Cleanup lighting code a bit
This commit is contained in:
parent
59002546e6
commit
db0d39d487
|
@ -47,6 +47,8 @@ void initLights() {
|
|||
LIGHTS[i].constant_attenuation = 1.0f;
|
||||
LIGHTS[i].linear_attenuation = 0.0f;
|
||||
LIGHTS[i].quadratic_attenuation = 0.0f;
|
||||
|
||||
LIGHTS[i].is_directional = GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -109,6 +111,8 @@ void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
|
|||
_matrixLoadModelView();
|
||||
memcpy(LIGHTS[idx].position, params, sizeof(GLfloat) * 4);
|
||||
|
||||
LIGHTS[idx].is_directional = (params[3] == 0.0f) ? GL_TRUE : GL_FALSE;
|
||||
|
||||
mat_trans_single4(
|
||||
LIGHTS[idx].position[0],
|
||||
LIGHTS[idx].position[1],
|
||||
|
@ -269,26 +273,34 @@ void calculateLightingContribution(const GLint light, const GLfloat* pos, const
|
|||
|
||||
vec3f_normalize(V.x, V.y, V.z);
|
||||
|
||||
GLfloat NdotL;
|
||||
GLfloat NdotL, VdotN;
|
||||
vec3f_dot(N.x, N.y, N.z, L.x, L.y, L.z, NdotL);
|
||||
|
||||
GLfloat f = (NdotL < 0) ? 0 : 1;
|
||||
|
||||
GLfloat VdotN;
|
||||
vec3f_dot(V.x, V.y, V.z, N.x, N.y, N.z, VdotN);
|
||||
|
||||
GLfloat VdotR = VdotN - NdotL;
|
||||
GLfloat specularPower = FPOW(VdotR > 0 ? VdotR : 0, MATERIAL.exponent);
|
||||
|
||||
GLfloat att = (l->position[3] == 0.0f) ? 1.0f : (
|
||||
1.0f / (l->constant_attenuation + (l->linear_attenuation * d) + (l->quadratic_attenuation * d * d))
|
||||
);
|
||||
|
||||
colour[0] = att * (l->ambient[0] * MATERIAL.ambient[0] + f * (l->diffuse[0] * MATERIAL.diffuse[0] * NdotL + l->specular[0] * MATERIAL.specular[0] * specularPower));
|
||||
colour[1] = att * (l->ambient[1] * MATERIAL.ambient[1] + f * (l->diffuse[1] * MATERIAL.diffuse[1] * NdotL + l->specular[1] * MATERIAL.specular[1] * specularPower));
|
||||
colour[2] = att * (l->ambient[2] * MATERIAL.ambient[2] + f * (l->diffuse[2] * MATERIAL.diffuse[2] * NdotL + l->specular[2] * MATERIAL.specular[2] * specularPower));
|
||||
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];
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
|
|
|
@ -59,6 +59,7 @@ typedef struct {
|
|||
GLfloat diffuse[4];
|
||||
GLfloat specular[4];
|
||||
GLfloat ambient[4];
|
||||
GLboolean is_directional;
|
||||
} LightSource;
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user