scummvm/graphics/tinygl/light.cpp

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#include "graphics/tinygl/zgl.h"
namespace TinyGL {
void glopMaterial(GLContext *c, GLParam *p) {
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int mode = p[1].i;
int type = p[2].i;
float v[4] = { p[3].f, p[4].f, p[5].f, p[6].f };
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int i;
GLMaterial *m;
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if (mode == TGL_FRONT_AND_BACK) {
p[1].i=TGL_FRONT;
glopMaterial(c,p);
mode=TGL_BACK;
}
if (mode == TGL_FRONT)
m = &c->materials[0];
else
m = &c->materials[1];
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switch (type) {
case TGL_EMISSION:
for (i = 0; i < 4; i++)
m->emission.v[i] = v[i];
break;
case TGL_AMBIENT:
for (i = 0; i < 4; i++)
m->ambient.v[i] = v[i];
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break;
case TGL_DIFFUSE:
for (i = 0; i < 4; i++)
m->diffuse.v[i] = v[i];
break;
case TGL_SPECULAR:
for (i = 0; i < 4; i++)
m->specular.v[i] = v[i];
break;
case TGL_SHININESS:
m->shininess = v[0];
m->shininess_i = (int)(v[0] / 128.0f) * SPECULAR_BUFFER_RESOLUTION;
break;
case TGL_AMBIENT_AND_DIFFUSE:
for (i = 0; i < 4; i++)
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];
break;
default:
assert(0);
}
}
void glopColorMaterial(GLContext *c, GLParam *p) {
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int mode = p[1].i;
int type = p[2].i;
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c->current_color_material_mode = mode;
c->current_color_material_type = type;
}
void glopLight(GLContext *c, GLParam *p) {
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int light=p[1].i;
int type=p[2].i;
V4 v;
GLLight *l;
int i;
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assert(light >= TGL_LIGHT0 && light < TGL_LIGHT0+T_MAX_LIGHTS );
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l = &c->lights[light - TGL_LIGHT0];
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for (i = 0; i < 4; i++)
v.v[i] = p[3 + i].f;
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switch(type) {
case TGL_AMBIENT:
l->ambient = v;
break;
case TGL_DIFFUSE:
l->diffuse = v;
break;
case TGL_SPECULAR:
l->specular = v;
break;
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case TGL_POSITION:
{
V4 pos;
gl_M4_MulV4(&pos, c->matrix_stack_ptr[0], &v);
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l->position=pos;
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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 TGL_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 TGL_SPOT_EXPONENT:
l->spot_exponent = v.v[0];
break;
case TGL_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 = (float)(cos(a * LOCAL_PI / 180.0));
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}
break;
case TGL_CONSTANT_ATTENUATION:
l->attenuation[0] = v.v[0];
break;
case TGL_LINEAR_ATTENUATION:
l->attenuation[1] = v.v[0];
break;
case TGL_QUADRATIC_ATTENUATION:
l->attenuation[2] = v.v[0];
break;
default:
assert(0);
}
}
void glopLightModel(GLContext *c, GLParam *p) {
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int pname = p[1].i;
float v[4] = { p[2].f, p[3].f, p[4].f, p[5].f };
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int i;
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switch (pname) {
case TGL_LIGHT_MODEL_AMBIENT:
for (i = 0; i < 4; i++)
c->ambient_light_model.v[i] = v[i];
break;
case TGL_LIGHT_MODEL_LOCAL_VIEWER:
c->local_light_model = (int)v[0];
break;
case TGL_LIGHT_MODEL_TWO_SIDE:
c->light_model_two_side = (int)v[0];
break;
default:
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warning("glopLightModel: illegal pname: 0x%x", pname);
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break;
}
}
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static inline float clampf(float a, float min, float max) {
if (a < min)
return min;
else if (a > max)
return max;
else
return a;
}
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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;
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if (!l->prev)
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c->first_light = l->next;
else
l->prev->next=l->next;
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if (l->next)
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l->next->prev=l->prev;
}
}
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// 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;
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m = &c->materials[0];
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n.X = v->normal.X;
n.Y = v->normal.Y;
n.Z = v->normal.Z;
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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);
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for (l = c->first_light; l != NULL; l = l->next) {
float lR, lB, lG;
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// 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];
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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];
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lB += dot * l->diffuse.v[2] * m->diffuse.v[2];
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// 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);
}
}
}
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// specular light
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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 = (float)(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;
}
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// 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;
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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;
}
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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;
}
} // end of namespace TinyGL