| 1 | /* $Id: shade_tmp.h,v 1.2 2000-05-23 20:34:55 jeroen Exp $ */
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| 2 |
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| 3 | /*
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| 4 | * Mesa 3-D graphics library
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| 5 | * Version: 3.1
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| 6 | *
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| 7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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| 8 | *
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a
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| 10 | * copy of this software and associated documentation files (the "Software"),
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| 11 | * to deal in the Software without restriction, including without limitation
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the
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| 14 | * Software is furnished to do so, subject to the following conditions:
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| 15 | *
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| 16 | * The above copyright notice and this permission notice shall be included
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| 17 | * in all copies or substantial portions of the Software.
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| 18 | *
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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| 25 | */
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| 26 |
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| 27 | /*
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| 28 | * New (3.1) transformation code written by Keith Whitwell.
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| 29 | */
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| 30 |
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| 31 | static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
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| 32 | {
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| 33 | GLcontext *ctx = VB->ctx;
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| 34 | GLfloat (*base)[3] = ctx->Light.BaseColor;
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| 35 | GLubyte *sumA = ctx->Light.BaseAlpha;
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| 36 |
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| 37 | GLuint j;
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| 38 |
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| 39 | GLuint vstride = VB->Unprojected->stride;
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| 40 | const GLfloat *vertex = VB->Unprojected->start;
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| 41 | GLuint vertex_size = VB->Unprojected->size;
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| 42 |
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| 43 | GLuint nstride = VB->NormalPtr->stride;
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| 44 | const GLfloat *normal = VB->NormalPtr->start;
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| 45 | CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3]) VB->NormalPtr->start;
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| 46 |
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| 47 | /* Has stride 4 to help the drivers - and us...
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| 48 | */
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| 49 | GLubyte (*CMcolor)[4] = 0;
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| 50 |
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| 51 | GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start;
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| 52 | GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start;
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| 53 | GLubyte (*Fspec)[4] = VB->Spec[0] + VB->Start;
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| 54 | GLubyte (*Bspec)[4] = VB->Spec[1] + VB->Start;
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| 55 | GLubyte *mask = VB->CullMask + VB->Start;
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| 56 | GLubyte *cullmask = mask;
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| 57 | GLuint *flags = VB->Flag + VB->Start;
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| 58 |
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| 59 | struct gl_material (*new_material)[2] = VB->Material + VB->Start;
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| 60 | GLuint *new_material_mask = VB->MaterialMask + VB->Start;
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| 61 | GLuint nr = VB->Count - VB->Start;
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| 62 |
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| 63 | GLuint cm_flags = 0;
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| 64 |
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| 65 | (void) cullmask;
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| 66 | (void) nstride;
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| 67 | (void) first_normal;
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| 68 | (void) flags;
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| 69 |
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| 70 | if (ctx->Light.ColorMaterialEnabled) {
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| 71 | cm_flags = VERT_RGBA;
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| 72 |
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| 73 | if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
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| 74 | gl_clean_color(VB);
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| 75 |
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| 76 | CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
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| 77 | }
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| 78 |
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| 79 | VB->Color[0] = VB->LitColor[0];
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| 80 | VB->Color[1] = VB->LitColor[1];
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| 81 | VB->ColorPtr = VB->LitColor[0];
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| 82 | VB->Specular = VB->Spec[0];
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| 83 |
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| 84 |
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| 85 | for ( j=0 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL)
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| 86 | {
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| 87 | GLfloat sum[2][3], spec[2][3];
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| 88 | struct gl_light *light;
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| 89 |
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| 90 | if ( flags[j] & cm_flags )
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| 91 | gl_update_color_material( ctx, CMcolor[j] );
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| 92 |
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| 93 | if ( flags[j] & VERT_MATERIAL )
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| 94 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
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| 95 |
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| 96 | if ( CULL(*mask) )
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| 97 | continue;
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| 98 |
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| 99 | if (LIGHT_FRONT(*mask)) {
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| 100 | COPY_3V(sum[0], base[0]);
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| 101 | ZERO_3V(spec[0]);
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| 102 | }
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| 103 |
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| 104 | if (LIGHT_REAR(*mask)) {
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| 105 | COPY_3V(sum[1], base[1]);
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| 106 | ZERO_3V(spec[1]);
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| 107 | }
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| 108 |
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| 109 | /* Add contribution from each enabled light source */
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| 110 | foreach (light, &ctx->Light.EnabledList) {
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| 111 | GLfloat n_dot_h;
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| 112 | GLfloat correction;
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| 113 | GLint side;
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| 114 | GLfloat contrib[3];
