GLdc/GL/lighting.c

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C
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#include <stdio.h>
#include <string.h>
#include <dc/vec3f.h>
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#include "private.h"
static GLfloat SCENE_AMBIENT [] = {0.2, 0.2, 0.2, 1.0};
static GLboolean VIEWER_IN_EYE_COORDINATES = GL_TRUE;
static GLenum COLOR_CONTROL = GL_SINGLE_COLOR;
static GLboolean TWO_SIDED_LIGHTING = GL_FALSE;
static LightSource LIGHTS[MAX_LIGHTS];
static Material MATERIAL;
void initLights() {
static GLfloat ONE [] = {1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat ZERO [] = {0.0f, 0.0f, 0.0f, 1.0f};
static GLfloat PARTIAL [] = {0.2f, 0.2f, 0.2f, 1.0f};
static GLfloat MOSTLY [] = {0.8f, 0.8f, 0.8f, 1.0f};
memcpy(MATERIAL.ambient, PARTIAL, sizeof(GLfloat) * 4);
memcpy(MATERIAL.diffuse, MOSTLY, sizeof(GLfloat) * 4);
memcpy(MATERIAL.specular, ZERO, sizeof(GLfloat) * 4);
memcpy(MATERIAL.emissive, ZERO, sizeof(GLfloat) * 4);
MATERIAL.exponent = 0.0f;
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GLubyte i;
for(i = 0; i < MAX_LIGHTS; ++i) {
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memcpy(LIGHTS[i].ambient, ZERO, sizeof(GLfloat) * 4);
memcpy(LIGHTS[i].diffuse, ONE, sizeof(GLfloat) * 4);
memcpy(LIGHTS[i].specular, ONE, sizeof(GLfloat) * 4);
if(i > 0) {
memcpy(LIGHTS[i].diffuse, ZERO, sizeof(GLfloat) * 4);
memcpy(LIGHTS[i].specular, ZERO, sizeof(GLfloat) * 4);
}
LIGHTS[i].position[0] = LIGHTS[i].position[1] = LIGHTS[i].position[3] = 0.0f;
LIGHTS[i].position[2] = 1.0f;
LIGHTS[i].spot_direction[0] = LIGHTS[i].spot_direction[1] = 0.0f;
LIGHTS[i].spot_direction[2] = -1.0f;
LIGHTS[i].spot_exponent = 0.0f;
LIGHTS[i].spot_cutoff = 180.0f;
LIGHTS[i].constant_attenuation = 1.0f;
LIGHTS[i].linear_attenuation = 0.0f;
LIGHTS[i].quadratic_attenuation = 0.0f;
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LIGHTS[i].is_directional = GL_FALSE;
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}
}
void APIENTRY glLightModelf(GLenum pname, const GLfloat param) {
glLightModelfv(pname, &param);
}
void APIENTRY glLightModeli(GLenum pname, const GLint param) {
glLightModeliv(pname, &param);
}
void APIENTRY glLightModelfv(GLenum pname, const GLfloat *params) {
switch(pname) {
case GL_LIGHT_MODEL_AMBIENT:
memcpy(SCENE_AMBIENT, params, sizeof(GLfloat) * 4);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
VIEWER_IN_EYE_COORDINATES = (*params) ? GL_TRUE : GL_FALSE;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
/* Not implemented */
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
}
}
void APIENTRY glLightModeliv(GLenum pname, const GLint* params) {
switch(pname) {
case GL_LIGHT_MODEL_COLOR_CONTROL:
COLOR_CONTROL = *params;
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
VIEWER_IN_EYE_COORDINATES = (*params) ? GL_TRUE : GL_FALSE;
break;
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
}
}
void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
GLubyte idx = light & 0xF;
if(idx >= MAX_LIGHTS) {
return;
}
switch(pname) {
case GL_AMBIENT:
memcpy(LIGHTS[idx].ambient, params, sizeof(GLfloat) * 4);
break;
case GL_DIFFUSE:
memcpy(LIGHTS[idx].diffuse, params, sizeof(GLfloat) * 4);
break;
case GL_SPECULAR:
memcpy(LIGHTS[idx].specular, params, sizeof(GLfloat) * 4);
break;
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case GL_POSITION: {
_matrixLoadModelView();
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memcpy(LIGHTS[idx].position, params, sizeof(GLfloat) * 4);
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LIGHTS[idx].is_directional = (params[3] == 0.0f) ? GL_TRUE : GL_FALSE;
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mat_trans_single4(
LIGHTS[idx].position[0],
LIGHTS[idx].position[1],
LIGHTS[idx].position[2],
LIGHTS[idx].position[3]
);
}
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break;
case GL_CONSTANT_ATTENUATION:
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case GL_LINEAR_ATTENUATION:
case GL_QUADRATIC_ATTENUATION:
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case GL_SPOT_CUTOFF:
case GL_SPOT_DIRECTION:
case GL_SPOT_EXPONENT:
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glLightf(light, pname, *params);
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default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
}
}
void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param) {
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GLubyte idx = light & 0xF;
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if(idx >= MAX_LIGHTS) {
return;
}
switch(pname) {
case GL_CONSTANT_ATTENUATION:
LIGHTS[idx].constant_attenuation = param;
break;
case GL_LINEAR_ATTENUATION:
LIGHTS[idx].linear_attenuation = param;
break;
case GL_QUADRATIC_ATTENUATION:
LIGHTS[idx].quadratic_attenuation = param;
break;
case GL_SPOT_EXPONENT:
case GL_SPOT_CUTOFF:
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
