brender-1997/d3drend/light8.c

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2022-05-03 16:30:35 -05:00
/*
* Copyright (c) 1993-1995 Argonaut Technologies Limited. All rights reserved.
*
* $Id: light8.c 1.1 1997/07/11 16:14:23 jon Exp JON $
* $Locker: JON $
*
* Bits of the lighting model for indexed pixels
*/
#include "drv.h"
#include "shortcut.h"
#include "brassert.h"
#include "math_ip.h"
#include "lightmac.h"
BR_RCS_ID("$Id: light8.c 1.1 1997/07/11 16:14:23 jon Exp JON $");
#if 0
/*
* Lighting function for unlit indexed
*/
void SURFACE_CALL SurfaceIndexZero(br_renderer *self, br_vector3 *p, br_vector2 *map, br_vector3 *n, br_colour colour, br_scalar *comp)
{
comp[C_I] = self->state.cache.comp_offsets[C_I];
}
/*
* Lighting function for prelit indexed
*/
void SURFACE_CALL SurfaceIndexUnlit(br_renderer *self, br_vector3 *p, br_vector2 *map, br_vector3 *n, br_colour colour, br_scalar *comp)
{
comp[C_I] = BR_MUL(self->state.cache.comp_scales[C_I],
BR_CONST_DIV(BrIntToScalar(BR_ALPHA(colour)),256)) +
self->state.cache.comp_offsets[C_I];
}
/*
* Accumulate lighting for multiple active lights by calling the
* appropriate sub-function for each light
*
* Write the results into comp[C_I]
*/
void SURFACE_CALL SurfaceIndexLit(br_renderer *self, br_vector3 *p, br_vector2 *map, br_vector3 *n, br_colour colour, br_scalar *comp)
{
int i;
struct active_light *alp = scache.lights;
br_vector3 vp;
br_vector3 vn;
br_vector3 fvn;
/*
* Handle special case lighting of 1 model-space directional light
*/
if(scache.light_1md) {
br_scalar l,dot;
dot = BrVector3Dot(n,&alp->direction);
if(dot <= BR_SCALAR(0.0)) {
comp[C_I] = self->state.surface.ka;
CLAMP_SCALE(C_I);
return;
}
l = BR_MUL(dot, self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
dot = BrVector3Dot(n,&alp->half);
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(BR_MUL(self->state.surface.ks,alp->intensity));
}
comp[C_I] = l + self->state.surface.ka;
/*
* Scale final intensity to range of indices
*/
CLAMP_SCALE(C_I);
return;
}
/*
* Ambient component
*/
comp[C_I] = self->state.surface.ka;
/*
* Accumulate intensities for each active light in model space
*/
rend.eye_l = scache.eye_m_normalised;
for(i=0; i < scache.nlights_model; i++, alp++)
alp->accumulate_index(self, p, n, alp, comp);
/*
* See if any lights are to be calculated in view space
*/
if(scache.nlights_view) {
/*
* Transform point and normal into view space ...
*/
BrMatrix34ApplyP(&vp, p, &self->state.matrix.model_to_view);
BrMatrix34TApplyV(&vn, n, &scache.view_to_model);
BrVector3Normalise(&fvn, &vn);
rend.eye_l.v[0] = BR_SCALAR(0);
rend.eye_l.v[1] = BR_SCALAR(0);
rend.eye_l.v[2] = BR_SCALAR(1);
/*
* ... and accumulate
*/
for(i=0; i < scache.nlights_view; i++, alp++)
alp->accumulate_index(self, &vp, &fvn, alp, comp);
}
/*
* Scale final intensity to range of indices
*/
CLAMP_SCALE(C_I);
}
/*
* Lighting function that does nothing
*/
static void lightingIndexNull(br_renderer *self, br_vector3 *p, br_vector3 *n, struct active_light *alp,br_scalar *comp)
{
}
/*
* Lighting for directional light source in model space
*/
static void lightingIndexDirect(br_renderer *self, br_vector3 *p, br_vector3 *n, struct active_light *alp,br_scalar *comp)
{
br_scalar l,dot;
dot = BrVector3Dot(n,&alp->direction);
if(dot <= BR_SCALAR(0.0))
return;
l = BR_MUL(dot, self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
dot = BrVector3Dot(n,&alp->half);
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(BR_MUL(self->state.surface.ks,alp->intensity));
}
comp[C_I] += l;
}
/*
* Lighting for point light source with attenuation
* Index
*/
static void lightingIndexPoint(br_renderer *self, br_vector3 *p, br_vector3 *n, struct active_light *alp, br_scalar *comp)