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| 115 | GLfloat attenuation;
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| 116 | GLfloat VP[3]; /* unit vector from vertex to light */
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| 117 | GLfloat n_dot_VP; /* n dot VP */
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| 118 | GLfloat *h;
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| 119 | GLboolean normalized;
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| 120 |
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| 121 | /* compute VP and attenuation */
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| 122 | if (!(light->Flags & LIGHT_POSITIONAL)) {
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| 123 | /* directional light */
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| 124 | COPY_3V(VP, light->VP_inf_norm);
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| 125 | attenuation = light->VP_inf_spot_attenuation;
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| 126 | }
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| 127 | else {
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| 128 | GLfloat d; /* distance from vertex to light */
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| 129 |
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| 130 | if (vertex_size == 2) {
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| 131 | SUB_2V(VP, light->Position, vertex);
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| 132 | VP[2] = light->Position[2];
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| 133 | } else {
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| 134 | SUB_3V(VP, light->Position, vertex);
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| 135 | }
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| 136 |
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| 137 | d = (GLfloat) LEN_3FV( VP );
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| 138 |
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| 139 | if (d > 1e-6) {
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| 140 | GLfloat invd = 1.0F / d;
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| 141 | SELF_SCALE_SCALAR_3V(VP, invd);
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| 142 | }
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| 143 |
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| 144 | attenuation = 1.0F / (light->ConstantAttenuation + d *
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| 145 | (light->LinearAttenuation + d *
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| 146 | light->QuadraticAttenuation));
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| 147 |
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| 148 | /* spotlight attenuation */
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| 149 | if (light->Flags & LIGHT_SPOT)
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| 150 | {
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| 151 | GLfloat PV_dot_dir = - DOT3(VP, light->NormDirection);
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| 152 |
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| 153 | if (PV_dot_dir<light->CosCutoff) {
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| 154 | continue; /* this light makes no contribution */
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| 155 | }
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| 156 | else {
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| 157 | double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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| 158 | int k = (int) x;
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| 159 | GLfloat spot = (GLfloat) (light->SpotExpTable[k][0]
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| 160 | + (x-k)*light->SpotExpTable[k][1]);
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| 161 | attenuation *= spot;
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| 162 | }
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| 163 | }
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| 164 | }
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| 165 |
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| 166 |
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| 167 | if (attenuation < 1e-3)
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| 168 | continue; /* this light makes no contribution */
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| 169 |
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| 170 | /* Compute dot product or normal and vector from V to light pos */
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| 171 | n_dot_VP = DOT3( normal, VP );
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| 172 |
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| 173 | /* Which side gets the diffuse & specular terms? */
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| 174 | if (n_dot_VP < 0.0F) {
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| 175 | if (LIGHT_FRONT(*mask)) {
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| 176 | ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->MatAmbient[0]);
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| 177 | }
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| 178 | if (!LIGHT_REAR(*mask)) {
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| 179 | continue;
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| 180 | }
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| 181 | side = 1;
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| 182 | correction = -1;
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| 183 | n_dot_VP = -n_dot_VP;
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| 184 | } else {
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| 185 | if (LIGHT_REAR(*mask)) {
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| 186 | ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->MatAmbient[1]);
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| 187 | }
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| 188 | if (!LIGHT_FRONT(*mask)) {
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| 189 | continue;
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| 190 | }
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| 191 | side = 0;
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| 192 | correction = 1;
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| 193 | }
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| 194 |
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| 195 | /* diffuse term */
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| 196 | COPY_3V(contrib, light->MatAmbient[side]);
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| 197 | ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->MatDiffuse[side]);
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| 198 | ACC_SCALE_SCALAR_3V(sum[side], attenuation, contrib );
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| 199 |
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| 200 | if (!light->IsMatSpecular[side])
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| 201 | continue;
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| 202 |
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| 203 | /* specular term - cannibalize VP... */
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| 204 | if (ctx->Light.Model.LocalViewer) {
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| 205 | GLfloat v[3];
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| 206 | COPY_3V(v, vertex);
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| 207 | if (vertex_size == 2) v[2] = 0;
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| 208 | NORMALIZE_3FV(v);
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| 209 | SUB_3V(VP, VP, v); /* h = VP + VPe */
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| 210 | h = VP;
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| 211 | normalized = 0;
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| 212 | }
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| 213 | else if (light->Flags & LIGHT_POSITIONAL) {
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| 214 | h = VP;
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| 215 | ACC_3V(h, ctx->EyeZDir);
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| 216 | normalized = 0;
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| 217 | } else {
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| 218 | h = light->h_inf_norm;
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| 219 | normalized = 1;
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| 220 | }
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| 221 |
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| 222 | n_dot_h = correction * DOT3(normal, h);
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| 223 |
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| 224 | if (n_dot_h > 0.0F)
