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![Jérôme Gardou](/assets/img/avatar_default.png)
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
608 lines
20 KiB
C
608 lines
20 KiB
C
/* $Id: shade.c,v 1.10 1997/12/18 02:54:48 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: shade.c,v $
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* Revision 1.10 1997/12/18 02:54:48 brianp
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* now using FloatToInt() macro for better performance on x86
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*
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* Revision 1.9 1997/07/24 01:21:56 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.8 1997/07/09 03:04:44 brianp
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* fixed bug in gl_color_shade_vertices() with GL_COLOR_MATERIAL
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*
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* Revision 1.7 1997/07/05 16:24:26 brianp
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* fixed FP underflow problem in pow(). Renamed h[xyz] to h_[xyz].
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*
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* Revision 1.6 1997/06/20 04:15:43 brianp
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* optimized changing of SHININESS (Henk Kok)
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*
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* Revision 1.5 1997/06/20 02:28:40 brianp
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* changed color components from GLfixed to GLubyte
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*
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* Revision 1.4 1997/05/28 03:26:29 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.3 1997/05/23 03:01:18 brianp
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* commented out a few const keywords because IRIX cc chokes on them
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*
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* Revision 1.2 1997/05/09 02:41:08 brianp
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* call GL_SQRT() instead of sqrt()
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*
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* Revision 1.1 1997/04/01 04:11:04 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <math.h>
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#include "macros.h"
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#include "mmath.h"
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#include "shade.h"
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#include "types.h"
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#endif
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/*
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* Return x^y.
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*/
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static GLfloat gl_pow( GLfloat x, GLfloat y )
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{
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GLdouble z = pow(x, y);
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if (z<1.0e-10)
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return 0.0F;
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else
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return (GLfloat) z;
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}
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/*
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* Use current lighting/material settings to compute the RGBA colors of
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* an array of vertexes.
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* Input: side - 0=use front material, 1=use back material
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* n - number of vertexes to process
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* vertex - array of vertex positions in eye coordinates
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* normal - array of surface normal vectors
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* Output: color - array of resulting colors
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*/
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void gl_color_shade_vertices( GLcontext *ctx,
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GLuint side,
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GLuint n,
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/*const*/ GLfloat vertex[][4],
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/*const*/ GLfloat normal[][3],
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GLubyte color[][4] )
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{
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GLint j;
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GLfloat rscale, gscale, bscale, ascale;
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GLfloat baseR, baseG, baseB, baseA;
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GLint sumA;
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struct gl_light *light;
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struct gl_material *mat;
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/* Compute scale factor to go from floats in [0,1] to integers or fixed
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* point values:
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*/
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rscale = ctx->Visual->RedScale;
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gscale = ctx->Visual->GreenScale;
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bscale = ctx->Visual->BlueScale;
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ascale = ctx->Visual->AlphaScale;
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mat = &ctx->Light.Material[side];
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/*** Compute color contribution from global lighting ***/
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baseR = mat->Emission[0] + ctx->Light.Model.Ambient[0] * mat->Ambient[0];
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baseG = mat->Emission[1] + ctx->Light.Model.Ambient[1] * mat->Ambient[1];
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baseB = mat->Emission[2] + ctx->Light.Model.Ambient[2] * mat->Ambient[2];
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baseA = mat->Diffuse[3]; /* Alpha is simple, same for all vertices */
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sumA = (GLint) (CLAMP( baseA, 0.0F, 1.0F ) * ascale);
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for (j=0;j<n;j++) {
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GLfloat sumR, sumG, sumB;
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GLfloat nx, ny, nz;
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if (side==0) {
