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5098 clevermous 1
#include "zgl.h"
2
#include "msghandling.h"
3
 
4
void glopMaterial(GLContext *c,GLParam *p)
5
{
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  int mode=p[1].i;
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  int type=p[2].i;
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  float *v=&p[3].f;
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  int i;
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  GLMaterial *m;
11
 
12
  if (mode == GL_FRONT_AND_BACK) {
13
    p[1].i=GL_FRONT;
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    glopMaterial(c,p);
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    mode=GL_BACK;
16
  }
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  if (mode == GL_FRONT) m=&c->materials[0];
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  else m=&c->materials[1];
19
 
20
  switch(type) {
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  case GL_EMISSION:
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    for(i=0;i<4;i++)
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      m->emission.v[i]=v[i];
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    break;
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  case GL_AMBIENT:
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    for(i=0;i<4;i++)
27
      m->ambient.v[i]=v[i];
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    break;
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  case GL_DIFFUSE:
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    for(i=0;i<4;i++)
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      m->diffuse.v[i]=v[i];
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    break;
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  case GL_SPECULAR:
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    for(i=0;i<4;i++)
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      m->specular.v[i]=v[i];
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    break;
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  case GL_SHININESS:
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    m->shininess=v[0];
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    m->shininess_i = (v[0]/128.0f)*SPECULAR_BUFFER_RESOLUTION;
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    break;
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  case GL_AMBIENT_AND_DIFFUSE:
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    for(i=0;i<4;i++)
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      m->diffuse.v[i]=v[i];
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    for(i=0;i<4;i++)
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      m->ambient.v[i]=v[i];
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    break;
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  default:
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    assert(0);
49
  }
50
}
51
 
52
void glopColorMaterial(GLContext *c,GLParam *p)
53
{
54
  int mode=p[1].i;
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  int type=p[2].i;
56
 
57
  c->current_color_material_mode=mode;
58
  c->current_color_material_type=type;
59
}
60
 
61
void glopLight(GLContext *c,GLParam *p)
62
{
63
  int light=p[1].i;
64
  int type=p[2].i;
65
  V4 v;
66
  GLLight *l;
67
  int i;
68
 
69
  assert(light >= GL_LIGHT0 && light < GL_LIGHT0+MAX_LIGHTS );
70
 
71
  l=&c->lights[light-GL_LIGHT0];
72
 
73
  for(i=0;i<4;i++) v.v[i]=p[3+i].f;
74
 
75
  switch(type) {
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  case GL_AMBIENT:
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    l->ambient=v;
78
    break;
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  case GL_DIFFUSE:
80
    l->diffuse=v;
81
    break;
82
  case GL_SPECULAR:
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    l->specular=v;
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    break;
85
  case GL_POSITION:
86
    {
87
      V4 pos;
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      gl_M4_MulV4(&pos,c->matrix_stack_ptr[0],&v);
89
 
90
      l->position=pos;
91
 
92
      if (l->position.v[3] == 0) {
93
        l->norm_position.X=pos.X;
94
        l->norm_position.Y=pos.Y;
95
        l->norm_position.Z=pos.Z;
96
 
97
        gl_V3_Norm(&l->norm_position);
98
      }
99
    }
100
    break;
101
  case GL_SPOT_DIRECTION:
102
    for(i=0;i<3;i++) {
103
      l->spot_direction.v[i]=v.v[i];
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      l->norm_spot_direction.v[i]=v.v[i];
105
    }
106
    gl_V3_Norm(&l->norm_spot_direction);
107
    break;
108
  case GL_SPOT_EXPONENT:
109
    l->spot_exponent=v.v[0];
110
    break;
111
  case GL_SPOT_CUTOFF:
112
    {
113
      float a=v.v[0];
114
      assert(a == 180 || (a>=0 && a<=90));
115
      l->spot_cutoff=a;
116
      if (a != 180) l->cos_spot_cutoff=cos(a * M_PI / 180.0);
117
    }
118
    break;
119
  case GL_CONSTANT_ATTENUATION:
120
    l->attenuation[0]=v.v[0];
121
    break;
122
  case GL_LINEAR_ATTENUATION:
123
    l->attenuation[1]=v.v[0];
124
    break;
125
  case GL_QUADRATIC_ATTENUATION:
126
    l->attenuation[2]=v.v[0];
127
    break;
128
  default:
129
    assert(0);
130
  }
131
}
132
 
133
 
134
void glopLightModel(GLContext *c,GLParam *p)
135
{
136
  int pname=p[1].i;
137
  float *v=&p[2].f;
138
  int i;
139
 
140
  switch(pname) {
141
  case GL_LIGHT_MODEL_AMBIENT:
142
    for(i=0;i<4;i++)
143
      c->ambient_light_model.v[i]=v[i];
144
    break;
145
  case GL_LIGHT_MODEL_LOCAL_VIEWER:
146
    c->local_light_model=(int)v[0];
147
    break;
148
  case GL_LIGHT_MODEL_TWO_SIDE:
149
    c->light_model_two_side = (int)v[0];
150
    break;
151
  default:
152
    tgl_warning("glopLightModel: illegal pname: 0x%x\n", pname);
153
    //assert(0);
154
    break;
155
  }
156
}
157
 
158
 
159
static inline float clampf(float a,float min,float max)
160
{
161
  if (a
162
  else if (a>max) return max;
163
  else return a;
164
}
165
 
166
void gl_enable_disable_light(GLContext *c,int light,int v)
167
{
168
  GLLight *l=&c->lights[light];
169
  if (v && !l->enabled) {
170
    l->enabled=1;
171
    l->next=c->first_light;
172
    c->first_light=l;
173
    l->prev=NULL;
174
  } else if (!v && l->enabled) {
175
    l->enabled=0;
176
    if (l->prev == NULL) c->first_light=l->next;
177
    else l->prev->next=l->next;
178
    if (l->next != NULL) l->next->prev=l->prev;
179
  }
180
}
181
 
