV_dot_dir;
- PVx = -VPx;
- PVy = -VPy;
- PVz = -VPz;
- PV_dot_dir = PVx*light->NormDirection[0]
- + PVy*light->NormDirection[1]
- + PVz*light->NormDirection[2];
- if (PV_dot_dir<=0.0F || PV_dot_dir<light->CosCutoff) {
- /* outside of cone */
- spot = 0.0F;
- }
- else {
- double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- spot = light->SpotExpTable[k][0]
- + (x-k)*light->SpotExpTable[k][1];
- }
- }
-
- ambientR = light->Ambient[0] * mat->Ambient[0];
- ambientG = light->Ambient[1] * mat->Ambient[1];
- ambientB = light->Ambient[2] * mat->Ambient[2];
-
- /* Compute dot product or normal and vector from V to light pos */
- n_dot_VP = nx * VPx + ny * VPy + nz * VPz;
-
- /* diffuse and specular terms */
- if (n_dot_VP<=0.0F) {
- /* surface face away from light, no diffuse or specular */
- GLfloat t = attenuation * spot;
- sumR += t * ambientR;
- sumG += t * ambientG;
- sumB += t * ambientB;
- /* done with this light */
- }
- else {
- GLfloat diffuseR, diffuseG, diffuseB;
- GLfloat specularR, specularG, specularB;
- GLfloat hx, hy, hz, n_dot_h, t;
-
- /* diffuse term */
- diffuseR = n_dot_VP * light->Diffuse[0] * mat->Diffuse[0];
- diffuseG = n_dot_VP * light->Diffuse[1] * mat->Diffuse[1];
- diffuseB = n_dot_VP * light->Diffuse[2] * mat->Diffuse[2];
-
- /* specular term */
- if (ctx->Light.Model.LocalViewer) {
- GLfloat vx, vy, vz, vlen;
- vx = vertex[j][0];
- vy = vertex[j][1];
- vz = vertex[j][2];
- vlen = sqrt( vx*vx + vy*vy + vz*vz );
- if (vlen>0.0001F) {
- GLfloat invlen = 1.0F / vlen;
- vx *= invlen;
- vy *= invlen;
- vz *= invlen;
- }
- /* h = VP + VPe */
- hx = VPx - vx;
- hy = VPy - vy;
- hz = VPz - vz;
- }
- else {
- /* h = VP + <0,0,1> */
- hx = VPx;
- hy = VPy;
- hz = VPz + 1.0F;
- }
-
- /* attention: h is not normalized, done later if needed */
- n_dot_h = nx*hx + ny*hy + nz*hz;
-
- if (n_dot_h<=0.0F) {
- specularR = 0.0F;
- specularG = 0.0F;
- specularB = 0.0F;
- }
- else {
- GLfloat spec_coef;
- /* now `correct' the dot product */
- n_dot_h = n_dot_h / sqrt( hx*hx + hy*hy + hz*hz );
- if (n_dot_h>1.0F) {
- /* only happens if normal vector length > 1.0 */
- spec_coef = pow( n_dot_h, mat->Shininess );
- }
- else {
- /* use table lookup approximation */
- int k = (int) (n_dot_h * (GLfloat) (SHINE_TABLE_SIZE-1));
- spec_coef = mat->ShineTable[k];
- }
- if (spec_coef<1.0e-10) {
- specularR = 0.0F;
- specularG = 0.0F;
- specularB = 0.0F;
- }
- else {
- specularR = spec_coef * light->Specular[0]
- * mat->Specular[0];
- specularG = spec_coef * light->Specular[1]
- * mat->Specular[1];
- specularB = spec_coef * light->Specular[2]
- * mat->Specular[2];
- }
- }
-
- t = attenuation * spot;
- sumR += t * (ambientR + diffuseR + specularR);
- sumG += t * (ambientG + diffuseG + specularG);
- sumB += t * (ambientB + diffuseB + specularB);
- }
-
- } /*loop over lights*/
-
- if (side==0) {
- /* clamp and convert to integer or fixed point */
- frontcolor[j][0] = (GLfixed) (CLAMP( sumR, 0.0F, 1.0F ) * rscale);
- frontcolor[j][1] = (GLfixed) (CLAMP( sumG, 0.0F, 1.0F ) * gscale);
- frontcolor[j][2] = (GLfixed) (CLAMP( sumB, 0.0F, 1.0F ) * bscale);
- frontcolor[j][3] = sumA;
- }
- else {
- /* clamp and convert to integer or fixed point */
- backcolor[j][0] = (GLfixed) (CLAMP( sumR, 0.0F, 1.0F ) * rscale);
- backcolor[j][1] = (GLfixed) (CLAMP( sumG, 0.0F, 1.0F ) * gscale);
- backcolor[j][2] = (GLfixed) (CLAMP( sumB, 0.0F, 1.0F ) * bscale);
- backcolor[j][3] = sumA;
- }
- } /*loop over vertices*/
-
- } /*for side*/
- }
-
-
-
- /*
- * This is an optimized version of the above function.