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/* shade frontside */
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nx = normal[j][0];
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ny = normal[j][1];
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nz = normal[j][2];
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}
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else {
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/* shade backside */
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nx = -normal[j][0];
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ny = -normal[j][1];
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nz = -normal[j][2];
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}
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sumR = baseR;
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sumG = baseG;
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sumB = baseB;
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/* Add contribution from each enabled light source */
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for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
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GLfloat ambientR, ambientG, ambientB;
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GLfloat attenuation, spot;
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GLfloat VPx, VPy, VPz; /* unit vector from vertex to light */
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GLfloat n_dot_VP; /* n dot VP */
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/* compute VP and attenuation */
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if (light->Position[3]==0.0) {
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/* directional light */
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VPx = light->VP_inf_norm[0];
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VPy = light->VP_inf_norm[1];
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VPz = light->VP_inf_norm[2];
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attenuation = 1.0F;
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}
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else {
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/* positional light */
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GLfloat d; /* distance from vertex to light */
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VPx = light->Position[0] - vertex[j][0];
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VPy = light->Position[1] - vertex[j][1];
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VPz = light->Position[2] - vertex[j][2];
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d = (GLfloat) GL_SQRT( VPx*VPx + VPy*VPy + VPz*VPz );
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if (d>0.001F) {
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GLfloat invd = 1.0F / d;
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VPx *= invd;
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VPy *= invd;
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VPz *= invd;
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}
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attenuation = 1.0F / (light->ConstantAttenuation
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+ d * (light->LinearAttenuation
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+ d * light->QuadraticAttenuation));
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}
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/* spotlight factor */
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if (light->SpotCutoff==180.0F) {
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/* not a spot light */
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spot = 1.0F;
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}
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else {
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GLfloat PVx, PVy, PVz, PV_dot_dir;
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PVx = -VPx;
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PVy = -VPy;
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PVz = -VPz;
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PV_dot_dir = PVx*light->NormDirection[0]
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+ PVy*light->NormDirection[1]
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+ PVz*light->NormDirection[2];
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if (PV_dot_dir<=0.0F || PV_dot_dir<light->CosCutoff) {
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/* outside of cone */
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spot = 0.0F;
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}
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else {
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double x = PV_dot_dir * (EXP_TABLE_SIZE-1);
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int k = (int) x;
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spot = light->SpotExpTable[k][0]
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+ (x-k)*light->SpotExpTable[k][1];
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}
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}
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ambientR = mat->Ambient[0] * light->Ambient[0];
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ambientG = mat->Ambient[1] * light->Ambient[1];
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ambientB = mat->Ambient[2] * light->Ambient[2];
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/* Compute dot product or normal and vector from V to light pos */
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n_dot_VP = nx * VPx + ny * VPy + nz * VPz;
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/* diffuse and specular terms */
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if (n_dot_VP<=0.0F) {
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/* surface face away from light, no diffuse or specular */
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GLfloat t = attenuation * spot;
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sumR += t * ambientR;
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sumG += t * ambientG;
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sumB += t * ambientB;
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/* done with this light */
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}
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else {
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GLfloat diffuseR, diffuseG, diffuseB;
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GLfloat specularR, specularG, specularB;
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GLfloat h_x, h_y, h_z, n_dot_h, t;
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/* diffuse term */
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diffuseR = n_dot_VP * mat->Diffuse[0] * light->Diffuse[0];
