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/******************************Module*Header*******************************\
* Module Name: so_phong.c * * Routines to draw primitives * * Created: 10-16-1995 * Author: Hock San Lee [hockl] * * Copyright (c) 1995 Microsoft Corporation \**************************************************************************/
#include "precomp.h"
#pragma hdrstop
#include <fixed.h>
#include <glmath.h>
#ifdef GL_WIN_phong_shading
#ifdef _X86_
#include <gli386.h>
#endif
#define __FASTEST
// Macros
#define DOT(m,a,b) m = (a)->x*(b)->x + (a)->y*(b)->y + (a)->z*(b)->z
#define MAGN2(m,v) DOT(m,v,v)
#if _X86_
#define SHADER __GLcontext.polygon.shader
#define GET_HALF_AREA(gc, a, b, c)\
\ __asm{ mov eax, a };\ __asm{ mov ecx, c };\ __asm{ mov ebx, b };\ __asm{ mov edx, gc };\ __asm{ fld DWORD PTR [OFFSET(__GLvertex.window.x)][eax] };\ __asm{ fsub DWORD PTR [OFFSET(__GLvertex.window.x)][ecx] /* dxAC */ };\ __asm{ fld DWORD PTR [OFFSET(__GLvertex.window.y)][ebx] };\ __asm{ fsub DWORD PTR [OFFSET(__GLvertex.window.y)][ecx] /* dyBC dxAC */ };\ __asm{ fld DWORD PTR [OFFSET(__GLvertex.window.x)][ebx] };\ __asm{ fsub DWORD PTR [OFFSET(__GLvertex.window.x)][ecx] /* dxBC dyBC dxAC */ };\ __asm{ fld DWORD PTR [OFFSET(__GLvertex.window.y)][eax] };\ __asm{ fsub DWORD PTR [OFFSET(__GLvertex.window.y)][ecx] /* dyAC dxBC dyBC dxAC */ };\ __asm{ fxch ST(2) /* dyBC dxBC dyAC dxAC */ };\ __asm{ fst DWORD PTR [OFFSET(SHADER.dyBC)][edx] };\ __asm{ fmul ST, ST(3) /* dxACdyBC dxBC dyAC dxAC */ };\ __asm{ fxch ST(2) /* dyAC dxBC dxACdyBC dxAC */ };\ __asm{ fst DWORD PTR [OFFSET(SHADER.dyAC)][edx] };\ __asm{ fmul ST, ST(1) /* dxBCdyAC dxBC dxACdyBC dxAC */};\ __asm{ fxch ST(1) /* dxBC dxBCdyAC dxACdyBC dxAC */};\ __asm{ fstp DWORD PTR [OFFSET(SHADER.dxBC)][edx] /* dxBCdyAC dxACdyBC dxAC */ };\ __asm{ fsubp ST(1), ST /* +1*/ /* area dxAC */ };\ __asm{ fxch ST(1) /* dxAC area */ };\ __asm{ fstp DWORD PTR [OFFSET(SHADER.dxAC)][edx] /* area */ };\ __asm{ fstp DWORD PTR [OFFSET(SHADER.area)][edx] /* +1*/ /* (empty) */ };
#define STORE_AREA_PARAMS
#else
#define GET_HALF_AREA(gc, a, b, c)\
/* Compute signed half-area of the triangle */ \ dxAC = a->window.x - c->window.x; \ dxBC = b->window.x - c->window.x; \ dyAC = a->window.y - c->window.y; \ dyBC = b->window.y - c->window.y; \ gc->polygon.shader.area = dxAC * dyBC - dxBC * dyAC;
#define STORE_AREA_PARAMS\
gc->polygon.shader.dxAC = dxAC; \ gc->polygon.shader.dxBC = dxBC; \ gc->polygon.shader.dyAC = dyAC; \ gc->polygon.shader.dyBC = dyBC;
#endif
#if 0
#define ACCUM_MAT_CHANGE(dst,src) \
if ((src)->dirtyBits & __GL_MATERIAL_AMBIENT) \ (dst).ambient = (src)->ambient; \ if ((src)->dirtyBits & __GL_MATERIAL_DIFFUSE) \ (dst).diffuse = (src)->diffuse; \ if ((src)->dirtyBits & __GL_MATERIAL_SPECULAR) \ (dst).specular = (src)->specular; \ if ((src)->dirtyBits & __GL_MATERIAL_EMISSIVE) \ (dst).emissive = (src)->emissive; \ if ((src)->dirtyBits & __GL_MATERIAL_SHININESS) \ (dst).shininess = (src)->shininess; \ if ((src)->dirtyBits & __GL_MATERIAL_COLORINDEXES) \ { \ (dst).cmapa = (src)->cmapa; \ (dst).cmapd = (src)->cmapd; \ (dst).cmaps = (src)->cmaps; \ } \ (dst).dirtyBits |= (src)->dirtyBits; #endif
#define SORT_AND_CULL_FACE(a, b, c, face, ccw)\
\ /* \
** Sort vertices in y. Keep track if a reversal of the winding \ ** occurs in direction (0 means no reversal, 1 means reversal). \ ** Save old vertex pointers in case we end up not doing a fill. \ */ \ reversed = 0; \ if (__GL_VERTEX_COMPARE(a->window.y, <, b->window.y)) { \ if (__GL_VERTEX_COMPARE(b->window.y, <, c->window.y)) { \ /* Already sorted */ \ } else { \ if (__GL_VERTEX_COMPARE(a->window.y, <, c->window.y)) { \ temp=b; b=c; c=temp; \ reversed = 1; \ } else { \ temp=a; a=c; c=b; b=temp; \ } \ } \ } else { \ if (__GL_VERTEX_COMPARE(b->window.y, <, c->window.y)) { \ if (__GL_VERTEX_COMPARE(a->window.y, <, c->window.y)) { \ temp=a; a=b; b=temp; \ reversed = 1; \ } else { \ temp=a; a=b; b=c; c=temp; \ } \ } else { \ temp=a; a=c; c=temp; \ reversed = 1; \ } \ } \ \ GET_HALF_AREA(gc, a, b, c); \ ccw = !__GL_FLOAT_LTZ(gc->polygon.shader.area); \ \ /* \
** Figure out if face is culled or not. The face check needs to be \ ** based on the vertex winding before sorting. This code uses the \ ** reversed flag to invert the sense of ccw - an xor accomplishes \ ** this conversion without an if test. \ ** \ ** ccw reversed xor \ ** --- -------- --- \ ** 0 0 0 (remain !ccw) \ ** 1 0 1 (remain ccw) \ ** 0 1 1 (become ccw) \ ** 1 1 0 (become cw) \ */ \ face = gc->polygon.face[ccw ^ reversed]; \ if (face == gc->polygon.cullFace) { \ /* Culled */ \ return; \ } \ \ STORE_AREA_PARAMS;
//*************** Local functions *******************
void SnapXLeft(__GLcontext *gc, __GLfloat xLeft, __GLfloat dxdyLeft); void SnapXRight(__GLshade *sh, __GLfloat xRight, __GLfloat dxdyRight);
void InitLineParamsVan (__GLcontext *gc, __GLvertex *v0, __GLvertex *v1, __GLfloat invDelta); void InitLineParamsAccel (__GLcontext *gc, __GLvertex *v0, __GLvertex *v1, __GLfloat invDelta);
static void SetInitialPhongParameters(__GLcontext *gc, __GLvertex *a, __GLcoord *an, __GLcolor *ac, __GLfloat aFog, __GLfloat dx, __GLfloat dy);
void FASTCALL FillPhongSubTriangle(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void InitSpanInterpolationAccel (__GLcontext *gc); void InitSpanNEInterpolationVan (__GLcontext *gc); void InitSpanNInterpolationVan (__GLcontext *gc);
void UpdateParamsAlongSpanAccel (__GLcontext *gc); void UpdateNAlongSpanVan (__GLcontext *gc); void UpdateNEAlongSpanVan (__GLcontext *gc);
void ComputeRGBColorVanZippy (__GLcontext *gc, __GLcolor *outColor); void ComputeRGBColorVanFast (__GLcontext *gc, __GLcolor *outColor); void ComputeRGBColorVanSlow (__GLcontext *gc, __GLcolor *outColor);
void ComputeRGBColorAccelZippy (__GLcontext *gc, __GLcolor *outColor); void ComputeRGBColorAccelFast (__GLcontext *gc, __GLcolor *outColor); // Not implemented yet. This is to accelerate Slow Lights
void ComputeRGBColorAccelSlow (__GLcontext *gc, __GLcolor *outColor);
// No Zippy versions for CI color
// since there is no Color material for CI
void ComputeCIColorVanFast (__GLcontext *gc, __GLcolor *outColor); void ComputeCIColorVanSlow (__GLcontext *gc, __GLcolor *outColor);
void ComputeCIColorAccelFast (__GLcontext *gc, __GLcolor *outColor);
void ComputePhongInvarientRGBColor (__GLcontext *gc);
void __glCalcForwardDifferences( GLint w, __GLfloat p0, __GLfloat p1, __GLfloat p2, __GLfloat *d1, __GLfloat *d2 ); #ifdef GL_WIN_specular_fog
__GLfloat ComputeSpecValue (__GLcontext *gc, __GLvertex *vx); #endif //GL_WIN_specular_fog
/********************* Code **************************************/ #ifdef GL_WIN_specular_fog
__GLfloat ComputeSpecValue (__GLcontext *gc, __GLvertex *vx) { __GLfloat nxi, nyi, nzi; __GLfloat zero; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLmaterialMachine *msm; GLboolean eyeWIsZero, localViewer; static __GLcoord Pe = { 0, 0, 0, 1 }; __GLcoord n, e; __GLfloat fog = 0; __GLfloat msm_threshold, msm_scale, *msm_specTable;
zero = __glZero;
n = vx->normal; e.x = vx->eyeX; e.y = vx->eyeY; e.z = vx->eyeZ; e.w = vx->eyeW; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x);
msm = &gc->light.front; nxi = n.x; nyi = n.y; nzi = n.z;
msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable;
localViewer = gc->state.light.model.localViewer;
eyeWIsZero = __GL_FLOAT_EQZ(vx->eyeW); for (lsm = gc->light.sources; lsm; lsm = lsm->next) { __GLfloat n1, n2; lss = lsm->state; lspmm = &lsm->front; if (lsm->slowPath || eyeWIsZero) { __GLcoord hHat, vPli, vPliHat, vPeHat; __GLfloat att, attSpot; __GLfloat hv[3]; /* Compute unit h[i] */ __glVecSub4(&vPli, &e, &lsm->position); __glNormalize(&vPliHat.x, &vPli.x); if (localViewer) { __glVecSub4(&vPeHat, &e, &Pe); __glNormalize(&vPeHat.x, &vPeHat.x); hv[0] = vPliHat.x + vPeHat.x; hv[1] = vPliHat.y + vPeHat.y; hv[2] = vPliHat.z + vPeHat.z; } else { hv[0] = vPliHat.x; hv[1] = vPliHat.y; hv[2] = vPliHat.z + __glOne; } __glNormalize(&hHat.x, hv); /* Compute attenuation */ if (__GL_FLOAT_NEZ(lsm->position.w)) { __GLfloat k0, k1, k2, dist; k0 = lsm->constantAttenuation; k1 = lsm->linearAttenuation; k2 = lsm->quadraticAttenuation; if (__GL_FLOAT_EQZ(k1) && __GL_FLOAT_EQZ(k2)) { /* Use pre-computed 1/k0 */ att = lsm->attenuation; } else { __GLfloat den;
dist = __GL_SQRTF(vPli.x*vPli.x + vPli.y*vPli.y + vPli.z*vPli.z); den = k0 + k1 * dist + k2 * dist * dist; att = __GL_FLOAT_EQZ(den) ? __glOne : __glOne / den; } } else { att = __glOne; } /* Compute spot effect if light is a spot light */ attSpot = att; if (lsm->isSpot) { __GLfloat dot, px, py, pz; px = -vPliHat.x; py = -vPliHat.y; pz = -vPliHat.z; dot = px * lsm->direction.x + py * lsm->direction.y + pz * lsm->direction.z; if ((dot >= lsm->threshold) && (dot >= lsm->cosCutOffAngle)) { GLint ix = (GLint)((dot - lsm->threshold) * lsm->scale + __glHalf); if (ix < __GL_SPOT_LOOKUP_TABLE_SIZE) attSpot = att * lsm->spotTable[ix]; } else { attSpot = zero; } } /* Add in remaining effect of light, if any */ if (attSpot) { __GLfloat n1, n2; __GLcolor sum; n1 = nxi * vPliHat.x + nyi * vPliHat.y + nzi * vPliHat.z; if (__GL_FLOAT_GTZ(n1)) { n2 = nxi * hHat.x + nyi * hHat.y + nzi * hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; fog += n2; } } } } else { __GLfloat n1, n2; /* Add in specular and diffuse effect of light, if any */ n1 = nxi * lsm->unitVPpli.x + nyi * lsm->unitVPpli.y + nzi * lsm->unitVPpli.z; if (__GL_FLOAT_GTZ(n1)) { n2= nxi * lsm->hHat.x + nyi * lsm->hHat.y + nzi * lsm->hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; fog += n2; } } } } fog = 1.0 - fog; if (__GL_FLOAT_LTZ (fog)) fog = __glZero; return fog; } #endif //GL_WIN_specular_fog
static void AccumMatChange (__GLmatChange *dst, __GLmatChange *src) { if (src->dirtyBits & __GL_MATERIAL_AMBIENT) dst->ambient = src->ambient; if (src->dirtyBits & __GL_MATERIAL_DIFFUSE) dst->diffuse = src->diffuse; if (src->dirtyBits & __GL_MATERIAL_SPECULAR) dst->specular = src->specular; if (src->dirtyBits & __GL_MATERIAL_EMISSIVE) dst->emissive = src->emissive; if (src->dirtyBits & __GL_MATERIAL_SHININESS) dst->shininess = src->shininess; if (src->dirtyBits & __GL_MATERIAL_COLORINDEXES) { dst->cmapa = src->cmapa; dst->cmapd = src->cmapd; dst->cmaps = src->cmaps; } dst->dirtyBits |= src->dirtyBits; }
// Propagate the valid Normals through the vertex buffer.