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| 225 | {
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| 226 | GLfloat spec_coef;
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| 227 | struct gl_shine_tab *tab = ctx->ShineTable[side];
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| 228 |
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| 229 | if (!normalized) {
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| 230 | n_dot_h *= n_dot_h;
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| 231 | n_dot_h /= LEN_SQUARED_3FV( h );
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| 232 | tab = ctx->ShineTable[side+2];
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| 233 | }
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| 234 |
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| 235 | if (n_dot_h>1.0) {
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| 236 | spec_coef = (GLfloat) pow( n_dot_h, tab->shininess );
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| 237 | } else
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| 238 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
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| 239 |
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| 240 | if (spec_coef > 1.0e-10) {
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| 241 | spec_coef *= attenuation;
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| 242 | ACC_SCALE_SCALAR_3V( spec[side], spec_coef,
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| 243 | light->MatSpecular[side]);
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| 244 | }
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| 245 | }
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| 246 | } /*loop over lights*/
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| 247 |
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| 248 | if (LIGHT_FRONT(*mask)) {
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| 249 | FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] );
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| 250 | FLOAT_RGB_TO_UBYTE_RGB( Fspec[j], spec[0] );
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| 251 | Fcolor[j][3] = sumA[0];
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| 252 | }
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| 253 |
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| 254 | if (LIGHT_REAR(*mask)) {
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| 255 | FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] );
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| 256 | FLOAT_RGB_TO_UBYTE_RGB( Bspec[j], spec[1] );
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| 257 | Bcolor[j][3] = sumA[1];
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| 258 | }
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| 259 | }
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| 260 |
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| 261 | if ( flags[j] & cm_flags )
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| 262 | gl_update_color_material( ctx, CMcolor[j] );
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| 263 |
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| 264 | if ( flags[j] & VERT_MATERIAL )
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| 265 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
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| 266 | }
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| 267 |
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| 268 |
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| 269 | static void TAG(shade_rgba)( struct vertex_buffer *VB )
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| 270 | {
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| 271 | GLuint j;
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| 272 | GLcontext *ctx = VB->ctx;
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| 273 |
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| 274 | GLfloat (*base)[3] = ctx->Light.BaseColor;
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| 275 | GLubyte *sumA = ctx->Light.BaseAlpha;
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| 276 |
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| 277 | GLuint vstride = VB->Unprojected->stride;
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| 278 | const GLfloat *vertex = (GLfloat *)VB->Unprojected->start;
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| 279 | GLuint vertex_size = VB->Unprojected->size;
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| 280 |
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| 281 | GLuint nstride = VB->NormalPtr->stride;
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| 282 | const GLfloat *normal = VB->NormalPtr->start;
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| 283 | CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start;
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| 284 |
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| 285 | GLubyte (*CMcolor)[4] = 0;
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| 286 | GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start;
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| 287 | GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start;
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| 288 | GLubyte *mask = VB->CullMask + VB->Start;
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| 289 | GLubyte *cullmask = mask;
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| 290 | GLuint *flags = VB->Flag + VB->Start;
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| 291 | GLuint cm_flags = 0;
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| 292 |
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| 293 | struct gl_material (*new_material)[2] = VB->Material + VB->Start;
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| 294 | GLuint *new_material_mask = VB->MaterialMask + VB->Start;
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| 295 | GLuint nr = VB->Count - VB->Start;
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| 296 |
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| 297 | (void) cullmask;
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| 298 | (void) nstride;
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| 299 | (void) first_normal;
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| 300 | (void) flags;
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| 301 |
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| 302 | if (ctx->Light.ColorMaterialEnabled) {
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| 303 | cm_flags = VERT_RGBA;
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| 304 |
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| 305 | if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
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| 306 | gl_clean_color(VB);
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| 307 |
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| 308 | CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
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| 309 | }
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| 310 |
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| 311 | VB->ColorPtr = VB->LitColor[0];
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| 312 | VB->Color[0] = VB->LitColor[0];
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| 313 | VB->Color[1] = VB->LitColor[1];
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| 314 |
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| 315 | for ( j=0 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL)
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| 316 | {
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| 317 | GLfloat sum[2][3];
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| 318 | struct gl_light *light;
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| 319 |
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| 320 | if ( flags[j] & cm_flags )
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| 321 | gl_update_color_material( ctx, CMcolor[j] );
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| 322 |
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| 323 | if ( flags[j] & VERT_MATERIAL )
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| 324 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
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| 325 |
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| 326 | if ( CULL(*mask) )
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| 327 | continue;
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| 328 |
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| 329 | COPY_3V(sum[0], base[0]);
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| 330 |
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| 331 | if ( NR_SIDES == 2 )