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diffuseG = n_dot_VP * mat->Diffuse[1] * light->Diffuse[1];
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diffuseB = n_dot_VP * mat->Diffuse[2] * light->Diffuse[2];
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/* specular term */
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if (ctx->Light.Model.LocalViewer) {
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GLfloat vx, vy, vz, vlen;
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vx = vertex[j][0];
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vy = vertex[j][1];
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vz = vertex[j][2];
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vlen = GL_SQRT( vx*vx + vy*vy + vz*vz );
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if (vlen>0.0001F) {
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GLfloat invlen = 1.0F / vlen;
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vx *= invlen;
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vy *= invlen;
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vz *= invlen;
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}
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/* h = VP + VPe */
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h_x = VPx - vx;
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h_y = VPy - vy;
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h_z = VPz - vz;
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}
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else {
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/* h = VP + <0,0,1> */
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h_x = VPx;
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h_y = VPy;
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h_z = VPz + 1.0F;
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}
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/* attention: h is not normalized, done later if needed */
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n_dot_h = nx*h_x + ny*h_y + nz*h_z;
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if (n_dot_h<=0.0F) {
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specularR = 0.0F;
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specularG = 0.0F;
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specularB = 0.0F;
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}
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else {
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GLfloat spec_coef;
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/* now `correct' the dot product */
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n_dot_h = n_dot_h / GL_SQRT( h_x*h_x + h_y*h_y + h_z*h_z );
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if (n_dot_h>1.0F) {
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/* only happens if normal vector length > 1.0 */
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spec_coef = pow( n_dot_h, mat->Shininess );
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}
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else {
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/* use table lookup approximation */
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int k = (int) (n_dot_h * (GLfloat) (SHINE_TABLE_SIZE-1));
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if (mat->ShineTable[k] < 0.0F)
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mat->ShineTable[k] = gl_pow( n_dot_h, mat->Shininess );
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spec_coef = mat->ShineTable[k];
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}
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if (spec_coef<1.0e-10) {
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specularR = 0.0F;
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specularG = 0.0F;
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specularB = 0.0F;
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}
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else {
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specularR = spec_coef * mat->Specular[0]*light->Specular[0];
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specularG = spec_coef * mat->Specular[1]*light->Specular[1];
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specularB = spec_coef * mat->Specular[2]*light->Specular[2];
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}
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}
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t = attenuation * spot;
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sumR += t * (ambientR + diffuseR + specularR);
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sumG += t * (ambientG + diffuseG + specularG);
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sumB += t * (ambientB + diffuseB + specularB);
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}
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} /*loop over lights*/
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/* clamp and convert to integer or fixed point */
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color[j][0] = FloatToInt(CLAMP( sumR, 0.0F, 1.0F ) * rscale);
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color[j][1] = FloatToInt(CLAMP( sumG, 0.0F, 1.0F ) * gscale);
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color[j][2] = FloatToInt(CLAMP( sumB, 0.0F, 1.0F ) * bscale);
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color[j][3] = sumA;
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} /*loop over vertices*/
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}
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/*
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* This is an optimized version of the above function.
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*/
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void gl_color_shade_vertices_fast( GLcontext *ctx,
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GLuint side,
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GLuint n,
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/*const*/ GLfloat normal[][3],
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GLubyte color[][4] )
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{
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GLint j;
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GLfloat rscale, gscale, bscale, ascale;
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GLint sumA;
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GLfloat *baseColor = ctx->Light.BaseColor[side];
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/* Compute scale factor to go from floats in [0,1] to integers or fixed
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* point values:
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*/
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rscale = ctx->Visual->RedScale;