//
// IN: color, normal (front)
// OUT: color, normal (front) (all vertices are updated)
void FASTCALL PolyArrayPhongPropagateColorNormal(__GLcontext *gc, POLYARRAY *pa) { POLYDATA *pd; POLYDATA *pdLast; GLuint paNeeds; GLboolean doFrontColor, doBackColor; POLYMATERIAL *pm; __GLphongMaterialData *pmdata = NULL; paNeeds = gc->vertex.paNeeds; doFrontColor = paNeeds & PANEEDS_FRONT_COLOR; doBackColor = paNeeds & PANEEDS_BACK_COLOR;
if (gc->polygon.shader.phong.flags & __GL_PHONG_NEED_EYE_XPOLATE) ASSERTOPENGL(pa->flags & POLYARRAY_EYE_PROCESSED, "Eye coordinate should be available now\n"); // If color is not needed, fill in the colors field
// with default.
if (paNeeds & PANEEDS_SKIP_LIGHTING) { /////?????????!!!!!!!!!!! Look again!!!
if (doFrontColor) (*gc->procs.paCalcColorSkip)(gc, pa, 0); if (doBackColor) (*gc->procs.paCalcColorSkip)(gc, pa, 1); return ; }
pdLast = pa->pdNextVertex-1;
// Check is there are any glMaterial calls that were made
// immediately after glBegin, the ones made after the first
// glVertex call are ignored.
if (pa->flags & (POLYARRAY_MATERIAL_BACK | POLYARRAY_MATERIAL_BACK)) { pm = GLTEB_CLTPOLYMATERIAL();
//DbgPrint ("Has the costly material change\n");
pmdata = (__GLphongMaterialData *) GCALLOC(gc, sizeof(__GLphongMaterialData)); if (pmdata == NULL) { return; }
pmdata->flags = 0; pmdata->matChange[__GL_PHONG_FRONT_FIRST].dirtyBits = 0; pmdata->matChange[__GL_PHONG_BACK_FIRST].dirtyBits = 0; pmdata->matChange[__GL_PHONG_FRONT_TRAIL].dirtyBits = 0; pmdata->matChange[__GL_PHONG_BACK_TRAIL].dirtyBits = 0;
if (pa->pd0->flags & POLYARRAY_MATERIAL_BACK) { AccumMatChange (&(pmdata->matChange[__GL_PHONG_BACK_FIRST]), *(&pm->pdMaterial0[pa->pd0 - pa->pdBuffer0].front +1)); pmdata->flags |= __GL_PHONG_BACK_FIRST_VALID; } if (pa->pd0->flags & POLYARRAY_MATERIAL_FRONT) { AccumMatChange (&(pmdata->matChange[__GL_PHONG_FRONT_FIRST]), *(&pm->pdMaterial0[pa->pd0 - pa->pdBuffer0].front)); pmdata->flags |= __GL_PHONG_FRONT_FIRST_VALID; }
// Accumulate the remaining material changes to be applied later
for (pd = pa->pd0 + 1; pd <= pdLast; pd++) { if (pd->flags & POLYARRAY_MATERIAL_BACK) { AccumMatChange (&(pmdata->matChange[__GL_PHONG_BACK_TRAIL]), *(&pm->pdMaterial0[pd - pa->pdBuffer0].front+1)); pmdata->flags |= __GL_PHONG_BACK_TRAIL_VALID; } if (pd->flags & POLYARRAY_MATERIAL_FRONT) { AccumMatChange (&(pmdata->matChange[__GL_PHONG_FRONT_TRAIL]), *(&pm->pdMaterial0[pd - pa->pdBuffer0].front)); pmdata->flags |= __GL_PHONG_FRONT_TRAIL_VALID; } } pa->phong = pmdata; pa->flags |= POLYARRAY_PHONG_DATA_VALID; }
for (pd = pa->pd0; pd <= pdLast; pd++) { if (gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) { if (!(pd->flags & POLYDATA_COLOR_VALID)) { // If color has not changed for this vertex,
// use the previously computed color.
ASSERTOPENGL(pd != pa->pd0, "no initial color\n"); if (gc->modes.colorIndexMode) { pd->colors[0].r = (pd-1)->colors[0].r; } else { pd->colors[0].r = (pd-1)->colors[0].r; pd->colors[0].g = (pd-1)->colors[0].g; pd->colors[0].b = (pd-1)->colors[0].b; pd->colors[0].a = (pd-1)->colors[0].a; } pd->flags |= POLYDATA_COLOR_VALID; } else if (pa->flags & POLYARRAY_CLAMP_COLOR) { if (gc->modes.colorIndexMode) { __GL_CLAMP_CI(pd->colors[0].r, gc, pd->colors[0].r); } else { __GL_CLAMP_R(pd->colors[0].r, gc, pd->colors[0].r); __GL_CLAMP_G(pd->colors[0].g, gc, pd->colors[0].g); __GL_CLAMP_B(pd->colors[0].b, gc, pd->colors[0].b); __GL_CLAMP_A(pd->colors[0].a, gc, pd->colors[0].a); } } } if (!(pd->flags & POLYDATA_NORMAL_VALID)) { // If the normal has not changed for this vertex,
// use the previously computed normal.
ASSERTOPENGL(pd != pa->pd0, "no initial normal\n"); pd->normal = (pd-1)->normal; pd->flags |= POLYDATA_NORMAL_VALID; } else { if (gc->vertex.paNeeds & PANEEDS_NORMAL) { (*gc->mInv->xf3)(&pd->normal, &pd->normal.x, gc->mInv); if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&pd->normal.x, &pd->normal.x); } } }
gc->vertex.paNeeds &= ~PANEEDS_NORMAL; pa->flags &= ~POLYARRAY_MATERIAL_FRONT; pa->flags &= ~POLYARRAY_MATERIAL_BACK; pa->flags &= ~POLYARRAY_SAME_COLOR_DATA;
}
void FASTCALL __glRenderPhongTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b, __GLvertex *c) { GLuint needs, modeFlags; GLint ccw, colorFace, reversed, face; __GLfloat dxAC, dxBC, dyAC, dyBC; __GLvertex *temp; #ifdef NO_RENDERING
return; #endif
//Assert that Lighting is on for Phong-shading to take place
ASSERTOPENGL(gc->state.enables.general & __GL_LIGHTING_ENABLE, "No lighting. Should be smooth-shaded\n"); SORT_AND_CULL_FACE(a, b, c, face, ccw); if (__GL_FLOAT_EQZ(gc->polygon.shader.area)) return; /*
** Pick face to use for coloring */ modeFlags = gc->polygon.shader.modeFlags; if (modeFlags & __GL_SHADE_TWOSIDED && face == __GL_BACKFACE) { gc->polygon.shader.phong.face = __GL_BACKFACE; } else { gc->polygon.shader.phong.face = __GL_FRONTFACE; } (*gc->procs.fillTriangle) (gc, a, b, c, (GLboolean) ccw);; }
void FASTCALL __glFillPhongTriangle(__GLcontext *gc, __GLvertex *a, __GLvertex *b, __GLvertex *c, GLboolean ccw) { __GLfloat oneOverArea, t1, t2, t3, t4; __GLfloat dxAC, dxBC, dyAC, dyBC; __GLfloat aFog, bFog; __GLfloat dxAB, dyAB; __GLfloat dx, dy, dxdyLeft, dxdyRight; __GLcolor *ac, *bc; __GLcoord *an, *bn; __GLcoord ae, be, ce; GLint aIY, bIY, cIY; GLuint modeFlags; __GLfloat dxdyAC; __GLcoord dnAC, dnBC, *cn; __GLcoord deAC, deBC; __GLphongShader *phong = &gc->polygon.shader.phong; GLuint flags = 0, msm_colorMaterialChange; GLboolean needColor;
//CHOP_ROUND_ON();
FPU_SAVE_MODE (); FPU_CHOP_ON (); /* Pre-compute one over polygon area */
__GL_FLOAT_BEGIN_DIVIDE(__glOne, gc->polygon.shader.area, &oneOverArea);
modeFlags = gc->polygon.shader.modeFlags;
if (gc->polygon.shader.phong.face == __GL_FRONTFACE) msm_colorMaterialChange = gc->light.front.colorMaterialChange; else msm_colorMaterialChange = gc->light.back.colorMaterialChange;
if ((gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) && msm_colorMaterialChange && (modeFlags & __GL_SHADE_RGB)) { flags |= __GL_PHONG_NEED_COLOR_XPOLATE; needColor = GL_TRUE; } //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//!!! Compute Invariant color if possible !!!!!!!!
//!!! Use Otto's optimizations here !!!!!!!!
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
if (((!(flags & __GL_PHONG_NEED_COLOR_XPOLATE) || !(msm_colorMaterialChange & (__GL_MATERIAL_AMBIENT | __GL_MATERIAL_EMISSIVE))) && (modeFlags & __GL_SHADE_RGB)) && !(phong->flags & __GL_PHONG_NEED_EYE_XPOLATE)) { ComputePhongInvarientRGBColor (gc); flags |= __GL_PHONG_INV_COLOR_VALID; } //Store the flags
phong->flags |= flags;
/* Fetch some stuff we are going to reuse */ modeFlags = gc->polygon.shader.modeFlags; dxAC = gc->polygon.shader.dxAC; dxBC = gc->polygon.shader.dxBC; dyAC = gc->polygon.shader.dyAC; dyBC = gc->polygon.shader.dyBC; ac = a->color; bc = b->color; an = &(a->normal); bn = &(b->normal); ae.x = a->eyeX; ae.y = a->eyeY; ae.z = a->eyeZ; ae.w = a->eyeW; be.x = b->eyeX; be.y = b->eyeY; be.z = b->eyeZ; be.w = b->eyeW; /*
** Compute delta values for unit changes in x or y for each ** parameter. */
__GL_FLOAT_SIMPLE_END_DIVIDE(oneOverArea); t1 = dyAC * oneOverArea; t2 = dyBC * oneOverArea; t3 = dxAC * oneOverArea; t4 = dxBC * oneOverArea; /* Normals */ cn = &(c->normal); dnAC.x = an->x - cn->x; dnAC.y = an->y - cn->y; dnAC.z = an->z - cn->z;
dnBC.x = bn->x - cn->x; dnBC.y = bn->y - cn->y; dnBC.z = bn->z - cn->z;
gc->polygon.shader.phong.dndx.x = dnAC.x * t2 - dnBC.x * t1; gc->polygon.shader.phong.dndy.x = dnBC.x * t3 - dnAC.x * t4; gc->polygon.shader.phong.dndx.y = dnAC.y * t2 - dnBC.y * t1; gc->polygon.shader.phong.dndy.y = dnBC.y * t3 - dnAC.y * t4; gc->polygon.shader.phong.dndx.z = dnAC.z * t2 - dnBC.z * t1; gc->polygon.shader.phong.dndy.z = dnBC.z * t3 - dnAC.z * t4;
if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { ce.x = c->eyeX; ce.y = c->eyeY; ce.z = c->eyeZ; ce.w = c->eyeW;
deAC.x = ae.x - ce.x; deAC.y = ae.y - ce.y; deAC.z = ae.z - ce.z; deAC.w = ae.w - ce.w;
deBC.x = be.x - ce.x; deBC.y = be.y - ce.y; deBC.z = be.z - ce.z; deBC.w = be.w - ce.w;
gc->polygon.shader.phong.dedx.x = deAC.x * t2 - deBC.x * t1; gc->polygon.shader.phong.dedy.x = deBC.x * t3 - deAC.x * t4; gc->polygon.shader.phong.dedx.y = deAC.y * t2 - deBC.y * t1; gc->polygon.shader.phong.dedy.y = deBC.y * t3 - deAC.y * t4; gc->polygon.shader.phong.dedx.z = deAC.z * t2 - deBC.z * t1; gc->polygon.shader.phong.dedy.z = deBC.z * t3 - deAC.z * t4; gc->polygon.shader.phong.dedx.w = deAC.w * t2 - deBC.w * t1; gc->polygon.shader.phong.dedy.w = deBC.w * t3 - deAC.w * t4; } if (modeFlags & __GL_SHADE_RGB) { __GLfloat drAC, dgAC, dbAC, daAC; __GLfloat drBC, dgBC, dbBC, daBC; __GLcolor *cc; /* Colors */ if (needColor) { cc = c->color; drAC = ac->r - cc->r; drBC = bc->r - cc->r; dgAC = ac->g - cc->g; dgBC = bc->g - cc->g; dbAC = ac->b - cc->b; dbBC = bc->b - cc->b; daAC = ac->a - cc->a; daBC = bc->a - cc->a; gc->polygon.shader.drdx = drAC * t2 - drBC * t1; gc->polygon.shader.drdy = drBC * t3 - drAC * t4; gc->polygon.shader.dgdx = dgAC * t2 - dgBC * t1; gc->polygon.shader.dgdy = dgBC * t3 - dgAC * t4; gc->polygon.shader.dbdx = dbAC * t2 - dbBC * t1; gc->polygon.shader.dbdy = dbBC * t3 - dbAC * t4; gc->polygon.shader.dadx = daAC * t2 - daBC * t1; gc->polygon.shader.dady = daBC * t3 - daAC * t4; }
if (modeFlags & __GL_SHADE_TEXTURE) { __GLfloat awinv, bwinv, cwinv, scwinv, tcwinv, qwcwinv; __GLfloat dsAC, dsBC, dtAC, dtBC, dqwAC, dqwBC;
awinv = a->window.w; bwinv = b->window.w; cwinv = c->window.w; scwinv = c->texture.x * cwinv; tcwinv = c->texture.y * cwinv; qwcwinv = c->texture.w * cwinv;
dsAC = a->texture.x * awinv - scwinv; dsBC = b->texture.x * bwinv - scwinv; dtAC = a->texture.y * awinv - tcwinv; dtBC = b->texture.y * bwinv - tcwinv; dqwAC = a->texture.w * awinv - qwcwinv; dqwBC = b->texture.w * bwinv - qwcwinv;
gc->polygon.shader.dsdx = dsAC * t2 - dsBC * t1; gc->polygon.shader.dsdy = dsBC * t3 - dsAC * t4; gc->polygon.shader.dtdx = dtAC * t2 - dtBC * t1; gc->polygon.shader.dtdy = dtBC * t3 - dtAC * t4; gc->polygon.shader.dqwdx = dqwAC * t2 - dqwBC * t1; gc->polygon.shader.dqwdy = dqwBC * t3 - dqwAC * t4; } }
if (modeFlags & __GL_SHADE_DEPTH_ITER) { __GLfloat dzAC, dzBC;
dzAC = a->window.z - c->window.z; dzBC = b->window.z - c->window.z; gc->polygon.shader.dzdxf = dzAC * t2 - dzBC * t1; gc->polygon.shader.dzdyf = dzBC * t3 - dzAC * t4; if(( gc->modes.depthBits == 16 ) && ( gc->depthBuffer.scale <= (GLuint)0xffff )) { gc->polygon.shader.dzdx = FLT_TO_Z16_SCALE(gc->polygon.shader.dzdxf); } else { gc->polygon.shader.dzdx = FTOL(gc->polygon.shader.dzdxf); } }
#ifdef GL_WIN_specular_fog
if (gc->polygon.shader.modeFlags & __GL_SHADE_COMPUTE_FOG) { __GLfloat dfAC, dfBC, cFog;
/* Use eyeZ for interpolation value */ aFog = a->eyeZ; bFog = b->eyeZ; cFog = c->eyeZ;
dfAC = aFog - cFog; dfBC = bFog - cFog;
gc->polygon.shader.dfdx = dfAC * t2 - dfBC * t1; gc->polygon.shader.dfdy = dfBC * t3 - dfAC * t4; } else if (gc->polygon.shader.modeFlags & __GL_SHADE_INTERP_FOG) { __GLfloat dfAC, dfBC, cFog; aFog = bFog = cFog = 1.0f; if (gc->polygon.shader.modeFlags & __GL_SHADE_SPEC_FOG) { aFog = ComputeSpecValue (gc, a); bFog = ComputeSpecValue (gc, b); cFog = ComputeSpecValue (gc, c); }
if (gc->polygon.shader.modeFlags & __GL_SHADE_SLOW_FOG) { aFog *= a->fog; bFog *= b->fog; cFog *= c->fog; } dfAC = aFog - cFog; dfBC = bFog - cFog;
gc->polygon.shader.dfdx = dfAC * t2 - dfBC * t1; gc->polygon.shader.dfdy = dfBC * t3 - dfAC * t4; } #else //GL_WIN_specular_fog
if (modeFlags & __GL_SHADE_COMPUTE_FOG) { __GLfloat dfAC, dfBC, cFog;
/* Use eyeZ for interpolation value */ aFog = a->eyeZ; bFog = b->eyeZ; cFog = c->eyeZ;
dfAC = aFog - cFog; dfBC = bFog - cFog;
gc->polygon.shader.dfdx = dfAC * t2 - dfBC * t1; gc->polygon.shader.dfdy = dfBC * t3 - dfAC * t4; } else if (modeFlags & __GL_SHADE_INTERP_FOG) { /* Use fog for interpolation value */ aFog = a->fog; bFog = b->fog; cFog = c->fog;