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| 332 | COPY_3V(sum[1], base[1]);
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| 333 |
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| 334 | /* Add contribution from each enabled light source */
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| 335 | foreach (light, &ctx->Light.EnabledList) {
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| 336 |
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| 337 | GLfloat n_dot_h;
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| 338 | GLfloat correction;
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| 339 | GLint side;
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| 340 | GLfloat contrib[3];
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| 341 | GLfloat attenuation = 1.0;
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| 342 | GLfloat VP[3]; /* unit vector from vertex to light */
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| 343 | GLfloat n_dot_VP; /* n dot VP */
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| 344 | GLfloat *h;
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| 345 | GLboolean normalized;
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| 346 |
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| 347 | /* compute VP and attenuation */
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| 348 | if (!(light->Flags & LIGHT_POSITIONAL)) {
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| 349 | /* directional light */
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| 350 | COPY_3V(VP, light->VP_inf_norm);
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| 351 | attenuation = light->VP_inf_spot_attenuation;
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| 352 | }
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| 353 | else {
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| 354 | GLfloat d; /* distance from vertex to light */
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| 355 |
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| 356 |
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| 357 | /* KW: fix me */
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| 358 | if (vertex_size == 2) {
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| 359 | SUB_2V(VP, light->Position, vertex);
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| 360 | VP[2] = light->Position[2];
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| 361 | } else {
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| 362 | SUB_3V(VP, light->Position, vertex);
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| 363 | }
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| 364 |
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| 365 | d = LEN_3FV( VP );
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| 366 |
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| 367 | if ( d > 1e-6) {
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| 368 | GLfloat invd = 1.0F / d;
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| 369 | SELF_SCALE_SCALAR_3V(VP, invd);
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| 370 | }
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| 371 | /* if (light->Flags & LIGHT_ATTENUATED) */
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| 372 | attenuation = 1.0F / (light->ConstantAttenuation + d *
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| 373 | (light->LinearAttenuation + d *
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| 374 | light->QuadraticAttenuation));
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| 375 |
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| 376 | /* spotlight attenuation */
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| 377 | if (light->Flags & LIGHT_SPOT)
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| 378 | {
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| 379 | GLfloat PV_dot_dir = - DOT3(VP, light->NormDirection);
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| 380 |
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| 381 | if (PV_dot_dir<light->CosCutoff) {
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| 382 | continue; /* this light makes no contribution */
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| 383 | }
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| 384 | else {
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| 385 | double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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| 386 | int k = (int) x;
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| 387 | GLfloat spot = (light->SpotExpTable[k][0]
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| 388 | + (x-k)*light->SpotExpTable[k][1]);
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| 389 | attenuation *= spot;
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| 390 | }
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| 391 | }
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| 392 | }
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| 393 |
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| 394 |
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| 395 | if (attenuation < 1e-3)
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| 396 | continue; /* this light makes no contribution */
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| 397 |
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| 398 |
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| 399 | /* Compute dot product or normal and vector from V to light pos */
|
|---|
| 400 | n_dot_VP = DOT3( normal, VP );
|
|---|
| 401 |
|
|---|
| 402 | /* which side are we lighting? */
|
|---|
| 403 | if (n_dot_VP < 0.0F) {
|
|---|
| 404 | if (LIGHT_FRONT(*mask)) {
|
|---|
| 405 | ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->MatAmbient[0]);
|
|---|
| 406 | }
|
|---|
| 407 | if (!LIGHT_REAR(*mask))
|
|---|
| 408 | continue;
|
|---|
| 409 |
|
|---|
| 410 | side = 1;
|
|---|
| 411 | correction = -1;
|
|---|
| 412 | n_dot_VP = -n_dot_VP;
|
|---|
| 413 | } else {
|
|---|
| 414 | if (LIGHT_REAR(*mask)) {
|
|---|
| 415 | ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->MatAmbient[1]);
|
|---|
| 416 | }
|
|---|
| 417 | if (!LIGHT_FRONT(*mask))
|
|---|
| 418 | continue;
|
|---|
| 419 | side = 0;
|
|---|
| 420 | correction = 1;
|
|---|
| 421 | }
|
|---|
| 422 |
|
|---|
| 423 | COPY_3V(contrib, light->MatAmbient[side]);
|
|---|
| 424 |
|
|---|
| 425 | /* diffuse term */
|
|---|
| 426 | ACC_SCALE_SCALAR_3V(contrib, n_dot_VP, light->MatDiffuse[side]);
|
|---|
| 427 |
|
|---|
| 428 | /* specular term - cannibalize VP... */
|
|---|
| 429 | if (light->IsMatSpecular[side])
|
|---|
| 430 | {
|
|---|
| 431 | if (ctx->Light.Model.LocalViewer) {
|
|---|
| 432 | GLfloat v[3];
|
|---|
| 433 | COPY_3V(v, vertex);
|
|---|
| 434 | if (vertex_size == 2) v[2] = 0;
|
|---|
| 435 | NORMALIZE_3FV(v);
|
|---|
| 436 | SUB_3V(VP, VP, v); /* h = VP + VPe */
|
|---|
| 437 | h = VP;
|
|---|
| 438 | normalized = 0;
|
|---|
| 439 | }
|
|---|
| 440 | else if (light->Flags & LIGHT_POSITIONAL) {
|
|---|
| 441 | h = VP;
|
|---|
| 442 | ACC_3V(h, ctx->EyeZDir);
|
|---|
| 443 | normalized = 0;
|
|---|
| 444 | } else {
|
|---|
| 445 | h = light->h_inf_norm;
|
|---|
| 446 | normalized = 1;
|
|---|
| 447 | }
|
|---|
| 448 |
|
|---|
| 449 | n_dot_h = correction * DOT3(normal, h);
|
|---|
| 450 |
|
|---|
| 451 | if (n_dot_h > 0.0F)
|
|---|
| 452 | {
|
|---|
| 453 | GLfloat spec_coef;
|
|---|
| 454 | struct gl_shine_tab *tab = ctx->ShineTable[side];
|
|---|
| 455 |
|
|---|
| 456 | if (!normalized) {
|
|---|
| 457 | n_dot_h *= n_dot_h;
|
|---|
| 458 | n_dot_h /= LEN_SQUARED_3FV( h );
|
|---|
| 459 | tab = ctx->ShineTable[side+2];
|
|---|
| 460 | }
|
|---|
| 461 |
|
|---|
| 462 | if (n_dot_h>1.0) {
|
|---|
| 463 | spec_coef = pow( n_dot_h, tab->shininess );
|
|---|
| 464 | } else {
|
|---|
| 465 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
|
|---|
| 466 | }
|
|---|
| 467 |
|
|---|
| 468 | ACC_SCALE_SCALAR_3V( contrib, spec_coef,
|
|---|
| 469 | light->MatSpecular[side]);
|
|---|
| 470 | }
|
|---|
| 471 | }
|
|---|
| 472 |
|
|---|
| 473 | ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
|
|---|
| 474 | }
|
|---|
| 475 |
|
|---|
| 476 | if (LIGHT_FRONT(*mask)) {
|
|---|
| 477 | FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] );
|
|---|
| 478 | Fcolor[j][3] = sumA[0];
|
|---|
| 479 | }
|
|---|
| 480 |
|
|---|
| 481 | if (LIGHT_REAR(*mask)) {
|
|---|
| 482 | FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] );
|
|---|
| 483 | Bcolor[j][3] = sumA[1];
|
|---|
| 484 | }
|
|---|
| 485 | }
|
|---|
| 486 |
|
|---|
| 487 | if ( flags[j] & cm_flags )
|
|---|
| 488 | gl_update_color_material( ctx, CMcolor[j] );
|
|---|
| 489 |
|
|---|
| 490 | if ( flags[j] & VERT_MATERIAL )
|
|---|
| 491 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|---|
| 492 | }
|
|---|
| 493 |
|
|---|
| 494 |
|
|---|
| 495 |
|
|---|
| 496 |
|
|---|
| 497 | /* Vertex size doesn't matter - yay!