{
br_scalar l,dot;
br_vector3 dirn,dirn_norm;
/*
* Work out vector between point and light source
*/
BrVector3Sub(&dirn,&alp->position,p);
BrVector3Normalise(&dirn_norm,&dirn);
DIFFUSE_DOT();
l = BR_MUL(dot,self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
SPECULAR_DOT();
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(self->state.surface.ks);
}
comp[C_I] += BR_MUL(l, alp->intensity);
}
/*
* Lighting for point light source with attenuation
* Index
*/
static void lightingIndexPointAttn(br_renderer *self, br_vector3 *p, br_vector3 *n, struct active_light *alp, br_scalar *comp)
{
br_scalar attn,dot,l,dist;
br_vector3 dirn,dirn_norm;
BrVector3Sub(&dirn,&alp->position, p);
CALCULATE_DIRN_NORM();
CALCULATE_ATTENUATION();
DIFFUSE_DOT();
l = BR_MUL(dot, self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
SPECULAR_DOT();
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(self->state.surface.ks);
}
comp[C_I] += BR_MUL(l,attn);
}
/*
* Lighting for spot light source
* Index
*/
static void lightingIndexSpot(br_renderer *self, br_vector3 *p, br_vector3 *n, struct active_light *alp, br_scalar *comp)
{
br_scalar dot_spot, dot, l, attn;
br_vector3 dirn,dirn_norm;
BrVector3Sub(&dirn,&alp->position,p);
BrVector3Normalise(&dirn_norm,&dirn);
SPOT_DOT();
DIFFUSE_DOT();
attn = SPOT_FALLOFF(alp->intensity);
l = BR_MUL(dot, self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
SPECULAR_DOT();
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(self->state.surface.ks);
}
comp[C_I] += BR_MUL(l, attn);
}
/*
* Lighting for spot light source with attenuation
* Index
*/
static void lightingIndexSpotAttn(br_renderer *self, br_vector3 *p, br_vector3 *n, struct active_light *alp,br_scalar *comp)
{
br_scalar dot,dot_spot,dist,attn,l;
br_vector3 dirn,dirn_norm;
BrVector3Sub(&dirn,&alp->position,p);
CALCULATE_DIRN_NORM();
SPOT_DOT();
DIFFUSE_DOT();
CALCULATE_ATTENUATION();
attn = SPOT_FALLOFF(attn);
l = BR_MUL(dot, self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
SPECULAR_DOT();
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(self->state.surface.ks);
}
comp[C_I] += BR_MUL(l, attn);
}
/*
* Select a per-light component accumulation function
*/
void ActiveLightAccumulateIndexSet(struct active_light *alp)
{
switch(alp->type) {
case BRT_DIRECT:
alp->accumulate_index = lightingIndexDirect;
break;
case BRT_POINT:
if(alp->s->attenuation_l == BR_SCALAR(0.0) &&
alp->s->attenuation_q == BR_SCALAR(0.0))
alp->accumulate_index = lightingIndexPoint;
else
alp->accumulate_index = lightingIndexPointAttn;
break;
case BRT_SPOT:
if(alp->s->attenuation_l == BR_SCALAR(0.0) &&
alp->s->attenuation_q == BR_SCALAR(0.0))
alp->accumulate_index = lightingIndexSpot;
else
alp->accumulate_index = lightingIndexSpotAttn;
break;
default:
alp->accumulate_index = lightingIndexNull;
}
}
#if 0
/*
* Special case for 1 directional light in model space
*
* Write the results into comp[C_I]
*/
void SURFACE_CALL SurfaceIndexLit1MD(br_renderer *self, br_vector3 *p, br_vector2 *map, br_vector3 *n, br_colour colour, br_scalar *comp)
{
struct active_light *alp = scache.lights;
br_scalar l,dot;
dot = BrVector3Dot(n,&alp->direction);
if(dot <= BR_SCALAR(0.0))
return;
l = BR_MUL(dot, self->state.surface.kd);
if (self->state.surface.ks != BR_SCALAR(0.0)) {
/*
* Specular
*/
dot = BrVector3Dot(n,&alp->half);
/*
* Phong lighting approximation from Gems IV pg. 385
*/
if(dot > SPECULARPOW_CUTOFF)
l += SPECULAR_POWER(BR_MUL(self->state.surface.ks,alp->intensity));
}
comp[C_I] = l + self->state.surface.ka;
/*
* Scale final intensity to range of indices
*/
CLAMP_SCALE(C_I);
}
#endif
#endif