- */
- void gl_color_shade_vertices_fast( GLcontext *ctx,
- GLuint n,
- GLfloat vertex[][4],
- GLfloat normal[][3],
- GLuint twoside,
- GLfixed frontcolor[][4],
- GLfixed backcolor[][4] )
- {
- GLint j;
- GLfloat rscale, gscale, bscale, ascale;
- GLfixed A;
-
- /* Compute scale factor to go from floats in [0,1] to integers or fixed
- * point values:
- */
- rscale = (GLfloat) ( (GLint) ctx->Visual->RedScale << ctx->ColorShift );
- gscale = (GLfloat) ( (GLint) ctx->Visual->GreenScale << ctx->ColorShift );
- bscale = (GLfloat) ( (GLint) ctx->Visual->BlueScale << ctx->ColorShift );
- ascale = (GLfloat) ( (GLint) ctx->Visual->AlphaScale << ctx->ColorShift );
-
- /* Alpha is easy to compute, same for all vertices */
- A = (GLfixed) ( ctx->Light.BaseColor[3] * ascale);
-
- /* Loop over vertices */
- for (j=0;j<n;j++) {
- GLfloat R, G, B;
- GLfloat nx, ny, nz;
- struct gl_light *light;
-
- /* the normal vector */
- nx = normal[j][0];
- ny = normal[j][1];
- nz = normal[j][2];
-
- /* base color from global illumination and enabled light's ambient */
- R = ctx->Light.BaseColor[0];
- G = ctx->Light.BaseColor[1];
- B = ctx->Light.BaseColor[2];
-
- /* Add contribution from each light source */
- for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
- GLfloat n_dot_VP; /* n dot VP */
-
- n_dot_VP = nx * light->VP_inf_norm[0]
- + ny * light->VP_inf_norm[1]
- + nz * light->VP_inf_norm[2];
-
- /* diffuse and specular terms */
- if (n_dot_VP>0.0F) {
- GLfloat n_dot_h;
-
- /** add diffuse term **/
- R += n_dot_VP * light->MatDiffuse[0];
- G += n_dot_VP * light->MatDiffuse[1];
- B += n_dot_VP * light->MatDiffuse[2];
-
- /** specular term **/
- /* dot product of n and h_inf_norm */
- n_dot_h = nx * light->h_inf_norm[0]
- + ny * light->h_inf_norm[1]
- + nz * light->h_inf_norm[2];
- if (n_dot_h>0.0F) {
- if (n_dot_h>1.0F) {
- /* only happens if Magnitude(n) > 1.0 */
- GLfloat spec_coef = pow( n_dot_h,
- ctx->Light.Material[0].Shininess );
- if (spec_coef>1.0e-10F) {
- R += spec_coef * light->MatSpecular[0];
- G += spec_coef * light->MatSpecular[1];
- B += spec_coef * light->MatSpecular[2];
- }
- }
- else {
- /* use table lookup approximation */
- int k = (int) (n_dot_h * (GLfloat) (SHINE_TABLE_SIZE-1));
- GLfloat spec_coef = ctx->Light.Material[0].ShineTable[k];
- R += spec_coef * light->MatSpecular[0];
- G += spec_coef * light->MatSpecular[1];
- B += spec_coef * light->MatSpecular[2];
- }
- }
- }
-
- } /*loop over lights*/
-
- /* clamp and convert to integer or fixed point */
- frontcolor[j][0] = (GLfixed) (MIN2( R, 1.0F ) * rscale);
- frontcolor[j][1] = (GLfixed) (MIN2( G, 1.0F ) * gscale);
- frontcolor[j][2] = (GLfixed) (MIN2( B, 1.0F ) * bscale);
- frontcolor[j][3] = A;
-
- } /*loop over vertices*/
- }
-
-
-
- /*
- * Use current lighting/material settings to compute the color indexes
- * for an array of vertices.