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gscale = ctx->Visual->GreenScale;
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bscale = ctx->Visual->BlueScale;
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ascale = ctx->Visual->AlphaScale;
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/* Alpha is easy to compute, same for all vertices */
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sumA = (GLint) (baseColor[3] * ascale);
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/* Loop over vertices */
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for (j=0;j<n;j++) {
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GLfloat sumR, sumG, sumB;
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GLfloat nx, ny, nz;
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struct gl_light *light;
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/* the normal vector */
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if (side==0) {
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nx = normal[j][0];
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ny = normal[j][1];
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nz = normal[j][2];
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}
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else {
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nx = -normal[j][0];
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ny = -normal[j][1];
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nz = -normal[j][2];
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}
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#ifdef SPEED_HACK
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if (nz<0.0F) {
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color[j][0] = 0.0F;
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color[j][1] = 0.0F;
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color[j][2] = 0.0F;
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color[j][3] = A;
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continue;
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}
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#endif
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/* base color from global illumination and enabled light's ambient */
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sumR = baseColor[0];
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sumG = baseColor[1];
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sumB = baseColor[2];
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/* Add contribution from each light source */
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for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
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GLfloat n_dot_VP; /* n dot VP */
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n_dot_VP = nx * light->VP_inf_norm[0]
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+ ny * light->VP_inf_norm[1]
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+ nz * light->VP_inf_norm[2];
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/* diffuse and specular terms */
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if (n_dot_VP>0.0F) {
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GLfloat n_dot_h;
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GLfloat *lightMatDiffuse = light->MatDiffuse[side];
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/** add diffuse term **/
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sumR += n_dot_VP * lightMatDiffuse[0];
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sumG += n_dot_VP * lightMatDiffuse[1];
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sumB += n_dot_VP * lightMatDiffuse[2];
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/** specular term **/
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/* dot product of n and h_inf_norm */
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n_dot_h = nx * light->h_inf_norm[0]
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+ ny * light->h_inf_norm[1]
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+ nz * light->h_inf_norm[2];
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if (n_dot_h>0.0F) {
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if (n_dot_h>1.0F) {
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/* only happens if Magnitude(n) > 1.0 */
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GLfloat spec_coef = pow( n_dot_h,
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ctx->Light.Material[side].Shininess );
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if (spec_coef>1.0e-10F) {
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sumR += spec_coef * light->MatSpecular[side][0];
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sumG += spec_coef * light->MatSpecular[side][1];
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sumB += spec_coef * light->MatSpecular[side][2];
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}
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}
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else {
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/* use table lookup approximation */
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int k = (int) (n_dot_h * (GLfloat) (SHINE_TABLE_SIZE-1));
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struct gl_material *m = &ctx->Light.Material[side];
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GLfloat spec_coef;
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if (m->ShineTable[k] < 0.0F)
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m->ShineTable[k] = gl_pow( n_dot_h, m->Shininess );
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spec_coef = m->ShineTable[k];
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sumR += spec_coef * light->MatSpecular[side][0];
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sumG += spec_coef * light->MatSpecular[side][1];
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sumB += spec_coef * light->MatSpecular[side][2];
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}
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}
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}
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} /*loop over lights*/
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/* clamp and convert to integer or fixed point */
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color[j][0] = FloatToInt(MIN2( sumR, 1.0F ) * rscale);
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color[j][1] = FloatToInt(MIN2( sumG, 1.0F ) * gscale);
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color[j][2] = FloatToInt(MIN2( sumB, 1.0F ) * bscale);
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color[j][3] = sumA;
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} /*loop over vertices*/
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}