dfAC = aFog - cFog; dfBC = bFog - cFog;
gc->polygon.shader.dfdx = dfAC * t2 - dfBC * t1; gc->polygon.shader.dfdy = dfBC * t3 - dfAC * t4; } #endif //GL_WIN_specular_fog
__GL_FLOAT_SIMPLE_BEGIN_DIVIDE(dxAC, dyAC, dxdyAC); /* Snap each y coordinate to its pixel center */ aIY = __GL_VERTEX_FIXED_TO_INT(__GL_VERTEX_FLOAT_TO_FIXED(a->window.y)+ __GL_VERTEX_FRAC_HALF); bIY = __GL_VERTEX_FIXED_TO_INT(__GL_VERTEX_FLOAT_TO_FIXED(b->window.y)+ __GL_VERTEX_FRAC_HALF); cIY = __GL_VERTEX_FIXED_TO_INT(__GL_VERTEX_FLOAT_TO_FIXED(c->window.y)+ __GL_VERTEX_FRAC_HALF);
#ifdef __DBG_PRINT
DbgPrint ("aIY=%d, bIY=%d, cIY=%d\n", aIY, bIY, cIY); #endif
/*
** This algorithim always fills from bottom to top, left to right. ** Because of this, ccw triangles are inherently faster because ** the parameter values need not be recomputed. */ dxAB = a->window.x - b->window.x; dyAB = a->window.y - b->window.y; if (ccw) { dy = (aIY + __glHalf) - a->window.y; __GL_FLOAT_SIMPLE_END_DIVIDE(dxdyAC); SnapXLeft(gc, a->window.x + dy*dxdyAC, dxdyAC); dx = (gc->polygon.shader.ixLeft + __glHalf) - a->window.x; SetInitialPhongParameters(gc, a, an, ac, aFog, dx, dy); if (aIY != bIY) { dxdyRight = dxAB / dyAB; SnapXRight(&gc->polygon.shader, a->window.x + dy*dxdyRight, dxdyRight); #ifdef __DBG_PRINT
DbgPrint ("dxdyRight = %f\n", dxdyRight); #endif
FillPhongSubTriangle(gc, aIY, bIY); }
if (bIY != cIY) { dxdyRight = dxBC / dyBC; dy = (bIY + __glHalf) - b->window.y; SnapXRight(&gc->polygon.shader, b->window.x + dy*dxdyRight, dxdyRight); #ifdef __DBG_PRINT
DbgPrint ("dxdyRight = %f\n", dxdyRight); #endif
FillPhongSubTriangle(gc, bIY, cIY); } } else { dy = (aIY + __glHalf) - a->window.y; __GL_FLOAT_SIMPLE_END_DIVIDE(dxdyAC); SnapXRight(&gc->polygon.shader, a->window.x + dy*dxdyAC, dxdyAC); #ifdef __DBG_PRINT
DbgPrint ("dxdyRight = %f\n", dxdyAC); #endif
if (aIY != bIY) { dxdyLeft = dxAB / dyAB; SnapXLeft(gc, a->window.x + dy*dxdyLeft, dxdyLeft); dx = (gc->polygon.shader.ixLeft + __glHalf) - a->window.x; SetInitialPhongParameters(gc, a, an, ac, aFog, dx, dy); FillPhongSubTriangle(gc, aIY, bIY); }
if (bIY != cIY) { dxdyLeft = dxBC / dyBC; dy = (bIY + __glHalf) - b->window.y; SnapXLeft(gc, b->window.x + dy*dxdyLeft, dxdyLeft); dx = (gc->polygon.shader.ixLeft + __glHalf) - b->window.x; SetInitialPhongParameters(gc, b, bn, bc, bFog, dx, dy); FillPhongSubTriangle(gc, bIY, cIY); } } FPU_RESTORE_MODE(); // CHOP_ROUND_OFF();
}
static void SetInitialPhongParameters(__GLcontext *gc, __GLvertex *a, __GLcoord *an, __GLcolor *ac, __GLfloat aFog, __GLfloat dx, __GLfloat dy) { GLint face = gc->polygon.shader.phong.face; __GLshade *sh = &gc->polygon.shader; __GLphongShader *phong = &gc->polygon.shader.phong; __GLfloat little = sh->dxLeftLittle; __GLfloat big = sh->dxLeftBig; GLuint modeFlags = sh->modeFlags; GLboolean needColor = (gc->polygon.shader.phong.flags & __GL_PHONG_NEED_COLOR_XPOLATE);
#define bPolygonOffset \
(gc->state.enables.general & __GL_POLYGON_OFFSET_FILL_ENABLE )
/* Set parameters for the shader */ phong->nCur.x = an->x + dx*phong->dndx.x + dy*phong->dndy.x; phong->nCur.y = an->y + dx*phong->dndx.y + dy*phong->dndy.y; phong->nCur.z = an->z + dx*phong->dndx.z + dy*phong->dndy.z;
phong->nLittle.x = phong->dndy.x + little * phong->dndx.x; phong->nLittle.y = phong->dndy.y + little * phong->dndx.y; phong->nLittle.z = phong->dndy.z + little * phong->dndx.z;
if (big > little) { phong->nBig.x = phong->nLittle.x + phong->dndx.x; phong->nBig.y = phong->nLittle.y + phong->dndx.y; phong->nBig.z = phong->nLittle.z + phong->dndx.z; } else { phong->nBig.x = phong->nLittle.x - phong->dndx.x; phong->nBig.y = phong->nLittle.y - phong->dndx.y; phong->nBig.z = phong->nLittle.z - phong->dndx.z; }
if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { phong->eCur.x = a->eyeX + dx*phong->dedx.x + dy*phong->dedy.x; phong->eCur.y = a->eyeY + dx*phong->dedx.y + dy*phong->dedy.y; phong->eCur.z = a->eyeZ + dx*phong->dedx.z + dy*phong->dedy.z; phong->eCur.w = a->eyeW + dx*phong->dedx.w + dy*phong->dedy.w;
phong->eLittle.x = phong->dedy.x + little * phong->dedx.x; phong->eLittle.y = phong->dedy.y + little * phong->dedx.y; phong->eLittle.z = phong->dedy.z + little * phong->dedx.z; phong->eLittle.w = phong->dedy.w + little * phong->dedx.w;
if (big > little) { phong->eBig.x = phong->eLittle.x + phong->dedx.x; phong->eBig.y = phong->eLittle.y + phong->dedx.y; phong->eBig.z = phong->eLittle.z + phong->dedx.z; phong->eBig.w = phong->eLittle.w + phong->dedx.w; } else { phong->eBig.x = phong->eLittle.x - phong->dedx.x; phong->eBig.y = phong->eLittle.y - phong->dedx.y; phong->eBig.z = phong->eLittle.z - phong->dedx.z; phong->eBig.w = phong->eLittle.w - phong->dedx.w; } } if (big > little) { if (modeFlags & __GL_SHADE_RGB) { if (needColor) { sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy;
sh->rLittle = sh->drdy + little * sh->drdx; sh->rBig = sh->rLittle + sh->drdx; sh->frag.color.g = ac->g + dx*sh->dgdx + dy*sh->dgdy; sh->gLittle = sh->dgdy + little * sh->dgdx; sh->gBig = sh->gLittle + sh->dgdx; sh->frag.color.b = ac->b + dx*sh->dbdx + dy*sh->dbdy; sh->bLittle = sh->dbdy + little * sh->dbdx; sh->bBig = sh->bLittle + sh->dbdx; sh->frag.color.a = ac->a + dx*sh->dadx + dy*sh->dady; sh->aLittle = sh->dady + little * sh->dadx; sh->aBig =sh->aLittle + sh->dadx; } if (modeFlags & __GL_SHADE_TEXTURE) { __GLfloat oneOverW = a->window.w; sh->frag.s = a->texture.x * oneOverW + dx*sh->dsdx + dy*sh->dsdy; sh->sLittle = sh->dsdy + little * sh->dsdx; sh->sBig = sh->sLittle + sh->dsdx; sh->frag.t = a->texture.y * oneOverW + dx*sh->dtdx + dy*sh->dtdy; sh->tLittle = sh->dtdy + little * sh->dtdx; sh->tBig = sh->tLittle + sh->dtdx; sh->frag.qw = a->texture.w * oneOverW + dx*sh->dqwdx + dy*sh->dqwdy; sh->qwLittle = sh->dqwdy + little * sh->dqwdx; sh->qwBig = sh->qwLittle + sh->dqwdx; } }
if (modeFlags & __GL_SHADE_DEPTH_ITER) { __GLfloat zLittle, zOffset;
zOffset = bPolygonOffset ? __glPolygonOffsetZ(gc) : 0.0f; if (gc->modes.depthBits == 16) { sh->frag.z = (__GLzValue) FLT_TO_Z16_SCALE(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf + zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FLT_TO_Z16_SCALE(zLittle); sh->zBig = FLT_TO_Z16_SCALE(zLittle + sh->dzdxf); } else { sh->frag.z = (__GLzValue) FTOL(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf + zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FTOL(zLittle); sh->zBig = FTOL(zLittle + sh->dzdxf); } }
if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { sh->frag.f = aFog + dx*sh->dfdx + dy*sh->dfdy; sh->fLittle = sh->dfdy + little * sh->dfdx; sh->fBig = sh->fLittle + sh->dfdx; } } else { if (modeFlags & __GL_SHADE_RGB) { if (needColor) { sh->frag.color.r = ac->r + dx*sh->drdx + dy*sh->drdy; sh->rLittle = sh->drdy + little * sh->drdx; sh->rBig = sh->rLittle - sh->drdx;
sh->frag.color.g = ac->g + dx*sh->dgdx + dy*sh->dgdy; sh->gLittle = sh->dgdy + little * sh->dgdx; sh->gBig = sh->gLittle - sh->dgdx; sh->frag.color.b = ac->b + dx*sh->dbdx + dy*sh->dbdy; sh->bLittle = sh->dbdy + little * sh->dbdx; sh->bBig = sh->bLittle - sh->dbdx; sh->frag.color.a = ac->a + dx*sh->dadx + dy*sh->dady; sh->aLittle = sh->dady + little * sh->dadx; sh->aBig =sh->aLittle - sh->dadx; } if (modeFlags & __GL_SHADE_TEXTURE) { __GLfloat oneOverW = a->window.w; sh->frag.s = a->texture.x * oneOverW + dx*sh->dsdx + dy*sh->dsdy; sh->sLittle = sh->dsdy + little * sh->dsdx; sh->sBig = sh->sLittle - sh->dsdx; sh->frag.t = a->texture.y * oneOverW + dx*sh->dtdx + dy*sh->dtdy; sh->tLittle = sh->dtdy + little * sh->dtdx; sh->tBig = sh->tLittle - sh->dtdx; sh->frag.qw = a->texture.w * oneOverW + dx*sh->dqwdx + dy*sh->dqwdy; sh->qwLittle = sh->dqwdy + little * sh->dqwdx; sh->qwBig = sh->qwLittle - sh->dqwdx; } }
if (modeFlags & __GL_SHADE_DEPTH_ITER) { __GLfloat zLittle, zOffset;
zOffset = bPolygonOffset ? __glPolygonOffsetZ(gc) : 0.0f; if(( gc->modes.depthBits == 16 ) && ( gc->depthBuffer.scale <= (GLuint)0xffff )) { sh->frag.z = (__GLzValue) FLT_TO_Z16_SCALE(a->window.z + dx*sh->dzdxf + dy*sh->dzdyf + zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FLT_TO_Z16_SCALE(zLittle); sh->zBig = FLT_TO_Z16_SCALE(zLittle - sh->dzdxf); } else { sh->frag.z = (__GLzValue) FTOL( a->window.z + dx*sh->dzdxf + dy*sh->dzdyf+ zOffset ); zLittle = sh->dzdyf + little * sh->dzdxf; sh->zLittle = FTOL(zLittle); sh->zBig = FTOL(zLittle - sh->dzdxf); } } if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { sh->frag.f = aFog + dx*sh->dfdx + dy*sh->dfdy; sh->fLittle = sh->dfdy + little * sh->dfdx; sh->fBig = sh->fLittle - sh->dfdx; } } }
/* This routine sets gc->polygon.shader.cfb to gc->drawBuffer */
static void FASTCALL FillPhongSubTriangle(__GLcontext *gc, GLint iyBottom, GLint iyTop) { GLint ixLeft, ixRight; GLint ixLeftFrac, ixRightFrac; GLint dxLeftFrac, dxRightFrac; GLint dxLeftLittle, dxRightLittle; GLint dxLeftBig, dxRightBig; GLint spanWidth, clipY0, clipY1; GLuint modeFlags; __GLphongShader *phong = &(gc->polygon.shader.phong); GLboolean needColor = (phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE); __GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS]; __GLstippleWord *words; __GLcolor colors[__GL_MAX_STACKED_COLORS>>1]; __GLcolor fbcolors[__GL_MAX_STACKED_COLORS>>1]; __GLcolor *vColors, *vFbcolors; int iMaxWidth, iDy, dxLeft, dxRight;
ixLeft = gc->polygon.shader.ixLeft; dxLeft = (gc->polygon.shader.dxLeftBig < gc->polygon.shader.dxLeftLittle) ? gc->polygon.shader.dxLeftBig : gc->polygon.shader.dxLeftLittle; ixRight = gc->polygon.shader.ixRight; dxRight = (gc->polygon.shader.dxRightBig > gc->polygon.shader.dxRightLittle) ? gc->polygon.shader.dxRightBig : gc->polygon.shader.dxRightLittle; iMaxWidth = ixRight - ixLeft; iDy = iyTop - iyBottom - 1; ixRight += dxRight * iDy; ixLeft += dxLeft * iDy; iMaxWidth = (iMaxWidth < (ixRight - ixLeft)) ? ixRight - ixLeft : iMaxWidth; if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { words = gcTempAlloc(gc, (iMaxWidth+__GL_STIPPLE_BITS-1)/8); if (words == NULL) { return; } } else { words = stackWords; } if (iMaxWidth > (__GL_MAX_STACKED_COLORS>>1)) { vColors = (__GLcolor *) gcTempAlloc(gc, iMaxWidth * sizeof(__GLcolor)); if (NULL == vColors) { if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { gcTempFree(gc, words); } return; }
vFbcolors = (__GLcolor *) gcTempAlloc(gc, iMaxWidth * sizeof(__GLcolor)); if (NULL == vFbcolors) { if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { gcTempFree(gc, words); } gcTempFree(gc, vColors); return; } } else { vColors = colors; vFbcolors = fbcolors; }
ixLeft = gc->polygon.shader.ixLeft; ixLeftFrac = gc->polygon.shader.ixLeftFrac; ixRight = gc->polygon.shader.ixRight; ixRightFrac = gc->polygon.shader.ixRightFrac; clipY0 = gc->transform.clipY0; clipY1 = gc->transform.clipY1; dxLeftFrac = gc->polygon.shader.dxLeftFrac; dxLeftBig = gc->polygon.shader.dxLeftBig; dxLeftLittle = gc->polygon.shader.dxLeftLittle; dxRightFrac = gc->polygon.shader.dxRightFrac; dxRightBig = gc->polygon.shader.dxRightBig; dxRightLittle = gc->polygon.shader.dxRightLittle; modeFlags = gc->polygon.shader.modeFlags;
gc->polygon.shader.colors = vColors; gc->polygon.shader.fbcolors = vFbcolors; gc->polygon.shader.stipplePat = words; if (modeFlags & __GL_SHADE_STENCIL_TEST) { gc->polygon.shader.sbuf = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*), ixLeft, iyBottom); } if (modeFlags & __GL_SHADE_DEPTH_TEST) { if( gc->modes.depthBits == 32 ) gc->polygon.shader.zbuf = (__GLzValue *) __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*), ixLeft, iyBottom); else gc->polygon.shader.zbuf = (__GLzValue *) __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLz16Value*), ixLeft, iyBottom); } gc->polygon.shader.cfb = gc->drawBuffer; while (iyBottom < iyTop) { spanWidth = ixRight - ixLeft; /*