- * Input: n - number of vertices to shade
- * vertex - array of [n] vertex position in viewing coordinates
- * normal - array of [n] surface normal vector
- * twoside - 0 = front face shading only, 1 = two-sided lighting
- * Output: frontindex - resulting array of [n] front-face color indexes
- * backindex - resulting array of [n] back-face color indexes
- */
- void gl_index_shade_vertices( GLcontext *ctx,
- GLuint n,
- GLfloat vertex[][4],
- GLfloat normal[][3],
- GLuint twoside,
- GLuint frontindex[],
- GLuint backindex[] )
- {
- GLint side, j;
- GLuint *output_index;
-
- for (side=0;side<=twoside;side++) {
- struct gl_material *mat = &ctx->Light.Material[side];
-
- if (side==0) {
- output_index = frontindex;
- }
- else {
- output_index = backindex;
- }
-
- /* loop over vertices */
- for (j=0;j<n;j++) {
- GLfloat index;
- GLfloat diffuse, specular; /* accumulated diffuse and specular */
- GLfloat nx, ny, nz; /* normal vector */
- struct gl_light *light;
-
- if (side==0) {
- /* shade frontside */
- nx = normal[j][0];
- ny = normal[j][1];
- nz = normal[j][2];
- }
- else {
- /* shade backside */
- nx = -normal[j][0];
- ny = -normal[j][1];
- nz = -normal[j][2];
- }
-
- diffuse = specular = 0.0F;
-
- /* Accumulate diffuse and specular from each light source */
- for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
- GLfloat attenuation;
- GLfloat lx, ly, lz; /* unit vector from vertex to light */
- GLfloat l_dot_norm; /* dot product of l and n */
-
- /* compute l and attenuation */
- if (light->Position[3]==0.0) {
- /* directional light */
- /* Effectively, l is a vector from the origin to the light. */
- lx = light->VP_inf_norm[0];
- ly = light->VP_inf_norm[1];
- lz = light->VP_inf_norm[2];
- attenuation = 1.0F;
- }
- else {
- /* positional light */
- GLfloat d; /* distance from vertex to light */
- lx = light->Position[0] - vertex[j][0];
- ly = light->Position[1] - vertex[j][1];
- lz = light->Position[2] - vertex[j][2];
- d = (GLfloat) sqrt( lx*lx + ly*ly + lz*lz );
- if (d>0.001F) {
- GLfloat invd = 1.0F / d;
- lx *= invd;
- ly *= invd;
- lz *= invd;
- }
- attenuation = 1.0F / (light->ConstantAttenuation
- + d * (light->LinearAttenuation
- + d * light->QuadraticAttenuation));
- }
-
- l_dot_norm = lx*nx + ly*ny + lz*nz;
-
- if (l_dot_norm>0.0F) {
- GLfloat spot_times_atten;
-
- /* spotlight factor */
- if (light->SpotCutoff==180.0F) {
- /* not a spot light */
- spot_times_atten = attenuation;
- }
- else {
- GLfloat v[3], dot;
- v[0] = -lx; /* v points from light to vertex */
- v[1] = -ly;
- v[2] = -lz;
- dot = DOT3( v, light->NormDirection );
- if (dot<=0.0F || dot<light->CosCutoff) {
- /* outside of cone */
- spot_times_atten = 0.0F;
- }
- else {
- double x = dot * (EXP_TABLE_SIZE-1);
- int k = (int) x;
- GLfloat spot = light->SpotExpTable[k][0]
- + (x-k)*light->SpotExpTable[k][1];
- spot_times_atten = spot * attenuation;
- }
- }
-
- /* accumulate diffuse term */
- diffuse += l_dot_norm * light->dli * spot_times_atten;
-
- /* accumulate specular term */
- {
- GLfloat hx, hy, hz, dot, spec_coef;
-
- /* specular term */
- if (ctx->Light.Model.LocalViewer) {
- GLfloat vx, vy, vz, vlen;
- vx = vertex[j][0];
- vy = vertex[j][1];
- vz = vertex[j][2];
- vlen = sqrt( vx*vx + vy*vy + vz*vz );
- if (vlen>0.0001F) {
- GLfloat invlen = 1.0F / vlen;
- vx *= invlen;
- vy *= invlen;
- vz *= invlen;
- }
- hx = lx - vx;
- hy = ly - vy;
- hz = lz - vz;
- }
- else {
- hx = lx;
- hy = ly;
- hz = lz + 1.0F;
- }
- /* attention: s is not normalized, done later if necessary */
- dot = hx*nx + hy*ny + hz*nz;
-
- if (dot<=0.0F) {
- spec_coef = 0.0F;
- }
- else {
- /* now `correct' the dot product */
- dot = dot / sqrt(hx*hx + hy*hy + hz*hz);
- if (dot>1.0F) {
- spec_coef = pow( dot, mat->Shininess );
- }
- else {
- int k = (int) (dot * (GLfloat)(SHINE_TABLE_SIZE-1));
- spec_coef = mat->ShineTable[k];
- }
- }
- specular += spec_coef * light->sli * spot_times_atten;
- }
- }
-
- } /*loop over lights*/
-
- /* Now compute final color index */
- if (specular>1.0F) {
- index = mat->SpecularIndex;
- }
- else {
- GLfloat d_a, s_a;
- d_a = mat->DiffuseIndex - mat->AmbientIndex;
- s_a = mat->SpecularIndex - mat->AmbientIndex;
-
- index = mat->AmbientIndex
- + diffuse * (1.0F-specular) * d_a
- + specular * s_a;
- if (index>mat->SpecularIndex) {
- index = mat->SpecularIndex;
- }
- }
- output_index[j] = (GLuint) (GLint) index;
-
- } /*for vertex*/
-
- } /*for side*/
- }
-