182
/* non optimized lightening model */
183
void gl_shade_vertex(GLContext *c,GLVertex *v)
184
{
185
  float R,G,B,A;
186
  GLMaterial *m;
187
  GLLight *l;
188
  V3 n,s,d;
189
  float dist,tmp,att,dot,dot_spot,dot_spec;
190
  int twoside = c->light_model_two_side;
191
 
192
  m=&c->materials[0];
193
 
194
  n.X=v->normal.X;
195
  n.Y=v->normal.Y;
196
  n.Z=v->normal.Z;
197
 
198
  R=m->emission.v[0]+m->ambient.v[0]*c->ambient_light_model.v[0];
199
  G=m->emission.v[1]+m->ambient.v[1]*c->ambient_light_model.v[1];
200
  B=m->emission.v[2]+m->ambient.v[2]*c->ambient_light_model.v[2];
201
  A=clampf(m->diffuse.v[3],0,1);
202
 
203
  for(l=c->first_light;l!=NULL;l=l->next) {
204
    float lR,lB,lG;
205
 
206
    /* ambient */
207
    lR=l->ambient.v[0] * m->ambient.v[0];
208
    lG=l->ambient.v[1] * m->ambient.v[1];
209
    lB=l->ambient.v[2] * m->ambient.v[2];
210
 
211
    if (l->position.v[3] == 0) {
212
      /* light at infinity */
213
      d.X=l->position.v[0];
214
      d.Y=l->position.v[1];
215
      d.Z=l->position.v[2];
216
      att=1;
217
    } else {
218
      /* distance attenuation */
219
      d.X=l->position.v[0]-v->ec.v[0];
220
      d.Y=l->position.v[1]-v->ec.v[1];
221
      d.Z=l->position.v[2]-v->ec.v[2];
222
      dist=sqrt(d.X*d.X+d.Y*d.Y+d.Z*d.Z);
223
      if (dist>1E-3) {
224
        tmp=1/dist;
225
        d.X*=tmp;
226
        d.Y*=tmp;
227
        d.Z*=tmp;
228
      }
229
      att=1.0f/(l->attenuation[0]+dist*(l->attenuation[1]+
230
				     dist*l->attenuation[2]));
231
    }
232
    dot=d.X*n.X+d.Y*n.Y+d.Z*n.Z;
233
    if (twoside && dot < 0) dot = -dot;
234
    if (dot>0) {
235
      /* diffuse light */
236
      lR+=dot * l->diffuse.v[0] * m->diffuse.v[0];
237
      lG+=dot * l->diffuse.v[1] * m->diffuse.v[1];
238
      lB+=dot * l->diffuse.v[2] * m->diffuse.v[2];
239
 
240
      /* spot light */
241
      if (l->spot_cutoff != 180) {
242
        dot_spot=-(d.X*l->norm_spot_direction.v[0]+
243
                   d.Y*l->norm_spot_direction.v[1]+
244
                   d.Z*l->norm_spot_direction.v[2]);
245
        if (twoside && dot_spot < 0) dot_spot = -dot_spot;
246
        if (dot_spot < l->cos_spot_cutoff) {
247
          /* no contribution */
248
          continue;
249
        } else {
250
          /* TODO: optimize */
251
          if (l->spot_exponent > 0) {
252
            att=att*pow(dot_spot,l->spot_exponent);
253
          }
254
        }
255
      }
256
 
257
      /* specular light */
258
 
259
      if (c->local_light_model) {
260
        V3 vcoord;
261
        vcoord.X=v->ec.X;
262
        vcoord.Y=v->ec.Y;
263
        vcoord.Z=v->ec.Z;
264
        gl_V3_Norm(&vcoord);
265
        s.X=d.X-vcoord.X;
266
        s.Y=d.Y-vcoord.X;
267
        s.Z=d.Z-vcoord.X;
268
      } else {
269
        s.X=d.X;
270
        s.Y=d.Y;
271
        s.Z=d.Z+1.0;
272
      }
273
      dot_spec=n.X*s.X+n.Y*s.Y+n.Z*s.Z;
274
      if (twoside && dot_spec < 0) dot_spec = -dot_spec;
275
      if (dot_spec>0) {
276
        GLSpecBuf *specbuf;
277
        int idx;
278
        tmp=sqrt(s.X*s.X+s.Y*s.Y+s.Z*s.Z);
279
        if (tmp > 1E-3) {
280
          dot_spec=dot_spec / tmp;
281
        }
282
 
283
        /* TODO: optimize */
284
        /* testing specular buffer code */
285
        /* dot_spec= pow(dot_spec,m->shininess);*/
286
        specbuf = specbuf_get_buffer(c, m->shininess_i, m->shininess);
287
        idx = (int)(dot_spec*SPECULAR_BUFFER_SIZE);
288
        if (idx > SPECULAR_BUFFER_SIZE) idx = SPECULAR_BUFFER_SIZE;
289
        dot_spec = specbuf->buf[idx];
290
        lR+=dot_spec * l->specular.v[0] * m->specular.v[0];
291
        lG+=dot_spec * l->specular.v[1] * m->specular.v[1];
292
        lB+=dot_spec * l->specular.v[2] * m->specular.v[2];
293
      }
294
    }
295
 
296
    R+=att * lR;
297
    G+=att * lG;
298
    B+=att * lB;
299
  }
300
 
301
  v->color.v[0]=clampf(R,0,1);
302
  v->color.v[1]=clampf(G,0,1);
303
  v->color.v[2]=clampf(B,0,1);
304
  v->color.v[3]=A;
305
}
306