137 lines
3.6 KiB
C++
137 lines
3.6 KiB
C++
#include "zgl.h"
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#include "msghandling.h"
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#include <math.h>
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static inline float clampf(float a,float min,float max)
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{
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if (a<min) return min;
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else if (a>max) return max;
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else return a;
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}
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/* non optimized lighting model */
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void gl_shade_vertex(GLContext *c,GLVertex *v)
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{
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float R,G,B,A;
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GLMaterial *m;
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GLLight *l;
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V3 n,s,d;
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float dist,tmp,att,dot,dot_spot,dot_spec;
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int twoside = c->light_model_two_side;
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m=&c->materials[0];
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n.X=v->normal.X;
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n.Y=v->normal.Y;
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n.Z=v->normal.Z;
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R=m->emission.v[0]+m->ambient.v[0]*c->ambient_light_model.v[0];
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G=m->emission.v[1]+m->ambient.v[1]*c->ambient_light_model.v[1];
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B=m->emission.v[2]+m->ambient.v[2]*c->ambient_light_model.v[2];
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A=clampf(m->diffuse.v[3],0,1);
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for(l=c->first_light;l!=NULL;l=l->next) {
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float lR,lB,lG;
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/* ambient */
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lR=l->ambient.v[0] * m->ambient.v[0];
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lG=l->ambient.v[1] * m->ambient.v[1];
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lB=l->ambient.v[2] * m->ambient.v[2];
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if (l->position.v[3] == 0) {
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/* light at infinity */
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d.X=l->position.v[0];
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d.Y=l->position.v[1];
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d.Z=l->position.v[2];
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att=1;
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} else {
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/* distance attenuation */
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d.X=l->position.v[0]-v->ec.v[0];
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d.Y=l->position.v[1]-v->ec.v[1];
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d.Z=l->position.v[2]-v->ec.v[2];
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dist = sqrtf(d.X*d.X+d.Y*d.Y+d.Z*d.Z);
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if (dist>1E-3) {
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tmp=1/dist;
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d.X*=tmp;
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d.Y*=tmp;
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d.Z*=tmp;
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}
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att=1.0f/(l->attenuation[0]+dist*(l->attenuation[1]+
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dist*l->attenuation[2]));
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}
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dot=d.X*n.X+d.Y*n.Y+d.Z*n.Z;
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if (twoside && dot < 0) dot = -dot;
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if (dot>0) {
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/* diffuse light */
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lR+=dot * l->diffuse.v[0] * m->diffuse.v[0];
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lG+=dot * l->diffuse.v[1] * m->diffuse.v[1];
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lB+=dot * l->diffuse.v[2] * m->diffuse.v[2];
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/* spot light */
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if (l->spot_cutoff != 180) {
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dot_spot=-(d.X*l->norm_spot_direction.v[0]+
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d.Y*l->norm_spot_direction.v[1]+
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d.Z*l->norm_spot_direction.v[2]);
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if (twoside && dot_spot < 0) dot_spot = -dot_spot;
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if (dot_spot < l->cos_spot_cutoff) {
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/* no contribution */
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continue;
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} else {
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/* TODO: optimize */
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if (l->spot_exponent > 0) {
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att=att*pow(dot_spot,l->spot_exponent);
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}
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}
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}
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/* specular light */
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if (c->local_light_model) {
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V3 vcoord;
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vcoord.X=v->ec.X;
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vcoord.Y=v->ec.Y;
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vcoord.Z=v->ec.Z;
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gl_V3_Norm(&vcoord);
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s.X=d.X-vcoord.X;
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s.Y=d.Y-vcoord.X;
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s.Z=d.Z-vcoord.X;
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} else {
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s.X=d.X;
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s.Y=d.Y;
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s.Z=d.Z+1.0f;
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}
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dot_spec=n.X*s.X+n.Y*s.Y+n.Z*s.Z;
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if (twoside && dot_spec < 0) dot_spec = -dot_spec;
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if (dot_spec>0) {
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GLSpecBuf *specbuf;
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int idx;
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tmp=sqrt(s.X*s.X+s.Y*s.Y+s.Z*s.Z);
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if (tmp > 1E-3) {
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dot_spec=dot_spec / tmp;
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}
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/* TODO: optimize */
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/* testing specular buffer code */
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/* dot_spec= pow(dot_spec,m->shininess);*/
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specbuf = specbuf_get_buffer(c, m->shininess_i, m->shininess);
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idx = (int)(dot_spec*SPECULAR_BUFFER_SIZE);
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if (idx > SPECULAR_BUFFER_SIZE) idx = SPECULAR_BUFFER_SIZE;
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dot_spec = specbuf->buf[idx];
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lR+=dot_spec * l->specular.v[0] * m->specular.v[0];
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lG+=dot_spec * l->specular.v[1] * m->specular.v[1];
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lB+=dot_spec * l->specular.v[2] * m->specular.v[2];
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}
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}
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R+=att * lR;
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G+=att * lG;
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B+=att * lB;
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}
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v->color.v[0]=clampf(R,0,1);
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v->color.v[1]=clampf(G,0,1);
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v->color.v[2]=clampf(B,0,1);
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v->color.v[3]=A;
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}
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