|
|---|
| 498 | */
|
|---|
| 499 | static void TAG(shade_fast_rgba)( struct vertex_buffer *VB )
|
|---|
| 500 | {
|
|---|
| 501 | GLcontext *ctx = VB->ctx;
|
|---|
| 502 | GLfloat (*base)[3] = ctx->Light.BaseColor;
|
|---|
| 503 | GLubyte *sumA = ctx->Light.BaseAlpha;
|
|---|
| 504 | GLuint nstride = VB->NormalPtr->stride;
|
|---|
| 505 | const GLfloat *normal = VB->NormalPtr->start;
|
|---|
| 506 | CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start;
|
|---|
| 507 | GLubyte (*CMcolor)[4] = 0;
|
|---|
| 508 | GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start;
|
|---|
| 509 | GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start;
|
|---|
| 510 | GLubyte *mask = VB->NormCullStart;
|
|---|
| 511 | GLubyte *cullmask = mask;
|
|---|
| 512 | GLuint *flags = VB->Flag + VB->Start;
|
|---|
| 513 | GLuint cm_flags = 0;
|
|---|
| 514 | GLuint interesting;
|
|---|
| 515 | GLuint j = 0;
|
|---|
| 516 | struct gl_material (*new_material)[2] = VB->Material + VB->Start;
|
|---|
| 517 | GLuint *new_material_mask = VB->MaterialMask + VB->Start;
|
|---|
| 518 |
|
|---|
| 519 | (void) cullmask;
|
|---|
| 520 | (void) first_normal;
|
|---|
| 521 | (void) flags;
|
|---|
| 522 | (void) nstride;
|
|---|
| 523 |
|
|---|
| 524 | if (ctx->Light.ColorMaterialEnabled)
|
|---|
| 525 | {
|
|---|
| 526 | cm_flags = VERT_RGBA;
|
|---|
| 527 |
|
|---|
| 528 | if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
|
|---|
| 529 | gl_clean_color(VB);
|
|---|
| 530 |
|
|---|
| 531 | CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
|
|---|
| 532 | if ( *flags & VERT_RGBA )
|
|---|
| 533 | gl_update_color_material( ctx, *CMcolor );
|
|---|
| 534 |
|
|---|
| 535 | }
|
|---|
| 536 |
|
|---|
| 537 | interesting = cm_flags | VERT_MATERIAL | VERT_END_VB | VERT_NORM;
|
|---|
| 538 | VB->ColorPtr = VB->LitColor[0];
|
|---|
| 539 | VB->Color[0] = VB->LitColor[0];
|
|---|
| 540 | VB->Color[1] = VB->LitColor[1];
|
|---|
| 541 |
|
|---|
| 542 | if ( flags[j] & VERT_MATERIAL )
|
|---|
| 543 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|---|
| 544 |
|
|---|
| 545 | do {
|
|---|
| 546 | do {
|
|---|
| 547 | if ( !CULL(*mask) )
|
|---|
| 548 | {
|
|---|
| 549 | struct gl_light *light;
|
|---|
| 550 | GLfloat sum[2][3];
|
|---|
| 551 | GLfloat spec;
|
|---|
| 552 |
|
|---|
| 553 | COPY_3V(sum[0], base[0]);
|
|---|
| 554 | if (NR_SIDES == 2) COPY_3V(sum[1], base[1]);
|
|---|
| 555 |
|
|---|
| 556 | if (MESA_VERBOSE&VERBOSE_LIGHTING)
|
|---|
| 557 | fprintf(stderr, "light normal %d/%d, %f %f %f\n",
|
|---|
| 558 | j, VB->Start, normal[0], normal[1], normal[2]);
|
|---|
| 559 |
|
|---|
| 560 |
|
|---|
| 561 | foreach (light, &ctx->Light.EnabledList) {
|
|---|
| 562 |
|
|---|
| 563 | GLfloat n_dot_h;
|
|---|
| 564 | GLint side = 0;
|
|---|
| 565 | GLfloat n_dot_VP = DOT3(normal, light->VP_inf_norm);
|
|---|
| 566 |
|
|---|
| 567 | if (n_dot_VP < 0.0F) {
|
|---|
| 568 | if ( !LIGHT_REAR(*mask) ) continue;
|
|---|
| 569 | ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->MatDiffuse[1]);
|
|---|
| 570 | if (!light->IsMatSpecular[1]) continue;
|
|---|
| 571 | n_dot_h = -DOT3(normal, light->h_inf_norm);
|
|---|
| 572 | side = 1;
|
|---|
| 573 | } else {
|
|---|
| 574 | if ( !LIGHT_FRONT(*mask) ) continue;
|
|---|
| 575 | ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->MatDiffuse[0]);
|
|---|
| 576 | if (!light->IsMatSpecular[0]) continue;
|
|---|
| 577 | n_dot_h = DOT3(normal, light->h_inf_norm);
|
|---|
| 578 | }
|
|---|
| 579 |
|
|---|
| 580 | if (n_dot_h > 0.0F) {
|
|---|
| 581 | struct gl_shine_tab *tab = ctx->ShineTable[side];
|
|---|
| 582 | if (n_dot_h > 1.0)
|
|---|
| 583 | spec = pow( n_dot_h, tab->shininess );
|
|---|
| 584 | else
|