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/*
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* Use current lighting/material settings to compute the color indexes
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* for an array of vertices.
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* Input: n - number of vertices to shade
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* side - 0=use front material, 1=use back material
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* vertex - array of [n] vertex position in eye coordinates
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* normal - array of [n] surface normal vector
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* Output: indexResult - resulting array of [n] color indexes
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*/
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void gl_index_shade_vertices( GLcontext *ctx,
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GLuint side,
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GLuint n,
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GLfloat vertex[][4],
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GLfloat normal[][3],
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GLuint indexResult[] )
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{
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struct gl_material *mat = &ctx->Light.Material[side];
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GLint j;
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/* loop over vertices */
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for (j=0;j<n;j++) {
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GLfloat index;
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GLfloat diffuse, specular; /* accumulated diffuse and specular */
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GLfloat nx, ny, nz; /* normal vector */
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struct gl_light *light;
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if (side==0) {
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/* shade frontside */
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nx = normal[j][0];
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ny = normal[j][1];
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nz = normal[j][2];
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}
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else {
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/* shade backside */
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nx = -normal[j][0];
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ny = -normal[j][1];
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nz = -normal[j][2];
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}
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diffuse = specular = 0.0F;
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/* Accumulate diffuse and specular from each light source */
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for (light=ctx->Light.FirstEnabled; light; light=light->NextEnabled) {
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GLfloat attenuation;
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GLfloat lx, ly, lz; /* unit vector from vertex to light */
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GLfloat l_dot_norm; /* dot product of l and n */
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/* compute l and attenuation */
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if (light->Position[3]==0.0) {
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/* directional light */
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/* Effectively, l is a vector from the origin to the light. */
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lx = light->VP_inf_norm[0];
|
|
ly = light->VP_inf_norm[1];
|
|
lz = light->VP_inf_norm[2];
|
|
attenuation = 1.0F;
|
|
}
|
|
else {
|
|
/* positional light */
|
|
GLfloat d; /* distance from vertex to light */
|
|
lx = light->Position[0] - vertex[j][0];
|
|
ly = light->Position[1] - vertex[j][1];
|
|
lz = light->Position[2] - vertex[j][2];
|
|
d = (GLfloat) GL_SQRT( lx*lx + ly*ly + lz*lz );
|
|
if (d>0.001F) {
|
|
GLfloat invd = 1.0F / d;
|
|
lx *= invd;
|
|
ly *= invd;
|
|
lz *= invd;
|
|
}
|
|
attenuation = 1.0F / (light->ConstantAttenuation
|
|
+ d * (light->LinearAttenuation
|
|
+ d * light->QuadraticAttenuation));
|
|
}
|
|
|
|
l_dot_norm = lx*nx + ly*ny + lz*nz;
|
|
|
|
if (l_dot_norm>0.0F) {
|
|
GLfloat spot_times_atten;
|
|
|
|
/* spotlight factor */
|
|
if (light->SpotCutoff==180.0F) {
|
|
/* not a spot light */
|
|
spot_times_atten = attenuation;
|
|
}
|
|
else {
|
|
GLfloat v[3], dot;
|
|
v[0] = -lx; /* v points from light to vertex */
|
|
v[1] = -ly;
|
|
v[2] = -lz;
|
|
dot = DOT3( v, light->NormDirection );
|
|
if (dot<=0.0F || dot<light->CosCutoff) {
|
|
/* outside of cone */
|
|
spot_times_atten = 0.0F;
|
|
}
|
|
else {
|
|
double x = dot * (EXP_TABLE_SIZE-1);
|
|
int k = (int) x;
|
|
GLfloat spot = light->SpotExpTable[k][0]
|
|
+ (x-k)*light->SpotExpTable[k][1];
|
|
spot_times_atten = spot * attenuation;
|
|
}
|
|
}
|
|
|
|
/* accumulate diffuse term */
|
|
diffuse += l_dot_norm * light->dli * spot_times_atten;
|
|
|
|
/* accumulate specular term */
|
|
{
|
|
GLfloat h_x, h_y, h_z, n_dot_h, spec_coef;
|
|
|
|
/* specular term */
|
|
if (ctx->Light.Model.LocalViewer) {
|
|
GLfloat vx, vy, vz, vlen;
|
|
vx = vertex[j][0];
|
|
vy = vertex[j][1];
|
|
vz = vertex[j][2];
|
|
vlen = GL_SQRT( vx*vx + vy*vy + vz*vz );
|
|
if (vlen>0.0001F) {
|
|
GLfloat invlen = 1.0F / vlen;
|
|
vx *= invlen;
|
|
vy *= invlen;
|
|
vz *= invlen;
|
|
}
|
|
h_x = lx - vx;
|
|
h_y = ly - vy;
|
|
h_z = lz - vz;
|
|
}
|
|
else {
|
|
h_x = lx;
|
|
h_y = ly;
|
|
h_z = lz + 1.0F;
|
|
}
|
|
/* attention: s is not normalized, done later if necessary */
|
|
n_dot_h = h_x*nx + h_y*ny + h_z*nz;
|
|
|
|
if (n_dot_h <= 0.0F) {
|
|
spec_coef = 0.0F;
|
|
}
|
|
else {
|
|
/* now `correct' the dot product */
|
|
n_dot_h = n_dot_h / GL_SQRT(h_x*h_x + h_y*h_y + h_z*h_z);
|
|
if (n_dot_h>1.0F) {
|
|
spec_coef = pow( n_dot_h, mat->Shininess );
|
|
}
|
|
else {
|
|
int k = (int) (n_dot_h * (GLfloat)(SHINE_TABLE_SIZE-1));
|
|
if (mat->ShineTable[k] < 0.0F)
|
|
mat->ShineTable[k] = gl_pow( n_dot_h, mat->Shininess );
|
|
spec_coef = mat->ShineTable[k];
|
|
}
|
|
}
|
|
specular += spec_coef * light->sli * spot_times_atten;
|
|
}
|
|
}
|
|
|
|
} /*loop over lights*/
|
|
|
|
/* Now compute final color index */
|
|
if (specular>1.0F) {
|
|
index = mat->SpecularIndex;
|
|
}
|
|
else {
|
|
GLfloat d_a, s_a;
|
|
d_a = mat->DiffuseIndex - mat->AmbientIndex;
|
|
s_a = mat->SpecularIndex - mat->AmbientIndex;
|
|
|
|
index = mat->AmbientIndex
|
|
+ diffuse * (1.0F-specular) * d_a
|
|
+ specular * s_a;
|
|
if (index>mat->SpecularIndex) {
|
|
index = mat->SpecularIndex;
|
|
}
|
|
}
|
|
indexResult[j] = (GLuint) (GLint) index;
|
|
|
|
} /*for vertex*/
|
|
}
|
|
|