** Only render spans that have non-zero width and which are ** not scissored out vertically. */ if ((spanWidth > 0) && (iyBottom >= clipY0) && (iyBottom < clipY1)) { gc->polygon.shader.frag.x = ixLeft; gc->polygon.shader.frag.y = iyBottom; gc->polygon.shader.length = spanWidth; /* Initialize Parameters to interpolate */ (*gc->procs.phong.InitSpanInterpolation) (gc); (*gc->procs.span.processSpan)(gc); }
/* Advance right edge fixed point, adjusting for carry */ ixRightFrac += dxRightFrac; if (ixRightFrac < 0) { /* Carry/Borrow'd. Use large step */ ixRight += dxRightBig; ixRightFrac &= ~0x80000000; } else { ixRight += dxRightLittle; }
iyBottom++; ixLeftFrac += dxLeftFrac;
if (ixLeftFrac < 0) { /* Carry/Borrow'd. Use large step */ ixLeft += dxLeftBig; ixLeftFrac &= ~0x80000000; phong->nCur.x += phong->nBig.x; phong->nCur.y += phong->nBig.y; phong->nCur.z += phong->nBig.z; if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { phong->eCur.x += phong->eBig.x; phong->eCur.y += phong->eBig.y; phong->eCur.z += phong->eBig.z; phong->eCur.w += phong->eBig.w; }
if (modeFlags & __GL_SHADE_RGB) { if (needColor) { gc->polygon.shader.frag.color.r +=gc->polygon.shader.rBig; gc->polygon.shader.frag.color.g +=gc->polygon.shader.gBig; gc->polygon.shader.frag.color.b +=gc->polygon.shader.bBig; gc->polygon.shader.frag.color.a +=gc->polygon.shader.aBig; } if (modeFlags & __GL_SHADE_TEXTURE) { gc->polygon.shader.frag.s += gc->polygon.shader.sBig; gc->polygon.shader.frag.t += gc->polygon.shader.tBig; gc->polygon.shader.frag.qw += gc->polygon.shader.qwBig; } }
if (modeFlags & __GL_SHADE_STENCIL_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.sbuf = (__GLstencilCell*) ((GLubyte*) gc->polygon.shader.sbuf + gc->polygon.shader.sbufBig); } if (modeFlags & __GL_SHADE_DEPTH_ITER) { gc->polygon.shader.frag.z += gc->polygon.shader.zBig; }
if (modeFlags & __GL_SHADE_DEPTH_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.zbuf = (__GLzValue*) ((GLubyte*) gc->polygon.shader.zbuf + gc->polygon.shader.zbufBig); }
if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { gc->polygon.shader.frag.f += gc->polygon.shader.fBig; } } else { /* Use small step */ ixLeft += dxLeftLittle;
phong->nCur.x += phong->nLittle.x; phong->nCur.y += phong->nLittle.y; phong->nCur.z += phong->nLittle.z; if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { phong->eCur.x += phong->eLittle.x; phong->eCur.y += phong->eLittle.y; phong->eCur.z += phong->eLittle.z; phong->eCur.w += phong->eLittle.w; }
if (modeFlags & __GL_SHADE_RGB) { if (needColor) { gc->polygon.shader.frag.color.r += gc->polygon.shader.rLittle; gc->polygon.shader.frag.color.g += gc->polygon.shader.gLittle; gc->polygon.shader.frag.color.b += gc->polygon.shader.bLittle; gc->polygon.shader.frag.color.a += gc->polygon.shader.aLittle; } if (modeFlags & __GL_SHADE_TEXTURE) { gc->polygon.shader.frag.s += gc->polygon.shader.sLittle; gc->polygon.shader.frag.t += gc->polygon.shader.tLittle; gc->polygon.shader.frag.qw += gc->polygon.shader.qwLittle; } }
if (modeFlags & __GL_SHADE_STENCIL_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.sbuf = (__GLstencilCell*) ((GLubyte*) gc->polygon.shader.sbuf + gc->polygon.shader.sbufLittle); } if (modeFlags & __GL_SHADE_DEPTH_ITER) { gc->polygon.shader.frag.z += gc->polygon.shader.zLittle; } if (modeFlags & __GL_SHADE_DEPTH_TEST) { /* The implicit multiply is taken out of the loop */ gc->polygon.shader.zbuf = (__GLzValue*) ((GLubyte*) gc->polygon.shader.zbuf + gc->polygon.shader.zbufLittle); } if (modeFlags & (__GL_SHADE_COMPUTE_FOG | __GL_SHADE_INTERP_FOG)) { gc->polygon.shader.frag.f += gc->polygon.shader.fLittle; } } } gc->polygon.shader.ixLeft = ixLeft; gc->polygon.shader.ixLeftFrac = ixLeftFrac; gc->polygon.shader.ixRight = ixRight; gc->polygon.shader.ixRightFrac = ixRightFrac; #ifdef NT
if (iMaxWidth > __GL_MAX_STACK_STIPPLE_BITS) { gcTempFree(gc, words); } if (iMaxWidth > (__GL_MAX_STACKED_COLORS>>1)) { gcTempFree(gc, vColors); gcTempFree(gc, vFbcolors); } #endif
}
static void SnapXLeft(__GLcontext *gc, __GLfloat xLeft, __GLfloat dxdyLeft) { GLint ixLeft, ixLeftFrac, lineBytes, elementSize, iLittle, iBig;
ASSERT_CHOP_ROUND(); ixLeft = __GL_VERTEX_FLOAT_TO_INT(xLeft); /* Pre-add .5 to allow truncation in spanWidth calculation */ ixLeftFrac = __GL_VERTEX_PROMOTED_FRACTION(xLeft) + 0x40000000;
#ifdef __DBG_PRINT
DbgPrint ("dxdyLeft = %f\n", dxdyLeft); #endif
gc->polygon.shader.ixLeft = ixLeft + (((GLuint) ixLeftFrac) >> 31); gc->polygon.shader.ixLeftFrac = ixLeftFrac & ~0x80000000;
/* Compute big and little steps */ iLittle = FTOL(dxdyLeft); gc->polygon.shader.dxLeftFrac = FLT_FRACTION(dxdyLeft - iLittle); if (dxdyLeft < 0) { iBig = iLittle - 1; } else { iBig = iLittle + 1; } if (gc->polygon.shader.modeFlags & __GL_SHADE_STENCIL_TEST) { /*
** Compute the big and little stencil buffer steps. We walk the ** memory pointers for the stencil buffer along the edge of the ** triangle as we walk the edge. This way we don't have to ** recompute the buffer address as we go. */ elementSize = gc->stencilBuffer.buf.elementSize; lineBytes = elementSize * gc->stencilBuffer.buf.outerWidth; gc->polygon.shader.sbufLittle = lineBytes + iLittle * elementSize; gc->polygon.shader.sbufBig = lineBytes + iBig * elementSize; } if (gc->polygon.shader.modeFlags & __GL_SHADE_DEPTH_TEST) { /*
** Compute the big and little depth buffer steps. We walk the ** memory pointers for the depth buffer along the edge of the ** triangle as we walk the edge. This way we don't have to ** recompute the buffer address as we go. */ elementSize = gc->depthBuffer.buf.elementSize; lineBytes = elementSize * gc->depthBuffer.buf.outerWidth; gc->polygon.shader.zbufLittle = lineBytes + iLittle * elementSize; gc->polygon.shader.zbufBig = lineBytes + iBig * elementSize; } gc->polygon.shader.dxLeftLittle = iLittle; gc->polygon.shader.dxLeftBig = iBig; }
static void SnapXRight(__GLshade *sh, __GLfloat xRight, __GLfloat dxdyRight) { GLint ixRight, ixRightFrac, iLittle, iBig;
ASSERT_CHOP_ROUND(); ixRight = __GL_VERTEX_FLOAT_TO_INT(xRight); /* Pre-add .5 to allow truncation in spanWidth calculation */ ixRightFrac = __GL_VERTEX_PROMOTED_FRACTION(xRight) + 0x40000000; sh->ixRight = ixRight + (((GLuint) ixRightFrac) >> 31); sh->ixRightFrac = ixRightFrac & ~0x80000000; /* Compute big and little steps */ iLittle = FTOL(dxdyRight); sh->dxRightFrac = FLT_FRACTION(dxdyRight - iLittle); if (dxdyRight < 0) { iBig = iLittle - 1; } else { iBig = iLittle + 1; } sh->dxRightLittle = iLittle; sh->dxRightBig = iBig; }
void InitLineParamsVan (__GLcontext *gc, __GLvertex *v0, __GLvertex *v1, __GLfloat invDelta) { __GLcoord *n0 = &(v0->normal); __GLcoord *n1 = &(v1->normal); __GLphongShader *phong = &(gc->polygon.shader.phong); GLuint msm_colorMaterialChange, flags=0; GLuint modeFlags = gc->polygon.shader.modeFlags;
msm_colorMaterialChange = gc->light.front.colorMaterialChange; phong->face = __GL_FRONTFACE;
if ((gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) && msm_colorMaterialChange && (modeFlags & __GL_SHADE_RGB)) flags |= __GL_PHONG_NEED_COLOR_XPOLATE;
//Compute Invariant color if possible
if (((!(flags & __GL_PHONG_NEED_COLOR_XPOLATE) || !(msm_colorMaterialChange & (__GL_MATERIAL_AMBIENT | __GL_MATERIAL_EMISSIVE))) && (modeFlags & __GL_SHADE_RGB)) && !(flags & __GL_PHONG_NEED_EYE_XPOLATE)) { ComputePhongInvarientRGBColor (gc); flags |= __GL_PHONG_INV_COLOR_VALID; } //Store the flags
gc->polygon.shader.phong.flags |= flags;
phong->dndx.x = (n1->x - n0->x) * invDelta; phong->dndx.y = (n1->y - n0->y) * invDelta; phong->dndx.z = (n1->z - n0->z) * invDelta;
phong->nTmp.x = n0->x; phong->nTmp.y = n0->y; phong->nTmp.z = n0->z;
if (gc->polygon.shader.phong.flags & __GL_PHONG_NEED_EYE_XPOLATE) { phong->dedx.x = (v1->eyeX - v0->eyeX) * invDelta; phong->dedx.y = (v1->eyeY - v0->eyeY) * invDelta; phong->dedx.z = (v1->eyeZ - v0->eyeZ) * invDelta;
phong->eTmp.x = v0->eyeX; phong->eTmp.y = v0->eyeY; phong->eTmp.z = v0->eyeZ; } }
void InitLineParamsAccel (__GLcontext *gc, __GLvertex *v0, __GLvertex *v1, __GLfloat invDelta) { __GLcoord normal; __GLcoord *n0 = &(v0->normal); __GLcoord *n1 = &normal; __GLcoord *n2 = &(v1->normal); __GLlightSourceMachine *lsm; GLuint msm_colorMaterialChange, flags = 0; GLuint modeFlags = gc->polygon.shader.modeFlags; __GLphongShader *phong = &gc->polygon.shader.phong; GLint face = phong->face, curL, w; msm_colorMaterialChange = gc->light.front.colorMaterialChange; phong->face = __GL_FRONTFACE; w = gc->line.options.numPixels; if ((gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) && msm_colorMaterialChange && (modeFlags & __GL_SHADE_RGB)) flags |= __GL_PHONG_NEED_COLOR_XPOLATE;
//Compute Invariant color if possible
if (((!(flags & __GL_PHONG_NEED_COLOR_XPOLATE) || !(msm_colorMaterialChange & (__GL_MATERIAL_AMBIENT | __GL_MATERIAL_EMISSIVE))) && (modeFlags & __GL_SHADE_RGB)) && !(flags & __GL_PHONG_NEED_EYE_XPOLATE)) { ComputePhongInvarientRGBColor (gc); flags |= __GL_PHONG_INV_COLOR_VALID; } //Store the flags
gc->polygon.shader.phong.flags |= flags;
phong->dndx.x = (n2->x - n0->x) * invDelta; phong->dndx.y = (n2->y - n0->y) * invDelta; phong->dndx.x = (n2->z - n0->z) * invDelta;
normal.x = (n0->x + n2->x)/2.0f; normal.y = (n0->y + n2->y)/2.0f; normal.z = (n0->z + n2->z)/2.0f; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&normal.x, &normal.x); for (lsm = gc->light.sources, curL = 0; lsm; lsm = lsm->next, curL++) { __GLphongPerLightData *pld = &(phong->perLight[curL]); __GLcoord *L = &(lsm->unitVPpli); // L is already normalized here
__GLcoord *H = &(lsm->hHat); // H is already normalized here
GLfloat d0, d1, d2;
/***** Diffuse *****/ DOT (d0,n0,L); DOT (d1,n1,L); DOT (d2,n2,L); __glCalcForwardDifferences(w, d0, d1, d2, &pld->Ddel, &pld->Ddel2); pld->Dcurr = d0;
/***** Specular ******/ DOT (d0,n0,H); DOT (d1,n1,H); DOT (d2,n2,H); __glCalcForwardDifferences(w, d0, d1, d2, &pld->Sdel, &pld->Sdel2); pld->Scurr = d0; }
phong->numLights = curL; }
void InitSpanNEInterpolationVan (__GLcontext *gc) { GLint i; __GLphongShader *phong = &(gc->polygon.shader.phong);
phong->nTmp = phong->nCur; phong->eTmp = phong->eCur; }
void InitSpanNInterpolationVan (__GLcontext *gc) { GLint i; __GLphongShader *phong = &(gc->polygon.shader.phong);
phong->nTmp = phong->nCur; }
void InitSpanInterpolationAccel (__GLcontext *gc) { __GLphongShader *phong = &(gc->polygon.shader.phong); GLint face = phong->face; __GLlightSourceMachine *lsm; __GLcoord n0, n1, n2, dndx; __GLcoord *N0 = &n0; __GLcoord *N1 = &n1; __GLcoord *N2 = &n2; GLint curL, w, w2; w = gc->polygon.shader.length; w2 = w / 2; if (face == __GL_FRONTFACE) { //msm = &gc->light.front;
n0.x = phong->nCur.x; n0.y = phong->nCur.y; n0.z = phong->nCur.z;
dndx.x = phong->dndx.x; dndx.y = phong->dndx.y; dndx.z = phong->dndx.z; } else { //msm = &gc->light.back;
n0.x = -phong->nCur.x; n0.y = -phong->nCur.y; n0.z = -phong->nCur.z;
dndx.x = -phong->dndx.x; dndx.y = -phong->dndx.y; dndx.z = -phong->dndx.z; } if (w > 2) { n2.x = n0.x + w*dndx.x; n2.y = n0.y + w*dndx.y; n2.z = n0.z + w*dndx.z; n1.x = n0.x + w2*dndx.x; n1.y = n0.y + w2*dndx.y; n1.z = n0.z + w2*dndx.z; } if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) { __glNormalize(&n0.x, &n0.x); if (w > 2) { __glNormalize(&n1.x, &n1.x); __glNormalize(&n2.x, &n2.x); } } for (lsm = gc->light.sources, curL=0; lsm; lsm = lsm->next, curL++) { __GLphongPerLightData *pld = &(phong->perLight[curL]); __GLcoord *L = &(lsm->unitVPpli); // L is already normalized here
__GLcoord *H = &(lsm->hHat); // H is already normalized here
GLfloat d0, d1, d2; if (w > 2) { /***** Diffuse *****/ DOT (d0,N0,L); DOT (d1,N1,L); DOT (d2,N2,L); __glCalcForwardDifferences(w, d0, d1, d2, &pld->Ddel, &pld->Ddel2); pld->Dcurr = d0; /***** Specular ******/ DOT (d0, N0, H); DOT (d1, N1, H); DOT (d2, N2, H); __glCalcForwardDifferences(w, d0, d1, d2, &pld->Sdel, &pld->Sdel2); pld->Scurr = d0; } else { /***** Diffuse *****/ DOT (d0,(&n0),L); pld->Dcurr = d0; pld->Ddel = 0.0; pld->Ddel2 = 0.0;
