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