|---|
| 585 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
|
|---|
| 586 |
|
|---|
| 587 | ACC_SCALE_SCALAR_3V( sum[side], spec,
|
|---|
| 588 | light->MatSpecular[side]);
|
|---|
| 589 | }
|
|---|
| 590 | }
|
|---|
| 591 |
|
|---|
| 592 | if (LIGHT_FRONT(*mask)) {
|
|---|
| 593 | FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] );
|
|---|
| 594 | Fcolor[j][3] = sumA[0];
|
|---|
| 595 | }
|
|---|
| 596 |
|
|---|
| 597 | if (LIGHT_REAR(*mask)) {
|
|---|
| 598 | FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] );
|
|---|
| 599 | Bcolor[j][3] = sumA[1];
|
|---|
| 600 | }
|
|---|
| 601 | }
|
|---|
| 602 | j++;
|
|---|
| 603 | NEXT_NORMAL;
|
|---|
| 604 | } while ((flags[j] & interesting) == VERT_NORM);
|
|---|
| 605 |
|
|---|
| 606 |
|
|---|
| 607 | if (COMPACTED) {
|
|---|
| 608 | GLuint last = j-1;
|
|---|
| 609 |
|
|---|
| 610 | for ( ; !(flags[j] & interesting) ; j++ )
|
|---|
| 611 | {
|
|---|
| 612 | COPY_4UBV(Fcolor[j], Fcolor[last]);
|
|---|
| 613 | if (NR_SIDES==2)
|
|---|
| 614 | COPY_4UBV(Bcolor[j], Bcolor[last]);
|
|---|
| 615 | }
|
|---|
| 616 |
|
|---|
| 617 | NEXT_NORMAL;
|
|---|
| 618 | }
|
|---|
| 619 |
|
|---|
| 620 | if ( flags[j] & cm_flags )
|
|---|
| 621 | gl_update_color_material( ctx, CMcolor[j] );
|
|---|
| 622 |
|
|---|
| 623 | if ( flags[j] & VERT_MATERIAL )
|
|---|
| 624 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|---|
| 625 |
|
|---|
| 626 | } while (!(flags[j] & VERT_END_VB));
|
|---|
| 627 | }
|
|---|
| 628 |
|
|---|
| 629 |
|
|---|
| 630 |
|
|---|
| 631 |
|
|---|
| 632 |
|
|---|
| 633 | /*
|
|---|
| 634 | * Use current lighting/material settings to compute the color indexes
|
|---|
| 635 | * for an array of vertices.
|
|---|
| 636 | * Input: n - number of vertices to shade
|
|---|
| 637 | * side - 0=use front material, 1=use back material
|
|---|
| 638 | * vertex - array of [n] vertex position in eye coordinates
|
|---|
| 639 | * normal - array of [n] surface normal vector
|
|---|
| 640 | * Output: indexResult - resulting array of [n] color indexes
|
|---|
| 641 | */
|
|---|
| 642 | static void TAG(shade_ci)( struct vertex_buffer *VB )
|
|---|
| 643 | {
|
|---|
| 644 | GLuint j;
|
|---|
| 645 |
|
|---|
| 646 | GLcontext *ctx = VB->ctx;
|
|---|
| 647 | GLuint vstride = VB->Unprojected->stride;
|
|---|
| 648 | const GLfloat *vertex = (GLfloat *)VB->Unprojected->start;
|
|---|
| 649 | GLuint vertex_size = VB->Unprojected->size;
|
|---|
| 650 |
|
|---|
| 651 | GLuint nstride = VB->NormalPtr->stride;
|
|---|
| 652 | const GLfloat *normal = VB->NormalPtr->start;
|
|---|
| 653 | CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start;
|
|---|
| 654 |
|
|---|
| 655 | GLubyte (*CMcolor)[4] = 0;
|
|---|
| 656 | GLubyte *mask = VB->CullMask + VB->Start;
|
|---|
| 657 | GLubyte *cullmask = mask;
|
|---|
| 658 | GLuint *flags = VB->Flag + VB->Start;
|
|---|
| 659 | GLuint cm_flags = 0;
|
|---|
| 660 | GLuint *indexResult[2];
|
|---|
| 661 |
|
|---|
| 662 | struct gl_material (*new_material)[2] = VB->Material + VB->Start;
|
|---|
| 663 | GLuint *new_material_mask = VB->MaterialMask + VB->Start;
|
|---|
| 664 | GLuint nr = VB->Count - VB->Start;
|
|---|
| 665 |
|
|---|
| 666 | (void) cullmask;
|
|---|
| 667 | (void) nstride;
|
|---|
| 668 | (void) first_normal;
|
|---|
| 669 | (void) flags;
|
|---|
| 670 |
|
|---|
| 671 | VB->IndexPtr = VB->LitIndex[0];
|
|---|
| 672 | VB->Index[0] = VB->LitIndex[0];
|
|---|
| 673 | VB->Index[1] = VB->LitIndex[1];
|
|---|
| 674 |
|
|---|
| 675 | indexResult[0] = VB->Index[0]->start;
|
|---|
| 676 | indexResult[1] = VB->Index[1]->start;
|
|---|
| 677 |
|
|---|
| 678 | /* loop over vertices */
|
|---|
| 679 |
|
|---|
| 680 | if (ctx->Light.ColorMaterialEnabled) {