/***** Specular ******/ DOT (d0,(&n0),H); pld->Scurr = d0; pld->Sdel = 0.0; pld->Sdel2 = 0.0; } } phong->numLights = curL; }
void UpdateParamsAlongSpanAccel (__GLcontext *gc) { GLint i; __GLphongShader *phong = &(gc->polygon.shader.phong); for (i=0; i<phong->numLights; i++) { __GLphongPerLightData *pld = &(phong->perLight[i]); /* Diffuse */ pld->Dcurr += pld->Ddel; pld->Ddel += pld->Ddel2;
/* Specular */ pld->Scurr += pld->Sdel; pld->Sdel += pld->Sdel2; } }
void UpdateNAlongSpanVan (__GLcontext *gc) { GLint i; __GLphongShader *phong = &(gc->polygon.shader.phong);
phong->nTmp.x += phong->dndx.x; phong->nTmp.y += phong->dndx.y; phong->nTmp.z += phong->dndx.z; }
void UpdateNEAlongSpanVan (__GLcontext *gc) { GLint i; __GLphongShader *phong = &(gc->polygon.shader.phong);
phong->nTmp.x += phong->dndx.x; phong->nTmp.y += phong->dndx.y; phong->nTmp.z += phong->dndx.z;
phong->eTmp.x += phong->dedx.x; phong->eTmp.y += phong->dedx.y; phong->eTmp.z += phong->dedx.z; phong->eTmp.w += phong->dedx.w; }
GLboolean FASTCALL __glPhongCISpan(__GLcontext *gc) { __GLcolor *cp, outColor; __GLfloat r, drdx; __GLcoord dndx; GLint w; __GLphongShader *phong = &(gc->polygon.shader.phong); GLboolean needColor = (gc->polygon.shader.phong.flags & __GL_PHONG_NEED_COLOR_XPOLATE);
w = gc->polygon.shader.length; cp = gc->polygon.shader.colors; if (needColor) { phong->tmpColor.r = gc->polygon.shader.frag.color.r; drdx = gc->polygon.shader.drdx; } while (--w >= 0) { /* Compute color using appropriate parameters */ (*gc->procs.phong.ComputeCIColor) (gc, &outColor);
cp->r = outColor.r;
/* Update parameters */ (*gc->procs.phong.UpdateAlongSpan) (gc); if (needColor) phong->tmpColor.r += drdx;
cp++; }
return GL_FALSE; }
GLboolean FASTCALL __glPhongRGBASpan (__GLcontext *gc) { __GLcolor *cp, dcdx, outColor; __GLcoord dndx; GLint w; __GLphongShader *phong = &(gc->polygon.shader.phong); GLboolean needColor = (gc->polygon.shader.phong.flags & __GL_PHONG_NEED_COLOR_XPOLATE);
w = gc->polygon.shader.length; cp = gc->polygon.shader.colors;
if (needColor) { phong->tmpColor = gc->polygon.shader.frag.color; dcdx.r = gc->polygon.shader.drdx; dcdx.g = gc->polygon.shader.dgdx; dcdx.b = gc->polygon.shader.dbdx; dcdx.a = gc->polygon.shader.dadx; } while (--w >= 0) { /* Compute color using appropriate parameters */ (*gc->procs.phong.ComputeRGBColor) (gc, &outColor); cp->r = outColor.r; cp->g = outColor.g; cp->b = outColor.b; cp->a = outColor.a; /* Update parameters */ (*gc->procs.phong.UpdateAlongSpan) (gc); if (needColor) { phong->tmpColor.r += dcdx.r; phong->tmpColor.g += dcdx.g; phong->tmpColor.b += dcdx.b; phong->tmpColor.a += dcdx.a; } cp++; } return GL_FALSE; }
/*******************************************************************
* RGB, Use Normal, Fast-lights, no ColorMaterial* *******************************************************************/ void ComputeRGBColorVanZippy (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLcoord n; __GLfloat nxi, nyi, nzi; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLcolor baseEmissiveAmbient; __GLmaterialMachine *msm; __GLfloat msm_alpha, msm_threshold, msm_scale, *msm_specTable; GLuint numLights; __GLfloat rsi=0.0, gsi=0.0, bsi=0.0; __GLphongShader *phong = &(gc->polygon.shader.phong);
ASSERTOPENGL (phong->flags & __GL_PHONG_INV_COLOR_VALID, "Zippy, invarient color should have been computed\n"); ASSERTOPENGL (!(phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE), "Zippy, no need for color interpolation\n");
n = phong->nTmp; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x);
if (face == __GL_FRONTFACE) { msm = &gc->light.front; nxi = n.x; nyi = n.y; nzi = n.z; } else { msm = &gc->light.back; nxi = -n.x; nyi = -n.y; nzi = -n.z; }
rsi = phong->invColor.r; gsi = phong->invColor.g; bsi = phong->invColor.b;
msm_alpha = msm->alpha; msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; for (lsm = gc->light.sources; lsm; lsm = lsm->next) { __GLfloat n1, n2; lspmm = &lsm->front + face; /* Add in specular and diffuse effect of light, if any */ n1 = nxi * lsm->unitVPpli.x + nyi * lsm->unitVPpli.y + nzi * lsm->unitVPpli.z;
if (__GL_FLOAT_GTZ(n1)) { n2 = (nxi * lsm->hHat.x + nyi * lsm->hHat.y + nzi * lsm->hHat.z) - msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; rsi += n2 * lspmm->specular.r; gsi += n2 * lspmm->specular.g; bsi += n2 * lspmm->specular.b; } rsi += n1 * lspmm->diffuse.r; gsi += n1 * lspmm->diffuse.g; bsi += n1 * lspmm->diffuse.b; } } __GL_CLAMP_R(outColor->r, gc, rsi); __GL_CLAMP_G(outColor->g, gc, gsi); __GL_CLAMP_B(outColor->b, gc, bsi); outColor->a = msm_alpha; }
/*******************************************************************
* RGB, Use Normal, Fast-lights, ColorMaterial * *******************************************************************/ void ComputeRGBColorVanFast (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLfloat nxi, nyi, nzi; __GLfloat zero; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLfloat ri, gi, bi; __GLfloat alpha; __GLcolor emissiveAmbientI; __GLcolor inColor; __GLcolor diffuseSpecularI; __GLcolor baseEmissiveAmbient; __GLmaterialMachine *msm; __GLcolor lm_ambient; __GLfloat msm_alpha, msm_threshold, msm_scale, *msm_specTable; GLuint msm_colorMaterialChange; __GLphongShader *phong = &(gc->polygon.shader.phong); __GLcoord n; zero = __glZero;
// Optimization: If no colors have been interpolated
// Use the Zippy function
if (!(phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE)) ComputeRGBColorVanZippy (gc, outColor); inColor = phong->tmpColor;
n = phong->nTmp; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x);
if (face == __GL_FRONTFACE) { msm = &gc->light.front; nxi = n.x; nyi = n.y; nzi = n.z; } else { msm = &gc->light.back; nxi = -n.x; nyi = -n.y; nzi = -n.z; }
msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; msm_alpha = msm->alpha; msm_colorMaterialChange = msm->colorMaterialChange;
// Save latest colors normalized to 0..1
ri = inColor.r * gc->oneOverRedVertexScale; gi = inColor.g * gc->oneOverGreenVertexScale; bi = inColor.b * gc->oneOverBlueVertexScale; alpha = inColor.a;
// Compute invarient emissive and ambient components for this vertex.
if (phong->flags & __GL_PHONG_INV_COLOR_VALID) { emissiveAmbientI.r = phong->invColor.r; emissiveAmbientI.g = phong->invColor.g; emissiveAmbientI.b = phong->invColor.b; } else { lm_ambient.r = gc->state.light.model.ambient.r; lm_ambient.g = gc->state.light.model.ambient.g; lm_ambient.b = gc->state.light.model.ambient.b;
baseEmissiveAmbient.r = msm->paSceneColor.r; baseEmissiveAmbient.g = msm->paSceneColor.g; baseEmissiveAmbient.b = msm->paSceneColor.b; if (msm_colorMaterialChange & __GL_MATERIAL_AMBIENT) { emissiveAmbientI.r = baseEmissiveAmbient.r + ri * lm_ambient.r; emissiveAmbientI.g = baseEmissiveAmbient.g + gi * lm_ambient.g; emissiveAmbientI.b = baseEmissiveAmbient.b + bi * lm_ambient.b;
// Add per-light per-material ambient
for (lsm = gc->light.sources; lsm; lsm = lsm->next) { lss = lsm->state; emissiveAmbientI.r += ri * lss->ambient.r; emissiveAmbientI.g += gi * lss->ambient.g; emissiveAmbientI.b += bi * lss->ambient.b; } } else { for (lsm = gc->light.sources; lsm; lsm = lsm->next) { lspmm = &lsm->front + face; baseEmissiveAmbient.r += lspmm->ambient.r; baseEmissiveAmbient.g += lspmm->ambient.g; baseEmissiveAmbient.b += lspmm->ambient.b; } emissiveAmbientI.r = baseEmissiveAmbient.r + inColor.r; emissiveAmbientI.g = baseEmissiveAmbient.g + inColor.g; emissiveAmbientI.b = baseEmissiveAmbient.b + inColor.b; } }
// Compute the diffuse and specular components for this vertex.
diffuseSpecularI.r = zero; diffuseSpecularI.g = zero; diffuseSpecularI.b = zero;
for (lsm = gc->light.sources; lsm; lsm = lsm->next) { __GLfloat n1, n2;
lss = lsm->state; lspmm = &lsm->front + face;
/* Add in specular and diffuse effect of light, if any */ n1 = nxi * lsm->unitVPpli.x + nyi * lsm->unitVPpli.y + nzi * lsm->unitVPpli.z;
if (__GL_FLOAT_GTZ(n1)) { n2 = nxi * lsm->hHat.x + nyi * lsm->hHat.y + nzi * lsm->hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; if (msm_colorMaterialChange & __GL_MATERIAL_SPECULAR) { /* Recompute per-light per-material cached specular */ diffuseSpecularI.r += n2 * ri * lss->specular.r; diffuseSpecularI.g += n2 * gi * lss->specular.g; diffuseSpecularI.b += n2 * bi * lss->specular.b; } else { diffuseSpecularI.r += n2 * lspmm->specular.r; diffuseSpecularI.g += n2 * lspmm->specular.g; diffuseSpecularI.b += n2 * lspmm->specular.b; } }
if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { /* Recompute per-light per-material cached diffuse */ diffuseSpecularI.r += n1 * ri * lss->diffuse.r; diffuseSpecularI.g += n1 * gi * lss->diffuse.g; diffuseSpecularI.b += n1 * bi * lss->diffuse.b; } else { diffuseSpecularI.r += n1 * lspmm->diffuse.r; diffuseSpecularI.g += n1 * lspmm->diffuse.g; diffuseSpecularI.b += n1 * lspmm->diffuse.b; } } }
__GL_CLAMP_R(outColor->r, gc, emissiveAmbientI.r + diffuseSpecularI.r); __GL_CLAMP_G(outColor->g, gc, emissiveAmbientI.g + diffuseSpecularI.g); __GL_CLAMP_B(outColor->b, gc, emissiveAmbientI.b + diffuseSpecularI.b);
if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { __GL_CLAMP_A(outColor->a, gc, alpha); } else outColor->a = msm_alpha; }
/*******************************************************************
* RGB, Use Normal, Slow-lights, ColorMaterial * *******************************************************************/ void ComputeRGBColorVanSlow (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLfloat nxi, nyi, nzi; __GLfloat zero; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLfloat ri, gi, bi; __GLfloat alpha; __GLfloat rsi, gsi, bsi; __GLcolor sceneColorI; __GLmaterialMachine *msm; __GLcolor inColor; __GLcolor lm_ambient; __GLfloat msm_alpha, msm_threshold, msm_scale, *msm_specTable; __GLcolor msm_paSceneColor; GLuint msm_colorMaterialChange; GLboolean eyeWIsZero, localViewer; static __GLcoord Pe = { 0, 0, 0, 1 }; __GLcoord n; __GLphongShader *phong = &(gc->polygon.shader.phong); zero = __glZero;
inColor = phong->tmpColor;
n = phong->nTmp; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x);
if (face == __GL_FRONTFACE) { msm = &gc->light.front; nxi = n.x; nyi = n.y; nzi = n.z; } else { msm = &gc->light.back; nxi = -n.x; nyi = -n.y; nzi = -n.z; } lm_ambient.r = gc->state.light.model.ambient.r; lm_ambient.g = gc->state.light.model.ambient.g; lm_ambient.b = gc->state.light.model.ambient.b;
msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; msm_alpha = msm->alpha; msm_colorMaterialChange = msm->colorMaterialChange; msm_paSceneColor = msm->paSceneColor;
localViewer = gc->state.light.model.localViewer;
// Get invarient scene color if there is no ambient or emissive color
// material.
sceneColorI.r = msm_paSceneColor.r; sceneColorI.g = msm_paSceneColor.g; sceneColorI.b = msm_paSceneColor.b;
if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { // Save latest colors normalized to 0..1
ri = inColor.r * gc->oneOverRedVertexScale; gi = inColor.g * gc->oneOverGreenVertexScale; bi = inColor.b * gc->oneOverBlueVertexScale; alpha = inColor.a;
// Compute scene color.
// If color has not changed, the previous sceneColorI values are
// used!
if (msm_colorMaterialChange & (__GL_MATERIAL_AMBIENT | __GL_MATERIAL_EMISSIVE)) { if (msm_colorMaterialChange & __GL_MATERIAL_AMBIENT) { sceneColorI.r = msm_paSceneColor.r + ri * lm_ambient.r; sceneColorI.g = msm_paSceneColor.g + gi * lm_ambient.g; sceneColorI.b = msm_paSceneColor.b + bi * lm_ambient.b; } else { sceneColorI.r = msm_paSceneColor.r + inColor.r; sceneColorI.g = msm_paSceneColor.g + inColor.g; sceneColorI.b = msm_paSceneColor.b + inColor.b; } } } // Compute the diffuse and specular components for this vertex.
