Beispiel #1
0
/* Only 3 elements are used, the 4th is ignored */
void x86_opengl_vector_unit(GLfloat *dst, GLfloat *p1, GLfloat *p2)
{
	if (p1[3] == 0 && p2[3] !=0)
		ACC_SCALE_SCALAR_3V(dst, -1.0f, p1);
	else if (p1[3] != 0 && p2[3] ==0)
		COPY_3V(dst, p2);
	else if (p1[3] == 0 && p2[3] == 0)
		SUB_3V(dst, p2, p1);
	else
		SUB_3V(dst, p2, p1);
	
	NORMALIZE_3FV(dst);
}
/**
 * Compute lighting for the raster position.  RGB modes computed.
 * \param ctx the context
 * \param vertex vertex location
 * \param normal normal vector
 * \param Rcolor returned color
 * \param Rspec returned specular color (if separate specular enabled)
 */
static void
shade_rastpos(struct gl_context *ctx,
              const GLfloat vertex[4],
              const GLfloat normal[3],
              GLfloat Rcolor[4],
              GLfloat Rspec[4])
{
   /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
   GLbitfield mask;
   GLfloat diffuseColor[4], specularColor[4];  /* for RGB mode only */

   COPY_3V(diffuseColor, base[0]);
   diffuseColor[3] = CLAMP(
      ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
   ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0);

   mask = ctx->Light._EnabledLights;
   while (mask) {
      const int i = u_bit_scan(&mask);
      struct gl_light *light = &ctx->Light.Light[i];
      GLfloat attenuation = 1.0;
      GLfloat VP[3]; /* vector from vertex to light pos */
      GLfloat n_dot_VP;
      GLfloat diffuseContrib[3], specularContrib[3];

      if (!(light->_Flags & LIGHT_POSITIONAL)) {
         /* light at infinity */
	 COPY_3V(VP, light->_VP_inf_norm);
	 attenuation = light->_VP_inf_spot_attenuation;
      }
      else {
         /* local/positional light */
	 GLfloat d;

         /* VP = vector from vertex pos to light[i].pos */
	 SUB_3V(VP, light->_Position, vertex);
         /* d = length(VP) */
	 d = (GLfloat) LEN_3FV( VP );
	 if (d > 1.0e-6F) {
            /* normalize VP */
	    GLfloat invd = 1.0F / d;
	    SELF_SCALE_SCALAR_3V(VP, invd);
	 }

         /* atti */
	 attenuation = 1.0F / (light->ConstantAttenuation + d *
			       (light->LinearAttenuation + d *
				light->QuadraticAttenuation));

	 if (light->_Flags & LIGHT_SPOT) {
	    GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);

	    if (PV_dot_dir<light->_CosCutoff) {
	       continue;
	    }
	    else {
               GLfloat spot = powf(PV_dot_dir, light->SpotExponent);
	       attenuation *= spot;
	    }
	 }
      }

      if (attenuation < 1e-3F)
	 continue;

      n_dot_VP = DOT3( normal, VP );

      if (n_dot_VP < 0.0F) {
	 ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]);
	 continue;
      }

      /* Ambient + diffuse */
      COPY_3V(diffuseContrib, light->_MatAmbient[0]);
      ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);

      /* Specular */
      {
         const GLfloat *h;
         GLfloat n_dot_h;

         ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0);

	 if (ctx->Light.Model.LocalViewer) {
	    GLfloat v[3];
	    COPY_3V(v, vertex);
	    NORMALIZE_3FV(v);
	    SUB_3V(VP, VP, v);
            NORMALIZE_3FV(VP);
	    h = VP;
	 }
	 else if (light->_Flags & LIGHT_POSITIONAL) {
	    ACC_3V(VP, ctx->_EyeZDir);
            NORMALIZE_3FV(VP);
	    h = VP;
	 }
         else {
	    h = light->_h_inf_norm;
	 }

	 n_dot_h = DOT3(normal, h);

	 if (n_dot_h > 0.0F) {
	    GLfloat shine;
	    GLfloat spec_coef;

	    shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
	    spec_coef = powf(n_dot_h, shine);

	    if (spec_coef > 1.0e-10F) {
               if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) {
                  ACC_SCALE_SCALAR_3V( specularContrib, spec_coef,
                                       light->_MatSpecular[0]);
               }
               else {
                  ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
                                       light->_MatSpecular[0]);
               }
	    }
	 }
      }

      ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib );
      ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib );
   }

   Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F);
   Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F);
   Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F);
   Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F);
   Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F);
   Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F);
   Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F);
   Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F);
}
Beispiel #3
0
/**
 * Determine type and flags from scratch.  
 *
 * \param mat matrix.
 * 
 * This is expensive enough to only want to do it once.
 */
static void analyse_from_scratch( GLmatrix *mat )
{
   const GLfloat *m = mat->m;
   GLuint mask = 0;
   GLuint i;

   for (i = 0 ; i < 16 ; i++) {
      if (m[i] == 0.0) mask |= (1<<i);
   }

   if (m[0] == 1.0F) mask |= (1<<16);
   if (m[5] == 1.0F) mask |= (1<<21);
   if (m[10] == 1.0F) mask |= (1<<26);
   if (m[15] == 1.0F) mask |= (1<<31);

   mat->flags &= ~MAT_FLAGS_GEOMETRY;

   /* Check for translation - no-one really cares
    */
   if ((mask & MASK_NO_TRX) != MASK_NO_TRX)
      mat->flags |= MAT_FLAG_TRANSLATION;

   /* Do the real work
    */
   if (mask == (GLuint) MASK_IDENTITY) {
      mat->type = MATRIX_IDENTITY;
   }
   else if ((mask & MASK_2D_NO_ROT) == (GLuint) MASK_2D_NO_ROT) {
      mat->type = MATRIX_2D_NO_ROT;

      if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE)
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;
   }
   else if ((mask & MASK_2D) == (GLuint) MASK_2D) {
      GLfloat mm = DOT2(m, m);
      GLfloat m4m4 = DOT2(m+4,m+4);
      GLfloat mm4 = DOT2(m,m+4);

      mat->type = MATRIX_2D;

      /* Check for scale */
      if (SQ(mm-1) > SQ(1e-6) ||
	  SQ(m4m4-1) > SQ(1e-6))
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;

      /* Check for rotation */
      if (SQ(mm4) > SQ(1e-6))
	 mat->flags |= MAT_FLAG_GENERAL_3D;
      else
	 mat->flags |= MAT_FLAG_ROTATION;

   }
   else if ((mask & MASK_3D_NO_ROT) == (GLuint) MASK_3D_NO_ROT) {
      mat->type = MATRIX_3D_NO_ROT;

      /* Check for scale */
      if (SQ(m[0]-m[5]) < SQ(1e-6) &&
	  SQ(m[0]-m[10]) < SQ(1e-6)) {
	 if (SQ(m[0]-1.0) > SQ(1e-6)) {
	    mat->flags |= MAT_FLAG_UNIFORM_SCALE;
         }
      }
      else {
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;
      }
   }
   else if ((mask & MASK_3D) == (GLuint) MASK_3D) {
      GLfloat c1 = DOT3(m,m);
      GLfloat c2 = DOT3(m+4,m+4);
      GLfloat c3 = DOT3(m+8,m+8);
      GLfloat d1 = DOT3(m, m+4);
      GLfloat cp[3];

      mat->type = MATRIX_3D;

      /* Check for scale */
      if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) {
	 if (SQ(c1-1.0) > SQ(1e-6))
	    mat->flags |= MAT_FLAG_UNIFORM_SCALE;
	 /* else no scale at all */
      }
      else {
	 mat->flags |= MAT_FLAG_GENERAL_SCALE;
      }

      /* Check for rotation */
      if (SQ(d1) < SQ(1e-6)) {
	 CROSS3( cp, m, m+4 );
	 SUB_3V( cp, cp, (m+8) );
	 if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
	    mat->flags |= MAT_FLAG_ROTATION;
	 else
	    mat->flags |= MAT_FLAG_GENERAL_3D;
      }
      else {
	 mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */
      }
   }
   else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F) {
      mat->type = MATRIX_PERSPECTIVE;
      mat->flags |= MAT_FLAG_GENERAL;
   }
   else {
      mat->type = MATRIX_GENERAL;
      mat->flags |= MAT_FLAG_GENERAL;
   }
}