|
|---|
| 681 | cm_flags = VERT_RGBA;
|
|---|
| 682 |
|
|---|
| 683 | if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
|
|---|
| 684 | gl_clean_color(VB);
|
|---|
| 685 |
|
|---|
| 686 | CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
|
|---|
| 687 | }
|
|---|
| 688 |
|
|---|
| 689 | for ( j=0 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL)
|
|---|
| 690 | {
|
|---|
| 691 | GLfloat diffuse[2], specular[2];
|
|---|
| 692 | GLuint side = 0;
|
|---|
| 693 | struct gl_light *light;
|
|---|
| 694 |
|
|---|
| 695 | if ( flags[j] & cm_flags )
|
|---|
| 696 | gl_update_color_material( ctx, CMcolor[j] );
|
|---|
| 697 |
|
|---|
| 698 | if ( flags[j] & VERT_MATERIAL )
|
|---|
| 699 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|---|
| 700 |
|
|---|
| 701 | if ( CULL(*mask) )
|
|---|
| 702 | continue;
|
|---|
| 703 |
|
|---|
| 704 | diffuse[0] = specular[0] = 0.0F;
|
|---|
| 705 |
|
|---|
| 706 | if ( NR_SIDES == 2 ) {
|
|---|
| 707 | diffuse[1] = specular[1] = 0.0F;
|
|---|
| 708 | }
|
|---|
| 709 |
|
|---|
| 710 | /* Accumulate diffuse and specular from each light source */
|
|---|
| 711 | foreach (light, &ctx->Light.EnabledList) {
|
|---|
| 712 |
|
|---|
| 713 | GLfloat attenuation = 1.0F;
|
|---|
| 714 | GLfloat VP[3]; /* unit vector from vertex to light */
|
|---|
| 715 | GLfloat n_dot_VP; /* dot product of l and n */
|
|---|
| 716 | GLfloat *h, n_dot_h, correction = 1.0;
|
|---|
| 717 | GLboolean normalized;
|
|---|
| 718 |
|
|---|
| 719 | /* compute l and attenuation */
|
|---|
| 720 | if (!(light->Flags & LIGHT_POSITIONAL)) {
|
|---|
| 721 | /* directional light */
|
|---|
| 722 | COPY_3V(VP, light->VP_inf_norm);
|
|---|
| 723 | }
|
|---|
| 724 | else {
|
|---|
| 725 | GLfloat d; /* distance from vertex to light */
|
|---|
| 726 |
|
|---|
| 727 | if (vertex_size == 2) {
|
|---|
| 728 | SUB_2V(VP, light->Position, vertex);
|
|---|
| 729 | VP[2] = light->Position[2];
|
|---|
| 730 | } else {
|
|---|
| 731 | SUB_3V(VP, light->Position, vertex);
|
|---|
| 732 | }
|
|---|
| 733 |
|
|---|
| 734 | d = (GLfloat) LEN_3FV( VP );
|
|---|
| 735 | if ( d > 1e-6) {
|
|---|
| 736 | GLfloat invd = 1.0F / d;
|
|---|
| 737 | SELF_SCALE_SCALAR_3V(VP, invd);
|
|---|
| 738 | }
|
|---|
| 739 |
|
|---|
| 740 | attenuation = 1.0F / (light->ConstantAttenuation + d *
|
|---|
| 741 | (light->LinearAttenuation + d *
|
|---|
| 742 | light->QuadraticAttenuation));
|
|---|
| 743 |
|
|---|
| 744 | /* spotlight attenuation */
|
|---|
| 745 | if (light->Flags & LIGHT_SPOT)
|
|---|
| 746 | {
|
|---|
| 747 | GLfloat PV_dot_dir = - DOT3(VP, light->NormDirection);
|
|---|
| 748 | if (PV_dot_dir<light->CosCutoff) {
|
|---|
| 749 | continue; /* this light makes no contribution */
|
|---|
| 750 | }
|
|---|
| 751 | else {
|
|---|
| 752 | double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
|
|---|
| 753 | int k = (int) x;
|
|---|
| 754 | GLfloat spot = (GLfloat) (light->SpotExpTable[k][0]
|
|---|
| 755 | + (x-k)*light->SpotExpTable[k][1]);
|
|---|
| 756 | attenuation *= spot;
|
|---|
| 757 | }
|
|---|
| 758 | }
|
|---|
| 759 | }
|
|---|
| 760 |
|
|---|
| 761 | if (attenuation < 1e-3)
|
|---|
| 762 | continue; /* this light makes no contribution */
|
|---|
| 763 |
|
|---|
| 764 | n_dot_VP = DOT3( normal, VP );
|
|---|
| 765 |
|
|---|
| 766 | /* which side are we lighting? */
|
|---|
| 767 | if (n_dot_VP < 0.0F) {
|
|---|
| 768 | if (!LIGHT_REAR(*mask))
|
|---|
| 769 | continue;
|
|---|
| 770 | side = 1;
|
|---|
| 771 | correction = -1;
|
|---|
| 772 | n_dot_VP = -n_dot_VP;
|
|---|
| 773 | } else {
|
|---|
| 774 | if (!LIGHT_FRONT(*mask))
|
|---|
| 775 | continue;
|
|---|
| 776 | }
|
|---|
| 777 |
|
|---|
| 778 | /* accumulate diffuse term */