rsi = sceneColorI.r; gsi = sceneColorI.g; bsi = sceneColorI.b;
eyeWIsZero = __GL_FLOAT_EQZ(phong->eTmp.w); for (lsm = gc->light.sources; lsm; lsm = lsm->next) { __GLfloat n1, n2; lss = lsm->state; lspmm = &lsm->front + face; if (lsm->slowPath || eyeWIsZero) { __GLcoord hHat, vPli, vPliHat, vPeHat; __GLfloat att, attSpot; __GLfloat hv[3]; /* Compute unit h[i] */ __glVecSub4(&vPli, &phong->eTmp, &lsm->position); __glNormalize(&vPliHat.x, &vPli.x); if (localViewer) { __glVecSub4(&vPeHat, &phong->eTmp, &Pe); __glNormalize(&vPeHat.x, &vPeHat.x); hv[0] = vPliHat.x + vPeHat.x; hv[1] = vPliHat.y + vPeHat.y; hv[2] = vPliHat.z + vPeHat.z; } else { hv[0] = vPliHat.x; hv[1] = vPliHat.y; hv[2] = vPliHat.z + __glOne; } __glNormalize(&hHat.x, hv); /* Compute attenuation */ if (__GL_FLOAT_NEZ(lsm->position.w)) { __GLfloat k0, k1, k2, dist; k0 = lsm->constantAttenuation; k1 = lsm->linearAttenuation; k2 = lsm->quadraticAttenuation; if (__GL_FLOAT_EQZ(k1) && __GL_FLOAT_EQZ(k2)) { /* Use pre-computed 1/k0 */ att = lsm->attenuation; } else { __GLfloat den;
dist = __GL_SQRTF(vPli.x*vPli.x + vPli.y*vPli.y + vPli.z*vPli.z); den = k0 + k1 * dist + k2 * dist * dist; att = __GL_FLOAT_EQZ(den) ? __glOne : __glOne / den; } } else { att = __glOne; } /* Compute spot effect if light is a spot light */ attSpot = att; if (lsm->isSpot) { __GLfloat dot, px, py, pz; px = -vPliHat.x; py = -vPliHat.y; pz = -vPliHat.z; dot = px * lsm->direction.x + py * lsm->direction.y + pz * lsm->direction.z; if ((dot >= lsm->threshold) && (dot >= lsm->cosCutOffAngle)) { GLint ix = (GLint)((dot - lsm->threshold) * lsm->scale + __glHalf); if (ix < __GL_SPOT_LOOKUP_TABLE_SIZE) attSpot = att * lsm->spotTable[ix]; } else { attSpot = zero; } } /* Add in remaining effect of light, if any */ if (attSpot) { __GLfloat n1, n2; __GLcolor sum; if (msm_colorMaterialChange & __GL_MATERIAL_AMBIENT) { sum.r = ri * lss->ambient.r; sum.g = gi * lss->ambient.g; sum.b = bi * lss->ambient.b; } else { sum.r = lspmm->ambient.r; sum.g = lspmm->ambient.g; sum.b = lspmm->ambient.b; } n1 = nxi * vPliHat.x + nyi * vPliHat.y + nzi * vPliHat.z; if (__GL_FLOAT_GTZ(n1)) { n2 = nxi * hHat.x + nyi * hHat.y + nzi * hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; if (msm_colorMaterialChange & __GL_MATERIAL_SPECULAR) { /* Recompute per-light per-material cached specular */ sum.r += n2 * ri * lss->specular.r; sum.g += n2 * gi * lss->specular.g; sum.b += n2 * bi * lss->specular.b; } else { sum.r += n2 * lspmm->specular.r; sum.g += n2 * lspmm->specular.g; sum.b += n2 * lspmm->specular.b; } } if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { /* Recompute per-light per-material cached diffuse */ sum.r += n1 * ri * lss->diffuse.r; sum.g += n1 * gi * lss->diffuse.g; sum.b += n1 * bi * lss->diffuse.b; } else { sum.r += n1 * lspmm->diffuse.r; sum.g += n1 * lspmm->diffuse.g; sum.b += n1 * lspmm->diffuse.b; } } rsi += attSpot * sum.r; gsi += attSpot * sum.g; bsi += attSpot * sum.b; } } else { __GLfloat n1, n2; if (msm_colorMaterialChange & __GL_MATERIAL_AMBIENT) { rsi += ri * lss->ambient.r; gsi += gi * lss->ambient.g; bsi += bi * lss->ambient.b; } else { rsi += lspmm->ambient.r; gsi += lspmm->ambient.g; bsi += lspmm->ambient.b; } /* Add in specular and diffuse effect of light, if any */ n1 = nxi * lsm->unitVPpli.x + nyi * lsm->unitVPpli.y + nzi * lsm->unitVPpli.z; if (__GL_FLOAT_GTZ(n1)) { n2= nxi * lsm->hHat.x + nyi * lsm->hHat.y + nzi * lsm->hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; if (msm_colorMaterialChange & __GL_MATERIAL_SPECULAR) { /* Recompute per-light per-material cached specular */ rsi += n2 * ri * lss->specular.r; gsi += n2 * gi * lss->specular.g; bsi += n2 * bi * lss->specular.b; } else { rsi += n2 * lspmm->specular.r; gsi += n2 * lspmm->specular.g; bsi += n2 * lspmm->specular.b; } } if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { /* Recompute per-light per-material cached diffuse */ rsi += n1 * ri * lss->diffuse.r; gsi += n1 * gi * lss->diffuse.g; bsi += n1 * bi * lss->diffuse.b; } else { rsi += n1 * lspmm->diffuse.r; gsi += n1 * lspmm->diffuse.g; bsi += n1 * lspmm->diffuse.b; } } } } __GL_CLAMP_R(outColor->r, gc, rsi); __GL_CLAMP_G(outColor->g, gc, gsi); __GL_CLAMP_B(outColor->b, gc, bsi); if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { __GL_CLAMP_A(outColor->a, gc, alpha); } else outColor->a = msm_alpha; }
/*******************************************************************
* RGB, Use Dot, Fast-lights, no ColorMaterial * *******************************************************************/ void ComputeRGBColorAccelZippy (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLcolor baseEmissiveAmbient; __GLmaterialMachine *msm; __GLfloat msm_alpha, msm_threshold, msm_scale, *msm_specTable; GLuint numLights; __GLfloat rsi=0.0, gsi=0.0, bsi=0.0; __GLphongShader *phong = &(gc->polygon.shader.phong); GLint curL;
if (face == __GL_FRONTFACE) msm = &gc->light.front; else msm = &gc->light.back;
ASSERTOPENGL (phong->flags & __GL_PHONG_INV_COLOR_VALID, "Zippy, invarient color should have been computed\n"); ASSERTOPENGL (!(phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE), "Zippy, no need for color interpolation\n");
rsi = phong->invColor.r; gsi = phong->invColor.g; bsi = phong->invColor.b; msm_alpha = msm->alpha; msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; for (lsm = gc->light.sources, curL = 0; lsm; lsm = lsm->next, curL++) { __GLfloat n1, n2, x, y, x2, y2; __GLphongPerLightData *pld = &(phong->perLight[curL]); __GLfloat a, b, c, d, e, f, g, h, i; /* Add in specular and diffuse effect of light, if any */ n1 = pld->Dcurr; lspmm = &lsm->front + face; if (__GL_FLOAT_GTZ(n1)) { #ifdef __FASTEST
n2 = pld->Scurr - msm_threshold; #endif //__FASTEST
#ifdef __SLOW
x = phong->tmp_pos.x; x2 = x*x; y = phong->tmp_pos.y; y2 = y*y;
a = pld->A[0]; b = pld->A[1]; c = pld->A[2]; d = pld->A[3]; e = pld->A[4]; f = pld->A[5]; g = pld->A[6]; h = pld->A[7]; i = pld->A[8]; n2 = (a*x+b*y+c)/__GL_SQRTF(d*x2+e*x*y+f*y2+g*x+h*y+i); #endif //__SLOW
#ifdef __FASTER
x = phong->tmp_pos.x; x2 = x*x; y = phong->tmp_pos.y; y2 = y*y;
n2 = pld->S[5]*x2 + pld->S[4]*x*y + pld->S[3]*y2 + pld->S[2]*x + pld->S[1]*y + pld->S[0]; #endif //__FASTER
//n2 -= msm_threshold;
if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; rsi += n2 * lspmm->specular.r; gsi += n2 * lspmm->specular.g; bsi += n2 * lspmm->specular.b; } rsi += n1 * lspmm->diffuse.r; gsi += n1 * lspmm->diffuse.g; bsi += n1 * lspmm->diffuse.b; } } __GL_CLAMP_R(outColor->r, gc, rsi); __GL_CLAMP_G(outColor->g, gc, gsi); __GL_CLAMP_B(outColor->b, gc, bsi); outColor->a = msm_alpha; }
/*******************************************************************
* RGB, Use Dot, Fast-lights, ColorMaterial * *******************************************************************/ void ComputeRGBColorAccelFast (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLfloat zero; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLfloat ri, gi, bi; __GLfloat alpha; __GLcolor emissiveAmbientI; __GLcolor inColor; __GLcolor diffuseSpecularI; __GLcolor baseEmissiveAmbient; __GLmaterialMachine *msm; __GLcolor lm_ambient; __GLfloat msm_alpha, msm_threshold, msm_scale, *msm_specTable; GLuint msm_colorMaterialChange; __GLphongShader *phong = &(gc->polygon.shader.phong); GLint curL; zero = __glZero;
if (face == __GL_FRONTFACE) msm = &gc->light.front; else msm = &gc->light.back;
msm_colorMaterialChange = msm->colorMaterialChange;
ASSERTOPENGL (phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE, "Fast, need color interpolation\n"); #if 0
ASSERTOPENGL (!(gc->state.enables.general & __GL_NORMALIZE_ENABLE), "Normalization should have been disabled\n"); #endif
inColor = phong->tmpColor; msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; msm_alpha = msm->alpha;
// Save latest colors normalized to 0..1
ri = inColor.r * gc->oneOverRedVertexScale; gi = inColor.g * gc->oneOverGreenVertexScale; bi = inColor.b * gc->oneOverBlueVertexScale; alpha = inColor.a;
// Compute invarient emissive and ambient components for this vertex.
if (phong->flags & __GL_PHONG_INV_COLOR_VALID) { emissiveAmbientI.r = phong->invColor.r; emissiveAmbientI.g = phong->invColor.g; emissiveAmbientI.b = phong->invColor.b; } else { lm_ambient.r = gc->state.light.model.ambient.r; lm_ambient.g = gc->state.light.model.ambient.g; lm_ambient.b = gc->state.light.model.ambient.b;
baseEmissiveAmbient.r = msm->paSceneColor.r; baseEmissiveAmbient.g = msm->paSceneColor.g; baseEmissiveAmbient.b = msm->paSceneColor.b; if (msm_colorMaterialChange & __GL_MATERIAL_AMBIENT) { emissiveAmbientI.r = baseEmissiveAmbient.r + ri * lm_ambient.r; emissiveAmbientI.g = baseEmissiveAmbient.g + gi * lm_ambient.g; emissiveAmbientI.b = baseEmissiveAmbient.b + bi * lm_ambient.b;
// Add per-light per-material ambient
for (lsm = gc->light.sources; lsm; lsm = lsm->next) { lss = lsm->state; emissiveAmbientI.r += ri * lss->ambient.r; emissiveAmbientI.g += gi * lss->ambient.g; emissiveAmbientI.b += bi * lss->ambient.b; } } else { for (lsm = gc->light.sources; lsm; lsm = lsm->next) { lspmm = &lsm->front + face; baseEmissiveAmbient.r += lspmm->ambient.r; baseEmissiveAmbient.g += lspmm->ambient.g; baseEmissiveAmbient.b += lspmm->ambient.b; } emissiveAmbientI.r = baseEmissiveAmbient.r + inColor.r; emissiveAmbientI.g = baseEmissiveAmbient.g + inColor.g; emissiveAmbientI.b = baseEmissiveAmbient.b + inColor.b; } }
// Compute the diffuse and specular components for this vertex.
diffuseSpecularI.r = zero; diffuseSpecularI.g = zero; diffuseSpecularI.b = zero;
for (lsm = gc->light.sources, curL=0; lsm; lsm = lsm->next, curL++) { __GLfloat n1, n2; __GLphongPerLightData *pld = &(phong->perLight[curL]);
lss = lsm->state; lspmm = &lsm->front + face;
/* Add in specular and diffuse effect of light, if any */ n1 = pld->Dcurr;
if (__GL_FLOAT_GTZ(n1)) { n2 = pld->Scurr - msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; if (msm_colorMaterialChange & __GL_MATERIAL_SPECULAR) { /* Recompute per-light per-material cached specular */ diffuseSpecularI.r += n2 * ri * lss->specular.r; diffuseSpecularI.g += n2 * gi * lss->specular.g; diffuseSpecularI.b += n2 * bi * lss->specular.b; } else { diffuseSpecularI.r += n2 * lspmm->specular.r; diffuseSpecularI.g += n2 * lspmm->specular.g; diffuseSpecularI.b += n2 * lspmm->specular.b; } }
if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { /* Recompute per-light per-material cached diffuse */ diffuseSpecularI.r += n1 * ri * lss->diffuse.r; diffuseSpecularI.g += n1 * gi * lss->diffuse.g; diffuseSpecularI.b += n1 * bi * lss->diffuse.b; } else { diffuseSpecularI.r += n1 * lspmm->diffuse.r; diffuseSpecularI.g += n1 * lspmm->diffuse.g; diffuseSpecularI.b += n1 * lspmm->diffuse.b; } } }
__GL_CLAMP_R(outColor->r, gc, emissiveAmbientI.r + diffuseSpecularI.r); __GL_CLAMP_G(outColor->g, gc, emissiveAmbientI.g + diffuseSpecularI.g); __GL_CLAMP_B(outColor->b, gc, emissiveAmbientI.b + diffuseSpecularI.b);
if (msm_colorMaterialChange & __GL_MATERIAL_DIFFUSE) { __GL_CLAMP_A(outColor->a, gc, alpha); } else outColor->a = msm_alpha; }
/*******************************************************************
* CI, Vanilla, Fast-lights * *******************************************************************/ void ComputeCIColorVanFast (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLfloat zero; __GLcoord n; __GLfloat nxi, nyi, nzi; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLcolor baseEmissiveAmbient; __GLmaterialMachine *msm; __GLmaterialState *ms; __GLfloat msm_threshold, msm_scale, *msm_specTable; GLuint numLights; __GLfloat ms_cmapa, ms_cmapd, ms_cmaps; __GLfloat ci, si, di; __GLphongShader *phong = &(gc->polygon.shader.phong); GLfloat redMaxF; GLint redMaxI;
zero = __glZero;
n = phong->nTmp; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x);
if (face == __GL_FRONTFACE) { ms = &gc->state.light.front; msm = &gc->light.front; nxi = n.x; nyi = n.y; nzi = n.z; } else { ms = &gc->state.light.back; msm = &gc->light.back; nxi = -n.x; nyi = -n.y; nzi = -n.z; } ASSERTOPENGL (!(phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE), "Zippy, no need for color interpolation\n"); msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; ms_cmapa = ms->cmapa; ms_cmapd = ms->cmapd; ms_cmaps = ms->cmaps; redMaxF = (GLfloat) gc->frontBuffer.redMax; redMaxI = (GLint) gc->frontBuffer.redMax; si = zero; di = zero;
for (lsm = gc->light.sources; lsm; lsm = lsm->next) { __GLfloat n1, n2; lspmm = &lsm->front + face; /* Add in specular and diffuse effect of light, if any */ n1 = nxi * lsm->unitVPpli.x + nyi * lsm->unitVPpli.y + nzi * lsm->unitVPpli.z;
if (__GL_FLOAT_GTZ(n1)) { n2 = (nxi * lsm->hHat.x + nyi * lsm->hHat.y + nzi * lsm->hHat.z) - msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; si += n2 * lsm->sli; } di += n1 * lsm->dli; } }
/* Compute final color */ if (si > __glOne) si = __glOne;