}
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}
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void APIENTRY glMaterialf(GLenum face, GLenum pname, const GLfloat param) {
if(face == GL_BACK || pname != GL_SHININESS) {
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
return;
}
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MATERIAL.exponent = param;
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}
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void APIENTRY glMateriali(GLenum face, GLenum pname, const GLint param) {
glMaterialf(face, pname, param);
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}
void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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if(pname == GL_SHININESS) {
glMaterialf(face, pname, *params);
return;
}
if(face == GL_BACK) {
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
return;
}
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switch(pname) {
case GL_AMBIENT:
memcpy(MATERIAL.ambient, params, sizeof(GLfloat) * 4);
break;
case GL_DIFFUSE:
memcpy(MATERIAL.diffuse, params, sizeof(GLfloat) * 4);
break;
case GL_SPECULAR:
memcpy(MATERIAL.specular, params, sizeof(GLfloat) * 4);
break;
case GL_EMISSION:
memcpy(MATERIAL.specular, params, sizeof(GLfloat) * 4);
break;
case GL_AMBIENT_AND_DIFFUSE: {
glMaterialfv(face, GL_AMBIENT, params);
glMaterialfv(face, GL_DIFFUSE, params);
} break;
case GL_COLOR_INDEXES:
default: {
_glKosThrowError(GL_INVALID_ENUM, __func__);
_glKosPrintError();
}
}
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}
inline void initVec3(struct vec3f* v, const GLfloat* src) {
memcpy(v, src, sizeof(GLfloat) * 3);
}
/* Fast POW Implementation - Less accurate, but much faster than math.h */
#define EXP_A 184
#define EXP_C 16249
static float FEXP(float y) {
union {
float d;
struct {
short j, i;
} n;
} eco;
eco.n.i = EXP_A * (y) + (EXP_C);
eco.n.j = 0;
return eco.d;
}
static float FLOG(float y) {
int *nTemp = (int *)&y;
y = (*nTemp) >> 16;
return (y - EXP_C) / EXP_A;
}
static float FPOW(float b, float p) {
return FEXP(FLOG(b) * p);
}
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void calculateLightingContribution(const GLint light, const GLfloat* pos, const GLfloat* normal, GLfloat* colour) __attribute__((optimize("fast-math")));
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void calculateLightingContribution(const GLint light, const GLfloat* pos, const GLfloat* normal, GLfloat* colour) {
LightSource* l = &LIGHTS[light];
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struct vec3f L = {
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l->position[0],
l->position[1],
l->position[2]
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};
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if(l->is_directional) {
L.x *= -1.0f;
L.y *= -1.0f;
L.z *= -1.0f;
} else {
L.x -= pos[0];
L.y -= pos[1];
L.z -= pos[2];
}
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struct vec3f N = {
normal[0],
normal[1],
normal[2]
};
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struct vec3f V = {
pos[0],
pos[1],
pos[2]
};
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GLfloat d;
vec3f_length(L.x, L.y, L.z, d);
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GLfloat oneOverL = 1.0f / d;
L.x *= oneOverL;
L.y *= oneOverL;
L.z *= oneOverL;
vec3f_normalize(V.x, V.y, V.z);
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GLfloat NdotL, VdotN;
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vec3f_dot(N.x, N.y, N.z, L.x, L.y, L.z, NdotL);
vec3f_dot(V.x, V.y, V.z, N.x, N.y, N.z, VdotN);
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GLfloat VdotR = VdotN - NdotL;
GLfloat specularPower = FPOW(VdotR > 0 ? VdotR : 0, MATERIAL.exponent);
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colour[0] = l->ambient[0] * MATERIAL.ambient[0];
colour[1] = l->ambient[1] * MATERIAL.ambient[1];
colour[2] = l->ambient[2] * MATERIAL.ambient[2];
colour[3] = MATERIAL.diffuse[3];
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if(NdotL >= 0) {
colour[0] += (l->diffuse[0] * MATERIAL.diffuse[0] * NdotL + l->specular[0] * MATERIAL.specular[0] * specularPower);
colour[1] += (l->diffuse[1] * MATERIAL.diffuse[1] * NdotL + l->specular[1] * MATERIAL.specular[1] * specularPower);
colour[2] += (l->diffuse[2] * MATERIAL.diffuse[2] * NdotL + l->specular[2] * MATERIAL.specular[2] * specularPower);
}
if(!l->is_directional) {
GLfloat att = (
1.0f / (l->constant_attenuation + (l->linear_attenuation * d) + (l->quadratic_attenuation * d * d))
);
colour[0] *= att;
colour[1] *= att;
colour[2] *= att;
}
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if(colour[0] > 1.0f) colour[0] = 1.0f;
if(colour[1] > 1.0f) colour[1] = 1.0f;
if(colour[2] > 1.0f) colour[2] = 1.0f;
if(colour[3] > 1.0f) colour[3] = 1.0f;
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}