|
|---|
| 779 | diffuse[side] += n_dot_VP * light->dli * attenuation;
|
|---|
| 780 |
|
|---|
| 781 | /* specular term */
|
|---|
| 782 | if (!(light->Flags & LIGHT_SPECULAR))
|
|---|
| 783 | continue;
|
|---|
| 784 |
|
|---|
| 785 | if (ctx->Light.Model.LocalViewer) {
|
|---|
| 786 | GLfloat v[3];
|
|---|
| 787 | COPY_3V(v, vertex);
|
|---|
| 788 | if (vertex_size == 2) v[2] = 0;
|
|---|
| 789 | NORMALIZE_3FV(v);
|
|---|
| 790 | SUB_3V(VP, VP, v); /* h = VP + VPe */
|
|---|
| 791 | h = VP;
|
|---|
| 792 | normalized = 0;
|
|---|
| 793 | }
|
|---|
| 794 | else if (light->Flags & LIGHT_POSITIONAL) {
|
|---|
| 795 | h = VP;
|
|---|
| 796 | ACC_3V(h, ctx->EyeZDir);
|
|---|
| 797 | normalized = 0;
|
|---|
| 798 | } else {
|
|---|
| 799 | h = light->h_inf_norm;
|
|---|
| 800 | normalized = 1;
|
|---|
| 801 | }
|
|---|
| 802 |
|
|---|
| 803 | n_dot_h = correction * DOT3(normal, h);
|
|---|
| 804 |
|
|---|
| 805 | if (n_dot_h > 0.0F)
|
|---|
| 806 | {
|
|---|
| 807 | GLfloat spec_coef;
|
|---|
| 808 | struct gl_shine_tab *tab = ctx->ShineTable[side];
|
|---|
| 809 |
|
|---|
| 810 | if (!normalized) {
|
|---|
| 811 | n_dot_h *= n_dot_h;
|
|---|
| 812 | n_dot_h /= LEN_SQUARED_3FV( h );
|
|---|
| 813 | tab = ctx->ShineTable[side+2];
|
|---|
| 814 | }
|
|---|
| 815 |
|
|---|
| 816 | if (n_dot_h>1.0) {
|
|---|
| 817 | spec_coef = (GLfloat) pow( n_dot_h, tab->shininess );
|
|---|
| 818 | } else {
|
|---|
| 819 | GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
|
|---|
| 820 | }
|
|---|
| 821 | specular[side] += spec_coef * light->sli * attenuation;
|
|---|
| 822 | }
|
|---|
| 823 | } /*loop over lights*/
|
|---|
| 824 |
|
|---|
| 825 | /* Now compute final color index */
|
|---|
| 826 | for (side = 0 ; side < NR_SIDES ; side++)
|
|---|
| 827 | {
|
|---|
| 828 | GLfloat index;
|
|---|
| 829 | struct gl_material *mat;
|
|---|
| 830 |
|
|---|
| 831 | if (!LIGHT_SIDE(*mask, side))
|
|---|
| 832 | continue;
|
|---|
| 833 |
|
|---|
| 834 | mat = &ctx->Light.Material[side];
|
|---|
| 835 | if (specular[side] > 1.0F) {
|
|---|
| 836 | index = mat->SpecularIndex;
|
|---|
| 837 | }
|
|---|
| 838 | else {
|
|---|
| 839 | GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
|
|---|
| 840 | GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
|
|---|
| 841 |
|
|---|
| 842 | index = mat->AmbientIndex
|
|---|
| 843 | + diffuse[side] * (1.0F-specular[side]) * d_a
|
|---|
| 844 | + specular[side] * s_a;
|
|---|
| 845 | if (index > mat->SpecularIndex) {
|
|---|
| 846 | index = mat->SpecularIndex;
|
|---|
| 847 | }
|
|---|
| 848 | }
|
|---|
| 849 | indexResult[side][j] = (GLuint) (GLint) index;
|
|---|
| 850 | }
|
|---|
| 851 | } /*for vertex*/
|
|---|
| 852 |
|
|---|
| 853 | if ( flags[j] & cm_flags )
|
|---|
| 854 | gl_update_color_material( ctx, CMcolor[j] );
|
|---|
| 855 |
|
|---|
| 856 | if ( flags[j] & VERT_MATERIAL )
|
|---|
| 857 | gl_update_material( ctx, new_material[j], new_material_mask[j] );
|
|---|
| 858 |
|
|---|
| 859 | }
|
|---|
| 860 |
|
|---|
| 861 |
|
|---|
| 862 |
|
|---|
| 863 | static void TAG(init_shade_tab)( void )
|
|---|
| 864 | {
|
|---|
| 865 | gl_shade_func_tab[IDX|SHADE_RGBA_VERTICES] = TAG(shade_rgba);
|
|---|
| 866 | gl_shade_func_tab[IDX|SHADE_RGBA_NORMALS] = TAG(shade_fast_rgba);
|
|---|
| 867 | gl_shade_func_tab[IDX|SHADE_RGBA_SPEC] = TAG(shade_rgba_spec);
|
|---|
| 868 | gl_shade_func_tab[IDX] = TAG(shade_ci);
|
|---|
| 869 | }
|
|---|
| 870 |
|
|---|
| 871 |
|
|---|
| 872 | #undef TAG
|
|---|
| 873 | #undef INVALID
|
|---|
| 874 | #undef IDX
|
|---|
| 875 | #undef LIGHT_FRONT
|
|---|
| 876 | #undef LIGHT_REAR
|
|---|
| 877 | #undef LIGHT_SIDE
|
|---|
| 878 | #undef NR_SIDES
|
|---|
| 879 | #undef CULL
|
|---|