ci = ms_cmapa + (__glOne - si) * di * (ms_cmapd - ms_cmapa) + si * (ms_cmaps - ms_cmapa);
// need to mask color index before color clipping
if (ci > redMaxF) { GLfloat fraction; GLint integer;
integer = (GLint) ci; fraction = ci - (GLfloat) integer; integer = integer & redMaxI; ci = (GLfloat) integer + fraction; } else if (ci < 0) { GLfloat fraction; GLint integer;
integer = (GLint) __GL_FLOORF(ci); fraction = ci - (GLfloat) integer; integer = integer & redMaxI; ci = (GLfloat) integer + fraction; }
outColor->r = ci; }
/*******************************************************************
* CI, Vanilla, Slow-lights * *******************************************************************/ void ComputeCIColorVanSlow (__GLcontext *gc, __GLcolor *outColor) { GLint face = gc->polygon.shader.phong.face; __GLfloat nxi, nyi, nzi; __GLfloat zero; __GLlightSourceMachine *lsm; __GLmaterialState *ms; __GLmaterialMachine *msm; __GLfloat msm_threshold, msm_scale, *msm_specTable; __GLfloat ms_cmapa, ms_cmapd, ms_cmaps; __GLfloat ci, si, di; GLfloat redMaxF; GLint redMaxI; GLboolean eyeWIsZero, localViewer; static __GLcoord Pe = { 0, 0, 0, 1 }; __GLphongShader *phong = &(gc->polygon.shader.phong); __GLcoord n;
zero = __glZero;
n = phong->nTmp; if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x);
if (face == __GL_FRONTFACE) { ms = &gc->state.light.front; msm = &gc->light.front; nxi = n.x; nyi = n.y; nzi = n.z; } else { ms = &gc->state.light.back; msm = &gc->light.back; nxi = -n.x; nyi = -n.y; nzi = -n.z; } msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; ms_cmapa = ms->cmapa; ms_cmapd = ms->cmapd; ms_cmaps = ms->cmaps; localViewer = gc->state.light.model.localViewer; redMaxF = (GLfloat) gc->frontBuffer.redMax; redMaxI = (GLint) gc->frontBuffer.redMax;
si = zero; di = zero;
eyeWIsZero = __GL_FLOAT_EQZ(phong->eTmp.w);
for (lsm = gc->light.sources; lsm; lsm = lsm->next) { if (lsm->slowPath || eyeWIsZero) { __GLfloat n1, n2, att, attSpot; __GLcoord vPliHat, vPli, hHat, vPeHat; __GLfloat hv[3];
/* Compute vPli, hi (normalized) */ __glVecSub4(&vPli, &phong->eTmp, &lsm->position); __glNormalize(&vPliHat.x, &vPli.x); if (localViewer) { __glVecSub4(&vPeHat, &phong->eTmp, &Pe); __glNormalize(&vPeHat.x, &vPeHat.x); hv[0] = vPliHat.x + vPeHat.x; hv[1] = vPliHat.y + vPeHat.y; hv[2] = vPliHat.z + vPeHat.z; } else { hv[0] = vPliHat.x; hv[1] = vPliHat.y; hv[2] = vPliHat.z + __glOne; } __glNormalize(&hHat.x, hv);
/* Compute attenuation */ if (__GL_FLOAT_NEZ(lsm->position.w)) { __GLfloat k0, k1, k2, dist;
k0 = lsm->constantAttenuation; k1 = lsm->linearAttenuation; k2 = lsm->quadraticAttenuation; if (__GL_FLOAT_EQZ(k1) && __GL_FLOAT_EQZ(k2)) { /* Use pre-computed 1/k0 */ att = lsm->attenuation; } else { __GLfloat den;
dist = __GL_SQRTF(vPli.x*vPli.x + vPli.y*vPli.y + vPli.z*vPli.z); den = k0 + k1 * dist + k2 * dist * dist; att = __GL_FLOAT_EQZ(den) ? __glOne : __glOne / den; } } else { att = __glOne; }
/* Compute spot effect if light is a spot light */ attSpot = att; if (lsm->isSpot) { __GLfloat dot, px, py, pz;
px = -vPliHat.x; py = -vPliHat.y; pz = -vPliHat.z; dot = px * lsm->direction.x + py * lsm->direction.y + pz * lsm->direction.z; if ((dot >= lsm->threshold) && (dot >= lsm->cosCutOffAngle)) { GLint ix = (GLint)((dot - lsm->threshold) * lsm->scale + __glHalf); if (ix < __GL_SPOT_LOOKUP_TABLE_SIZE) attSpot = att * lsm->spotTable[ix]; } else { attSpot = zero; } }
/* Add in remaining effect of light, if any */ if (attSpot) { n1 = nxi * vPliHat.x + nyi * vPliHat.y + nzi * vPliHat.z; if (__GL_FLOAT_GTZ(n1)) { n2 = nxi * hHat.x + nyi * hHat.y + nzi * hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; si += attSpot * n2 * lsm->sli; } di += attSpot * n1 * lsm->dli; } } } else { __GLfloat n1, n2;
/* Compute specular contribution */ n1 = nxi * lsm->unitVPpli.x + nyi * lsm->unitVPpli.y + nzi * lsm->unitVPpli.z; if (__GL_FLOAT_GTZ(n1)) { n2= nxi * lsm->hHat.x + nyi * lsm->hHat.y + nzi * lsm->hHat.z; n2 -= msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; si += n2 * lsm->sli; } di += n1 * lsm->dli; } } }
/* Compute final color */ if (si > __glOne) si = __glOne;
ci = ms_cmapa + (__glOne - si) * di * (ms_cmapd - ms_cmapa) + si * (ms_cmaps - ms_cmapa); if (ci > ms_cmaps) ci = ms_cmaps;
// need to mask color index before color clipping
if (ci > redMaxF) { GLfloat fraction; GLint integer;
integer = (GLint) ci; fraction = ci - (GLfloat) integer; integer = integer & redMaxI; ci = (GLfloat) integer + fraction; } else if (ci < 0) { GLfloat fraction; GLint integer;
integer = (GLint) __GL_FLOORF(ci); fraction = ci - (GLfloat) integer; integer = integer & redMaxI; ci = (GLfloat) integer + fraction; } outColor->r = ci; }
/*******************************************************************
* CI, Fast-lights, Fast-path * *******************************************************************/ void ComputeCIColorAccelFast (__GLcontext *gc, __GLcolor *outColor) { __GLfloat zero; GLint face = gc->polygon.shader.phong.face; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLcolor baseEmissiveAmbient; __GLmaterialMachine *msm; __GLmaterialState *ms; __GLfloat msm_threshold, msm_scale, *msm_specTable; GLuint numLights; __GLfloat ms_cmapa, ms_cmapd, ms_cmaps; __GLfloat ci, si, di; __GLphongShader *phong = &(gc->polygon.shader.phong); GLfloat redMaxF; GLint redMaxI; GLint curL;
zero = __glZero;
if (face == __GL_FRONTFACE) { ms = &gc->state.light.front; msm = &gc->light.front; } else { ms = &gc->state.light.back; msm = &gc->light.back; }
ASSERTOPENGL (!(phong->flags & __GL_PHONG_NEED_COLOR_XPOLATE), "Zippy, no need for color interpolation\n"); msm_scale = msm->scale; msm_threshold = msm->threshold; msm_specTable = msm->specTable; ms_cmapa = ms->cmapa; ms_cmapd = ms->cmapd; ms_cmaps = ms->cmaps; redMaxF = (GLfloat) gc->frontBuffer.redMax; redMaxI = (GLint) gc->frontBuffer.redMax; si = zero; di = zero;
for (lsm = gc->light.sources, curL=0; lsm; lsm = lsm->next, curL++) { __GLfloat n1, n2; __GLphongPerLightData *pld = &(phong->perLight[curL]); lspmm = &lsm->front + face; /* Add in specular and diffuse effect of light, if any */ n1 = pld->Dcurr; if (__GL_FLOAT_GTZ(n1)) { n2 = pld->Scurr - msm_threshold; if (__GL_FLOAT_GEZ(n2)) { __GLfloat fx = n2 * msm_scale + __glHalf; if( fx < (__GLfloat)__GL_SPEC_LOOKUP_TABLE_SIZE ) n2 = msm_specTable[(GLint)fx]; else n2 = __glOne; si += n2 * lsm->sli; } di += n1 * lsm->dli; } }
/* Compute final color */ if (si > __glOne) si = __glOne;
ci = ms_cmapa + (__glOne - si) * di * (ms_cmapd - ms_cmapa) + si * (ms_cmaps - ms_cmapa);
// need to mask color index before color clipping
if (ci > redMaxF) { GLfloat fraction; GLint integer;
integer = (GLint) ci; fraction = ci - (GLfloat) integer; integer = integer & redMaxI; ci = (GLfloat) integer + fraction; } else if (ci < 0) { GLfloat fraction; GLint integer;
integer = (GLint) __GL_FLOORF(ci); fraction = ci - (GLfloat) integer; integer = integer & redMaxI; ci = (GLfloat) integer + fraction; }
outColor->r = ci; }
void ComputePhongInvarientRGBColor (__GLcontext *gc) { GLint face = gc->polygon.shader.phong.face; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLlightSourceState *lss; __GLmaterialMachine *msm; __GLfloat msm_alpha; __GLfloat rsi, gsi, bsi; __GLphongShader *phong = &(gc->polygon.shader.phong);
if (face == __GL_FRONTFACE) msm = &gc->light.front; else msm = &gc->light.back;
// Compute invarient emissive and ambient components for this vertex.
rsi = msm->paSceneColor.r; gsi = msm->paSceneColor.g; bsi = msm->paSceneColor.b;
// add invarient per-light per-material cached ambient
for (lsm = gc->light.sources; lsm; lsm = lsm->next) { lspmm = &lsm->front + face; rsi += lspmm->ambient.r; gsi += lspmm->ambient.g; bsi += lspmm->ambient.b; } phong->invColor.r = rsi; phong->invColor.g = gsi; phong->invColor.b = bsi; }
void FASTCALL __glGenericPickPhongProcs(__GLcontext *gc) { __GLlightSourceMachine *lsm; GLboolean anySlow = GL_FALSE; GLboolean colorMaterial = (gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE); GLboolean rgb_mode = (gc->polygon.shader.modeFlags & __GL_SHADE_RGB); GLboolean normalize = (gc->state.enables.general & __GL_NORMALIZE_ENABLE); GLboolean doVanilla = GL_FALSE; gc->polygon.shader.phong.flags = 0; for (lsm = gc->light.sources; lsm; lsm = lsm->next) { if (lsm->slowPath) { anySlow = GL_TRUE; // Assuming here that anySlow means need Eye XPolate
gc->polygon.shader.phong.flags |= __GL_PHONG_NEED_EYE_XPOLATE; break; } } doVanilla = (!(gc->state.enables.general & __GL_NORMALIZE_ENABLE) || (anySlow) || (gc->state.enables.general & __GL_POLYGON_SMOOTH_ENABLE) || (gc->state.enables.general & __GL_LINE_SMOOTH_ENABLE) ); if ((gc->state.hints.phong == GL_NICEST) || doVanilla) { gc->procs.phong.InitLineParams = InitLineParamsVan; if (anySlow) { gc->procs.phong.InitSpanInterpolation = InitSpanNEInterpolationVan; gc->procs.phong.UpdateAlongSpan = UpdateNEAlongSpanVan; gc->procs.phong.ComputeRGBColor = ComputeRGBColorVanSlow; gc->procs.phong.ComputeCIColor = ComputeCIColorVanSlow; } else { gc->procs.phong.InitSpanInterpolation = InitSpanNInterpolationVan; gc->procs.phong.UpdateAlongSpan = UpdateNAlongSpanVan; gc->procs.phong.ComputeCIColor = ComputeCIColorVanFast; if (colorMaterial) { gc->procs.phong.ComputeRGBColor = ComputeRGBColorVanFast; } else { gc->procs.phong.ComputeRGBColor = ComputeRGBColorVanZippy; } } } else { ASSERTOPENGL (!anySlow, "Slow lights currently turned off\n"); gc->procs.phong.InitSpanInterpolation = InitSpanInterpolationAccel; gc->procs.phong.UpdateAlongSpan = UpdateParamsAlongSpanAccel; gc->procs.phong.InitLineParams = InitLineParamsAccel; gc->procs.phong.ComputeCIColor = ComputeCIColorAccelFast; if (colorMaterial) gc->procs.phong.ComputeRGBColor = ComputeRGBColorAccelFast; else gc->procs.phong.ComputeRGBColor = ComputeRGBColorAccelZippy; } }
void __glCalcForwardDifferences( GLint w, __GLfloat p0, __GLfloat p1, __GLfloat p2, __GLfloat *d1, __GLfloat *d2 ) { // Compute quadratic forward differences along a span of length w, from
// points p0, p1, p2
__GLfloat dx; __GLfloat a0, a1, a2;
if( w < 2 ) { *d1 = *d2 = 0.0f; return; }
dx = 1.0f / w; // normalization factor
// quadratic polynomial coefficients
a0 = p0; a1 = ( -3.0f*p0 + 4.0f*p1 - p2) * dx; a2 = 2.0f * (p0 - 2.0f*p1 + p2) * dx * dx;
#ifdef __DEBUG_PRINT
DbgPrint ("a2=%f, a1=%f, a0=%f\n", a2, a1, a0); #endif
// forward difference parameters
*d1 = a1 + a2; *d2 = 2.0f * a2; }
#ifdef __JUNKED_CODE
void InitSpanInterpolationFast (__GLcontext *gc) { GLint i; __GLphongShader *phong = &(gc->polygon.shader.phong); phong->tmp_pos.x = phong->cur_pos.x; phong->tmp_pos.y = phong->cur_pos.y; for (i=0; i<phong->numLights; i++) { __GLphongPerLightData *pld = &(phong->perLight[i]); /* Diffuse */ pld->D_tmp = pld->D_curr; pld->Ddel_tmp = pld->DdelSpan;
/* Specular */ pld->S_tmp = pld->S_curr; pld->Sdel_tmp = pld->SdelSpan; } }
#ifdef __TWO
ASSERTOPENGL (!anySlow, "Slow lights currently turned off\n");
gc->procs.phong.InitInterpolation = InitializePhongInterpolationVan; gc->procs.phong.SetInitParams = SetInitialPhongInterpolationVan; gc->procs.phong.UpdateAlongEdge = UpdateParamsAlongEdgeVan; gc->procs.phong.InitSpanInterpolation = InitSpanInterpolationTWO; gc->procs.phong.UpdateAlongSpan = UpdateParamsAlongSpanFast; //Line related
gc->procs.phong.InitLineParams = InitLineParamsFast;
if (colorMaterial) gc->procs.phong.ComputeRGBColor = ComputeRGBColorAccelFast; else gc->procs.phong.ComputeRGBColor = ComputeRGBColorAccelZippy; #else
gc->procs.phong.InitInterpolation = InitializePhongInterpolationFast; gc->procs.phong.SetInitParams = SetInitialPhongInterpolationFast; gc->procs.phong.UpdateAlongEdge = UpdateParamsAlongEdgeFast; gc->procs.phong.InitSpanInterpolation = InitSpanInterpolationFast; gc->procs.phong.UpdateAlongSpan = UpdateParamsAlongSpanFast; gc->procs.phong.ComputeCIColor = ComputeCIColorAccelFast;
//Line related
gc->procs.phong.InitLineParams = InitLineParamsFast;
if (colorMaterial) gc->procs.phong.ComputeRGBColor = ComputeRGBColorAccelFast; else gc->procs.phong.ComputeRGBColor = ComputeRGBColorAccelZippy; #endif
void InitSpanInterpolationTWO (__GLcontext *gc) { __GLphongShader *phong = &(gc->polygon.shader.phong); GLint face = phong->face; __GLlightSourceMachine *lsm; //__GLmaterialMachine *msm;
__GLcoord n, dndx; __GLcoord *A = &dndx; __GLcoord *C = &n; __GLfloat a, b, c, d, e, f, g, h, i; GLint curL;
if (face == __GL_FRONTFACE) { //msm = &gc->light.front;
n.x = phong->nCur.x; n.y = phong->nCur.y; n.z = phong->nCur.z;
dndx.x = phong->dndx.x; dndx.y = phong->dndx.y; dndx.z = phong->dndx.z; } else { //msm = &gc->light.back;
n.x = -phong->nCur.x; n.y = -phong->nCur.y; n.z = -phong->nCur.z;
dndx.x = -phong->dndx.x; dndx.y = -phong->dndx.y; dndx.z = -phong->dndx.z; } if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) __glNormalize(&n.x, &n.x); MAGN2 (d,A); //d = A.A
DOT (g,A,C); g *= 2.0; //g = 2A.C
MAGN2 (i,C); //i = C.C
