brender-1997/softrend/lightmac.h

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2022-05-03 16:30:35 -05:00
/*
* Copyright (c) 1993-1995 Argonaut Technologies Limited. All rights reserved.
*
* $Id: lightmac.h 2.3 1996/09/06 14:06:59 sam Exp $
* $Locker: $
*
* Macros for building the lighting functions
*/
#define FP_NEG (0x80000000)
#define FP_TO_UINT(a) (*(unsigned int*)&(a))
extern const float epsilonX2;
extern const float unity;
#define CLAMP_SCALE_GEOM(c) do { \
if(FP_TO_UINT(tvp->comp[(c)]) >= FP_TO_UINT(unity)) \
tvp->comp[(c)] = renderer->state.cache.comp_offsets[(c)] + \
renderer->state.cache.comp_scales[(c)]-BR_SCALAR_EPSILON; \
else \
tvp->comp[(c)] = BR_MUL(renderer->state.cache.comp_scales[(c)], tvp->comp[(c)]) + \
renderer->state.cache.comp_offsets[(c)]; \
} while(0);
#define CLAMP_MUL_SCALE_GEOM(c, m) do { \
if(FP_TO_UINT(tvp->comp[(c)]) >= FP_TO_UINT(unity)) \
tvp->comp[(c)] = renderer->state.cache.comp_offsets[(c)] + \
BR_MUL(renderer->state.cache.comp_scales[(c)]-BR_SCALAR_EPSILON, m); \
else \
tvp->comp[(c)] = BR_MUL(renderer->state.cache.comp_scales[(c)], BR_MUL(tvp->comp[(c)], m)) + \
renderer->state.cache.comp_offsets[(c)]; \
} while(0);
/*
* Clamp a component to (0,1], scale and offset
*/
#define CLAMP_SCALE(c) do { \
if(FP_TO_UINT(comp[(c)]) >= FP_TO_UINT(unity)) \
comp[(c)] = self->state.cache.comp_offsets[(c)] + \
self->state.cache.comp_scales[(c)]-BR_SCALAR_EPSILON; \
else \
comp[(c)] = BR_MUL(self->state.cache.comp_scales[(c)], comp[(c)]) + \
self->state.cache.comp_offsets[(c)]; \
} while(0);
#define CLAMP_MUL_SCALE(c, m) do { \
if(FP_TO_UINT(comp[(c)]) >= FP_TO_UINT(unity)) \
comp[(c)] = self->state.cache.comp_offsets[(c)] + \
BR_MUL(self->state.cache.comp_scales[(c)]-BR_SCALAR_EPSILON, m); \
else \
comp[(c)] = BR_MUL(self->state.cache.comp_scales[(c)], BR_MUL(comp[(c)], m)) + \
self->state.cache.comp_offsets[(c)]; \
} while(0);
/*
* Find dot product of reflected vector and eye
*
* uses dirn_norm, n, and rend.eye_l
*
* produces dot
*/
#define SPECULAR_DOT() do { \
br_vector3 r; \
br_scalar rd; \
\
rd = BR_CONST_MUL(BrVector3Dot(&dirn_norm,n),2); \
BrVector3Scale(&r,n,rd); \
BrVector3Sub(&r,&r,&dirn_norm); \
\
dot = BrVector3Dot(&rend.eye_l,&r); \
} while(0)
/*
* Given the dot-product of eye & reflected vector, returns specular component of lighting eqn.
*/
#define SPECULAR_POWER(l) BR_MULDIV(dot,l,self->state.surface.power-BR_MUL(self->state.surface.power,dot)+dot)
/*
* Given dist, calculates dirn_norm & dist
*/
#define CALCULATE_DIRN_NORM() do { \
br_scalar s; \
dist = BrVector3Length(&dirn); \
if(dist <= 2 * BR_SCALAR_EPSILON) \
return; \
s = BR_RCP(dist); \
BrVector3Scale(&dirn_norm,&dirn,s); \
} while(0)
/*
* Given dist, calculates attn
*/
#if 0
#define CALCULATE_ATTENUATION() do { \
br_scalar dist2; \
\
dist2 = BR_MUL(dist,dist); \
\
attn = BR_RCP(alp->s->attenuation_c \
+ BR_MUL(dist,alp->s->attenuation_l) \
+ BR_MUL(dist2,alp->s->attenuation_q)); \
} while(0)
#else
#define CALCULATE_ATTENUATION() do { \
if(dist>alp->s->attenuation_q){ \
attn=BR_SCALAR(1); \
}else{ \
if(dist>alp->s->attenuation_c){ \
attn=BR_MUL((dist-alp->s->attenuation_c),alp->s->attenuation_l); \
}else{ \
attn=BR_SCALAR(0); \
} \
} \
attn=BR_SCALAR(1)-attn; \
} while(0)
#endif
#define DIFFUSE_DOT() do { \
dot = BrVector3Dot(n,&dirn_norm); \
if(dot <= BR_SCALAR(0.0)) \
return; \
} while(0)
#define SPOT_DOT() do { \
dot_spot = BrVector3Dot(&dirn_norm,&alp->direction); \
if(dot_spot < alp->s->spot_outer) \
return; \
} while(0)
#define SPOT_FALLOFF(v) ((dot_spot < alp->s->spot_inner)?\
BR_MULDIV((v),alp->s->spot_outer - dot_spot, alp->s->spot_outer - alp->s->spot_inner) : (v))