Leaked source code of windows server 2003
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#ifndef __glphong_h_
#define __glphong_h_
#include "types.h"
#ifdef GL_WIN_phong_shading
//Definitions for the phong-flag
#define __GL_PHONG_INV_COLOR_VALID 0x00000001
#define __GL_PHONG_NEED_EYE_XPOLATE 0x00000002
#define __GL_PHONG_NEED_COLOR_XPOLATE 0x00000004
#define __GL_PHONG_ALREADY_SORTED 0x00000010
#define __GL_PHONG_USE_FAST_COLOR 0x00000020
#define __GL_PHONG_USE_SLOW_COLOR 0x00000040
/*
** Shader record for iterated objects (lines/triangles). This keeps
** track of all the various deltas needed to rasterize a triangle.
*/
/* NOTES:
* -----
* After expanding the shading equation using Taylor's series
* /=======================================\
* | 2 2 |
* | S(x,y) = ax + by + cxy + dx + ey + f |
* \=======================================/
*
* f = S (0, 0) , e = S (0, 0 )
* y
*
* d = S (0, 0) , c = S (0, 0)
* x xy
*
* b = 0.5 * S (0 , 0) , a = 0.5 * S (0, 0)
* yy xx
*
* Compute these in SetInitialPhongParameters
*/
/* NOTES on Forward differencing:
* -----------------------------
*
* Along the edge interpolation: delta_x = X (dxdy), delta_y = 1
* -------------------------------------------------------------
* Initial S: S (0, 0) = f (compute in SetInitialPhongParameters, for vert A)
* (Sinit_edge)
* 2
* Initial dS : aX + b + cX + dX + e (compute in FillSubTriangle)
* (dS_edge)
* 2
* Initial ddS (constant) : 2aX + 2cX + 2b (compute in FillSubTriangle)
* (ddS_edge)
*
* Every iteration compute Sinit_span (in FillSubTriangle).
*
*
*
* Along the span interpolation: delta_x = 1, delta_y = 0
* -------------------------------------------------------------
* Initial S: sEdge (compute in FillSubTriangle)
* (Sinit_span)
*
* Initial dS: a(2x+1) + cy + d (compute once in SpanProc)
* (dS_span)
*
* Initial ddS (constant): 2a (compute in SetInitialPhongParameters)
* (ddS_span)
*
* Every iteration compute Color (in SpanProc).
*
*/
typedef struct __GLphongPerLightDataRec {
/****** Diffuse Part *****/
GLfloat Dcurr; //current dot-product
GLfloat Ddel;
GLfloat Ddel2;
/****** Specular Part *****/
GLfloat Scurr; //current dot-product
GLfloat Sdel;
GLfloat Sdel2;
#ifdef __JUNKED_CODE
/* Along the edge */
GLfloat DdelEdgeLittle;
GLfloat Ddel2EdgeLittle;
GLfloat DdelEdgeBig;
GLfloat Ddel2EdgeBig;
/* Along the span */
GLfloat DdelSpan;
GLfloat DdelSpanEdgeBig, DdelSpanEdgeLittle;
GLfloat Ddel2Span;
/* Temporary storages during span-generation */
GLfloat D_tmp;
GLfloat Ddel_tmp;
/* Polynomial coefficients */
GLfloat D[6];
/****** Specular Part *****/
GLfloat S_curr; //current dot-product
/* Along the edge */
GLfloat SdelEdgeLittle;
GLfloat Sdel2EdgeLittle;
GLfloat SdelEdgeBig;
GLfloat Sdel2EdgeBig;
/* Along the span */
GLfloat SdelSpan;
GLfloat SdelSpanEdgeBig, SdelSpanEdgeLittle;
GLfloat Sdel2Span;
/* Temporary storages during span-generation */
GLfloat S_tmp;
GLfloat Sdel_tmp;
/* Polynomial coefficients */
GLfloat S[6];
/****** Attenuation Part *****/
/****** Spotlight Part *****/
#endif //__JUNKED_CODE
} __GLphongPerLightData;
typedef struct __GLphongShadeRec {
GLuint flags;
GLint numLights;
/* Normals */
__GLcoord dndx, dndy;
__GLcoord nBig, nLittle;
__GLcoord nCur, nTmp;
/* Eye */
__GLcoord dedx, dedy;
__GLcoord eBig, eLittle;
__GLcoord eCur, eTmp;
/* Face: Whether to use the FRONT or the BACK material */
GLint face;
/* Store the invarient color */
__GLcolor invColor;
/* Temporary storage during span-interpolation of color */
__GLcolor tmpColor;
#ifdef __JUNKED_CODE
/* Tracks the current position wrt to the starting vertex */
__GLcoord cur_pos;
__GLcoord tmp_pos;
#endif //__JUNKED_CODE
/* Per-light data array */
__GLphongPerLightData perLight[8]; //update this to WGL_MAX_NUM_LIGHTS
} __GLphongShader;
extern void FASTCALL __glGenericPickPhongProcs(__GLcontext *gc);
extern void ComputePhongInvarientRGBColor (__GLcontext *gc);
#ifdef GL_WIN_specular_fog
extern __GLfloat ComputeSpecValue (__GLcontext *gc, __GLvertex *vx);
#endif //GL_WIN_specular_fog
#endif //GL_WIN_phong_shading
#endif /* __glphong_h_ */