for (lsm = gc->light.sources, curL=0; lsm; lsm = lsm->next, curL++) { __GLfloat i2, iRt, tmp5, tmp2; __GLphongPerLightData *pld = &(phong->perLight[curL]); __GLcoord *L = &(lsm->unitVPpli); // L is already normalized here
__GLcoord *H = &(lsm->hHat); // H is already normalized here
i2 = (i*i); iRt = __GL_SQRTF(i);
/***** Diffuse *****/ // Remaining Bishop parameters
DOT (a,L,A); //a = L.A/|L|
DOT (c,L,C); //c = L.C/|L|
tmp2 = (2.0*a*i - c*g)/(2.0*i*iRt); tmp5 = (3.0*c*g*g - 4.0*c*d*i - 4.0*a*g*i)/(8.0*i2*iRt);
// Constant deltas
pld->Ddel2Span = 2*tmp5; pld->Ddel_tmp = tmp2 + tmp5; pld->D_tmp = c/iRt;
/***** Specular ******/ // Remaining Bishop parameters
DOT (a,H,A); //a = H.A/|H|
DOT (c,H,C); //c = H.C/|H|
// Polynomial coefficients
tmp2 = (2.0*a*i - c*g)/(2.0*i*iRt); tmp5 = (3.0*c*g*g - 4.0*c*d*i - 4.0*a*g*i)/(8.0*i2*iRt);
// Constant deltas
pld->Sdel2Span = 2*tmp5; pld->Sdel_tmp = tmp2 + tmp5; pld->S_tmp = c/iRt; } phong->numLights = curL; }
void SetInitialPhongInterpolationVan (__GLcontext *gc, __GLvertex *a, __GLcoord *an, __GLfloat dx, __GLfloat dy) { __GLshade *sh = &gc->polygon.shader; __GLphongShader *phong = &gc->polygon.shader.phong; __GLfloat little = sh->dxLeftLittle; __GLfloat big = sh->dxLeftBig;
phong->nCur.x = an->x + dx*phong->dndx.x + dy*phong->dndy.x; phong->nCur.y = an->y + dx*phong->dndx.y + dy*phong->dndy.y; phong->nCur.z = an->z + dx*phong->dndx.z + dy*phong->dndy.z;
phong->nLittle.x = phong->dndy.x + little * phong->dndx.x; phong->nLittle.y = phong->dndy.y + little * phong->dndx.y; phong->nLittle.z = phong->dndy.z + little * phong->dndx.z;
if (big > little) { phong->nBig.x = phong->nLittle.x + phong->dndx.x; phong->nBig.y = phong->nLittle.y + phong->dndx.y; phong->nBig.z = phong->nLittle.z + phong->dndx.z; } else { phong->nBig.x = phong->nLittle.x - phong->dndx.x; phong->nBig.y = phong->nLittle.y - phong->dndx.y; phong->nBig.z = phong->nLittle.z - phong->dndx.z; }
if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { phong->eCur.x = a->eyeX + dx*phong->dedx.x + dy*phong->dedy.x; phong->eCur.y = a->eyeY + dx*phong->dedx.y + dy*phong->dedy.y; phong->eCur.z = a->eyeZ + dx*phong->dedx.z + dy*phong->dedy.z; phong->eCur.w = a->eyeW + dx*phong->dedx.w + dy*phong->dedy.w;
phong->eLittle.x = phong->dedy.x + little * phong->dedx.x; phong->eLittle.y = phong->dedy.y + little * phong->dedx.y; phong->eLittle.z = phong->dedy.z + little * phong->dedx.z; phong->eLittle.w = phong->dedy.w + little * phong->dedx.w;
if (big > little) { phong->eBig.x = phong->eLittle.x + phong->dedx.x; phong->eBig.y = phong->eLittle.y + phong->dedx.y; phong->eBig.z = phong->eLittle.z + phong->dedx.z; phong->eBig.w = phong->eLittle.w + phong->dedx.w; } else { phong->eBig.x = phong->eLittle.x - phong->dedx.x; phong->eBig.y = phong->eLittle.y - phong->dedx.y; phong->eBig.z = phong->eLittle.z - phong->dedx.z; phong->eBig.w = phong->eLittle.w - phong->dedx.w; } } }
/* Equivalent to SetInitialPhongParameters. Does for D and S */ void SetInitialPhongInterpolationFast (__GLcontext *gc, __GLvertex *a, __GLcoord *an, __GLfloat dx, __GLfloat dy) { __GLshade *sh = &gc->polygon.shader; __GLphongShader *phong = &gc->polygon.shader.phong; __GLfloat little = sh->dxLeftLittle; __GLfloat little2 = little*little; __GLfloat big = sh->dxLeftBig; __GLfloat big2 = big*big; __GLfloat dx2 = dx*dx; __GLfloat dy2 = dy*dy; __GLcoord pos; int i; GLfloat x, x2, y, y2; GLfloat aa, b, c, d, e, f, g, h, ii;
phong->cur_pos.x += dx; phong->cur_pos.y += dy; pos = phong->cur_pos; x = phong->cur_pos.x; x2 = x*x; y = phong->cur_pos.y; y2 = y*y; for (i = 0; i<phong->numLights; i++) { __GLphongPerLightData *pld = &phong->perLight[i]; __GLfloat tmp1, tmp2, tmp3;
/**** Diffuse Parameters *****/ pld->D_curr = pld->D[5]*x2 + pld->D[4]*x*y + pld->D[3]*y2 + pld->D[2]*x + pld->D[1]*y + pld->D[0];
tmp1 = 2*pld->D[5]*x + pld->D[4]*y + pld->D[2]; tmp2 = 2*pld->D[3]*y + pld->D[4]*x + pld->D[1];
// Compute the along-edge del2 and del terms (Little)
tmp3 = pld->D[5]*little2 + pld->D[4]*little + pld->D[3]; pld->Ddel2EdgeLittle = 2*tmp3; pld->DdelEdgeLittle = tmp1*little + tmp2 + tmp3;
// Compute the along-edge del2 and del terms (Big)
tmp3 = pld->D[5]*big2 + pld->D[4]*big + pld->D[3]; pld->Ddel2EdgeBig = 2*tmp3; pld->DdelEdgeBig = tmp1*big + tmp2 + tmp3;
// Compute the along-span del terms
pld->DdelSpan = tmp1 + pld->D[5]; pld->DdelSpanEdgeBig = pld->D[4] + 2*pld->D[5]*big; pld->DdelSpanEdgeLittle = pld->D[4] + 2*pld->D[5]*little; /**** Specular Parameters ****/ #ifndef __SLOW
pld->S_curr = pld->S[5]*x2 + pld->S[4]*x*y + pld->S[3]*y2 + pld->S[2]*x + pld->S[1]*y + pld->S[0]; #else
aa = pld->A[0]; b = pld->A[1]; c = pld->A[2]; d = pld->A[3]; e = pld->A[4]; f = pld->A[5]; g = pld->A[6]; h = pld->A[7]; ii = pld->A[8]; pld->S_curr = (aa*x+b*y+c)/__GL_SQRTF(d*x2+e*x*y+f*y2+g*x+h*y+ii);
#endif
tmp1 = 2*pld->S[5]*x + pld->S[4]*y + pld->S[2]; tmp2 = 2*pld->S[3]*y + pld->S[4]*x + pld->S[1];
// Compute the along-edge del2 and del terms (Little)
tmp3 = pld->S[5]*little2 + pld->S[4]*little + pld->S[3]; pld->Sdel2EdgeLittle = 2*tmp3; pld->SdelEdgeLittle = tmp1*little + tmp2 + tmp3;
// Compute the along-edge del2 and del terms (Big)
tmp3 = pld->S[5]*big2 + pld->S[4]*big + pld->S[3]; pld->Sdel2EdgeBig = 2*tmp3; pld->SdelEdgeBig = tmp1*big + tmp2 + tmp3;
// Compute the along-span del terms
pld->SdelSpan = tmp1 + pld->S[5]; pld->SdelSpanEdgeBig = pld->S[4] + 2*pld->S[5]*big; pld->SdelSpanEdgeLittle = pld->S[4] + 2*pld->S[5]*little; } }
/* Called when: Normalization Enabled, FastLights */ /******************************************************
****Set up the Polynomial for diffuse illumination**** ****************************************************** * * * 2 2 * * SD (x,y) = D_5x + D_4xy + D_3y + D_2x + D_1y + D_0 * * * * D_i are expressed in terms of: a,b,c,d,e,f,g,h,i * * * * D_0 = c/sqrt(i) * * D_1 = (2bi - ch)/(2i*sqrt(i)) * * D_2 = (2ai - cg)/(2i*sqrt(i)) * * D_3 = (3ch^2 - 4cfi - 4bhi)/(4i^2*sqrt(i)) * * D_4 = (3cgh - 2ci - 2bgi - 2ahi)/(8i^2*sqrt(i)) * * D_5 = (3ig^2 - 4cdi - 4agi)/(4i^2*sqrt(i)) * ******************************************************/ void InitializePhongInterpolationFast (__GLcontext *gc, __GLvertex *v) { GLboolean colorMaterial = (gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE); GLint face = gc->polygon.shader.phong.face; __GLlightSourcePerMaterialMachine *lspmm; __GLlightSourceMachine *lsm; __GLmaterialMachine *msm; GLuint msm_colorMaterialChange; __GLfloat msm_alpha; __GLfloat rsi, gsi, bsi; __GLcoord normal; GLint curL; __GLphongShader *phong = &gc->polygon.shader.phong; __GLshade *sh = &gc->polygon.shader; __GLfloat little = sh->dxLeftLittle; __GLfloat big = sh->dxLeftBig; __GLcoord *A = &(phong->dndx); __GLcoord *B = &(phong->dndy); __GLcoord *C; //From Bishop's paper
__GLfloat a, b, c, d, e, f, g, h, i;
#ifdef __CENTER
normal.x = v->normal.x + (v->window.x - phong->center.x)*A->x + (v->window.y - phong->center.y)*B->x; normal.y = v->normal.y + (v->window.x - phong->center.x)*A->y + (v->window.y - phong->center.y)*B->y; normal.z = v->normal.z + (v->window.x - phong->center.x)*A->z + (v->window.y - phong->center.y)*B->z; #else
normal.x = v->normal.x; normal.y = v->normal.y; normal.z = v->normal.z; #endif
if (face == __GL_FRONTFACE) { msm = &gc->light.front; } else { msm = &gc->light.back; normal.x = -normal.x; normal.y = -normal.y; normal.z = -normal.z; } C = &normal; //msm_colorMaterialChange = msm->colorMaterialChange;
#ifdef __DBG_PRINT
DbgPrint ("A = (%f, %f, %f)\n", A->x, A->y, A->z); DbgPrint ("B = (%f, %f, %f)\n", B->x, B->y, B->z); DbgPrint ("C = (%f, %f, %f)\n", C->x, C->y, C->z); #endif
//***********Diffuse Bishop Parameters*****************************
//a, b, c depend upon the light vector, so compute inside the loop
//d, e, f, g, h, i depend only upon the incoming normal
MAGN2 (d, A); //d = A.A
DOT (e,A,B); e *= 2.0; //e = 2A.B
MAGN2 (f, B); //f = B.B
DOT (g,A,C); g *= 2.0; //g = 2A.C
DOT (h,B,C); h *= 2.0; //h = 2B.C
MAGN2 (i,C); //i = C.C
// Normalization not needed since
// it was done (if needed) during normal propagation.
// Compute the per-light interpolation parameters
for (lsm = gc->light.sources, curL = 0; lsm; lsm = lsm->next, curL++) { __GLphongPerLightData *pld = &(phong->perLight[curL]); __GLcoord *L = &(lsm->unitVPpli); // L is already normalized here
__GLcoord *H = &(lsm->hHat); // H is already normalized here
GLfloat i2, iRt; i2 = i*i; iRt = __GL_SQRTF(i); /***** Diffuse *****/ // Remaining Bishop parameters
DOT (a,L,A); //a = L.A/|L|
DOT (b,L,B); //b = L.B/|L|
DOT (c,L,C); //c = L.C/|L|
// Polynomial coefficients
//DOT (pld->D[0], &normal, L);
pld->D[0] = c/iRt; pld->D[1] = (2.0*b*i - c*h)/(2.0*i*iRt); pld->D[2] = (2.0*a*i - c*g)/(2.0*i*iRt); pld->D[3] = (3.0*c*h*h - 4.0*c*f*i - 4.0*b*h*i)/(8.0*i2*iRt); pld->D[4] = (3.0*c*g*h - 2.0*c*e*i - 2.0*b*g*i - 2.0*a*h*i)/ (4.0*i2*iRt); pld->D[5] = (3.0*c*g*g - 4.0*c*d*i - 4.0*a*g*i)/(8.0*i2*iRt);
#ifdef __DBG_PRINT
DbgPrint ("D[0]= %f, D[1]=%f, D[2]=%f, D[3]=%f, D[4]=%f, D[5]=%f\n", pld->D[0], pld->D[1], pld->D[2], pld->D[3], pld->D[4], pld->D[5]); #endif
// Constant deltas
pld->Ddel2Span = 2*pld->D[5]; pld->D_curr = pld->D[0]; #ifdef __DBG_PRINT
DbgPrint ("Ddel2Span= %f, D_curr=%f\n", pld->Ddel2Span, pld->D_curr); #endif
/***** Specular ******/ // Remaining Bishop parameters
DOT (a,H,A); //a = H.A/|H|
DOT (b,H,B); //b = H.B/|H|
DOT (c,H,C); //c = H.C/|H|
// Polynomial coefficients
DOT (pld->S[0], &normal, H); pld->S[1] = (2.0*b*i - c*h)/(2.0*i*iRt); pld->S[2] = (2.0*a*i - c*g)/(2.0*i*iRt); pld->S[3] = (3.0*c*h*h - 4.0*c*f*i - 4.0*b*h*i)/(8.0*i2*iRt); pld->S[4] = (3.0*c*g*h - 2.0*c*e*i - 2.0*b*g*i - 2.0*a*h*i)/ (4.0*i2*iRt); pld->S[5] = (3.0*c*g*g - 4.0*c*d*i - 4.0*a*g*i)/(8.0*i2*iRt);
// Constant deltas
pld->Sdel2Span = 2*pld->S[5]; pld->S_curr = pld->S[0];
#ifdef __SLOW
pld->A[0] = a; pld->A[1] = b; pld->A[2] = c; pld->A[3] = d; pld->A[4] = e; pld->A[5] = f; pld->A[6] = g; pld->A[7] = h; pld->A[8] = i; #endif
#ifdef __DBG_PRINT
DbgPrint ("L = (%f, %f, %f)\n", L->x, L->y, L->z); DbgPrint ("H = (%f, %f, %f)\n", H->x, H->y, H->z); DbgPrint ("a= %f, b=%f, c=%f, d=%f, e=%f, f=%f, g=%f, h=%f, i=%f\n", a, b, c, d, e, f, g, h, i); #endif
}
phong->numLights = curL; #ifdef __CENTER
phong->cur_pos.x = v->window.x - phong->center.x; phong->cur_pos.y = v->window.y - phong->center.y; #else
phong->cur_pos.x = 0.0; phong->cur_pos.y = 0.0; #endif
}
void InitializePhongInterpolationSlow (__GLcontext *gc, __GLvertex *v) { }
/* Do nothing */ void InitializePhongInterpolationVan (__GLcontext *gc, __GLvertex *v) { __GLphongShader *phong = &gc->polygon.shader.phong;
#ifdef __DBG_PRINT
DbgPrint ("dndx = (%f, %f, %f)\n", phong->dndx.x, phong->dndx.y, phong->dndx.z); DbgPrint ("dndy = (%f, %f, %f)\n", phong->dndy.x, phong->dndy.y, phong->dndy.z); DbgPrint ("normal = (%f, %f, %f)\n", v->normal.x, v->normal.y, v->normal.z); #endif
}
void UpdateParamsAlongEdgeFast (__GLcontext *gc, __GLfloat dxLeft, GLboolean useBigStep) { __GLphongShader *phong = &(gc->polygon.shader.phong); __GLphongPerLightData *pld; GLint i;
if (useBigStep) { for (i=0; i<phong->numLights; i++) { pld = &(phong->perLight[i]);
/** Diffuse Parameters **/ pld->D_curr += pld->DdelEdgeBig; pld->DdelEdgeBig += pld->Ddel2EdgeBig; pld->DdelEdgeLittle += pld->Ddel2EdgeBig; pld->DdelSpan += pld->DdelSpanEdgeBig;
/** Specular Parameters **/ pld->S_curr += pld->SdelEdgeBig; pld->SdelEdgeBig += pld->Sdel2EdgeBig; pld->SdelEdgeLittle += pld->Sdel2EdgeBig; pld->SdelSpan += pld->SdelSpanEdgeBig; } } else //Use small step
{ for (i=0; i<phong->numLights; i++) { pld = &(phong->perLight[i]);
/** Diffuse Parameters **/ pld->D_curr += pld->DdelEdgeLittle; pld->DdelEdgeBig += pld->Ddel2EdgeLittle; pld->DdelEdgeLittle += pld->Ddel2EdgeLittle; pld->DdelSpan += pld->DdelSpanEdgeLittle;
/** Specular Parameters **/ pld->S_curr += pld->SdelEdgeLittle; pld->SdelEdgeBig += pld->Sdel2EdgeLittle; pld->SdelEdgeLittle += pld->Sdel2EdgeLittle; pld->SdelSpan += pld->SdelSpanEdgeLittle; } }
phong->cur_pos.x += dxLeft; phong->cur_pos.y += 1.0; }
void UpdateParamsAlongEdgeVan (__GLcontext *gc, __GLfloat dxLeft, GLboolean useBigStep) { __GLphongShader *phong = &(gc->polygon.shader.phong);
if (useBigStep) { phong->nCur.x += phong->nBig.x; phong->nCur.y += phong->nBig.y; phong->nCur.z += phong->nBig.z; } else { phong->nCur.x += phong->nLittle.x; phong->nCur.y += phong->nLittle.y; phong->nCur.z += phong->nLittle.z; }
if (phong->flags & __GL_PHONG_NEED_EYE_XPOLATE) { if (useBigStep) { phong->eCur.x += phong->eBig.x; phong->eCur.y += phong->eBig.y; phong->eCur.z += phong->eBig.z; phong->eCur.w += phong->eBig.w; } else { phong->eCur.x += phong->eLittle.x; phong->eCur.y += phong->eLittle.y; phong->eCur.z += phong->eLittle.z; phong->eCur.w += phong->eLittle.w; } } }
#endif //__JUNKED_CODE
#endif // GL_WIN_phong_shading
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