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/******************************Module*Header*******************************\
* Module Name: material.c * * Material selection functions. * * Copyright (c) 1994 Microsoft Corporation * \**************************************************************************/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <sys/types.h>
#include <time.h>
#include <windows.h>
#include <GL/gl.h>
#include "sscommon.h"
//#define NUM_TEA_MATERIALS 24
#define NUM_GOOD_MATERIALS 16 // 'good' ones among the 24 tea materials
//#define NUM_TEX_MATERIALS 4 // materials for texture
int goodMaterials[NUM_GOOD_MATERIALS] = { EMERALD, JADE, PEARL, RUBY, TURQUOISE, BRASS, BRONZE, COPPER, GOLD, SILVER, CYAN_PLASTIC, WHITE_PLASTIC, YELLOW_PLASTIC, CYAN_RUBBER, GREEN_RUBBER, WHITE_RUBBER };
/* materials: emerald, jade, obsidian, pearl, ruby, turquoise
* brass, bronze, chrome, copper, gold, silver * black, cyan, green, red, white, yellow plastic * black, cyan, green, red, white, yellow rubber
description: ambient(RGB), diffuse(RGB), specular(RGB), shininess * */ // 'tea' materials, from aux teapots program
static GLfloat teaMaterialData[NUM_TEA_MATERIALS][10] = { 0.0215f, 0.1745f, 0.0215f, 0.07568f, 0.61424f, 0.07568f, 0.633f, 0.727811f, 0.633f, 0.6f, 0.135f, 0.2225f, 0.1575f, 0.54f, 0.89f, 0.63f, 0.316228f, 0.316228f, 0.316228f, 0.1f, 0.05375f, 0.05f, 0.06625f, // XX
0.18275f, 0.17f, 0.22525f, 0.332741f, 0.328634f, 0.346435f, 0.3f, 0.25f, 0.20725f, 0.20725f, 1.0f, 0.829f, 0.829f, 0.296648f, 0.296648f, 0.296648f, 0.088f, 0.1745f, 0.01175f, 0.01175f, 0.61424f, 0.04136f, 0.04136f, 0.727811f, 0.626959f, 0.626959f, 0.6f, 0.1f, 0.18725f, 0.1745f, 0.396f, 0.74151f, 0.69102f, 0.297254f, 0.30829f, 0.306678f, 0.1f, 0.329412f, 0.223529f, 0.027451f, 0.780392f, 0.568627f, 0.113725f, 0.992157f, 0.941176f, 0.807843f, 0.21794872f, 0.2125f, 0.1275f, 0.054f, 0.714f, 0.4284f, 0.18144f, 0.393548f, 0.271906f, 0.166721f, 0.2f, 0.25f, 0.25f, 0.25f, // XX
0.4f, 0.4f, 0.4f, 0.774597f, 0.774597f, 0.774597f, 0.6f, 0.19125f, 0.0735f, 0.0225f, 0.7038f, 0.27048f, 0.0828f, 0.256777f, 0.137622f, 0.086014f, 0.1f, 0.24725f, 0.1995f, 0.0745f, 0.75164f, 0.60648f, 0.22648f, 0.628281f, 0.555802f, 0.366065f, 0.4f, 0.19225f, 0.19225f, 0.19225f, 0.50754f, 0.50754f, 0.50754f, 0.508273f, 0.508273f, 0.508273f, 0.4f, 0.0f, 0.0f, 0.0f, 0.01f, 0.01f, 0.01f, 0.50f, 0.50f, 0.50f, .25f, 0.0f, 0.1f, 0.06f, 0.0f, 0.50980392f, 0.50980392f, 0.50196078f, 0.50196078f, 0.50196078f, .25f, 0.0f, 0.0f, 0.0f, 0.1f, 0.35f, 0.1f, 0.45f, 0.55f, 0.45f, .25f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, // XX
0.7f, 0.6f, 0.6f, .25f, 0.0f, 0.0f, 0.0f, 0.55f, 0.55f, 0.55f, 0.70f, 0.70f, 0.70f, .25f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.60f, 0.60f, 0.50f, .25f, 0.02f, 0.02f, 0.02f, 0.01f, 0.01f, 0.01f, // XX
0.4f, 0.4f, 0.4f, .078125f, 0.0f, 0.05f, 0.05f, 0.4f, 0.5f, 0.5f, 0.04f, 0.7f, 0.7f, .078125f, 0.0f, 0.05f, 0.0f, 0.4f, 0.5f, 0.4f, 0.04f, 0.7f, 0.04f, .078125f, 0.05f, 0.0f, 0.0f, 0.5f, 0.4f, 0.4f, 0.7f, 0.04f, 0.04f, .078125f, 0.05f, 0.05f, 0.05f, 0.5f, 0.5f, 0.5f, 0.7f, 0.7f, 0.7f, .078125f, 0.05f, 0.05f, 0.0f, 0.5f, 0.5f, 0.4f, 0.7f, 0.7f, 0.04f, .078125f };
// generally white materials for texturing
static GLfloat texMaterialData[NUM_TEX_MATERIALS][10] = { // bright white
0.2f, 0.2f, 0.2f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, // less bright white
0.2f, 0.2f, 0.2f, 0.9f, 0.9f, 0.9f, 0.9f, 0.9f, 0.9f, 0.5f, // warmish white
0.3f, 0.2f, 0.2f, 1.0f, 0.9f, 0.8f, 1.0f, 0.9f, 0.8f, 0.5f, // coolish white
0.2f, 0.2f, 0.3f, 0.8f, 0.9f, 1.0f, 0.8f, 0.9f, 1.0f, 0.5f };
MATERIAL Material[NUM_TEA_MATERIALS + NUM_TEX_MATERIALS];
// pure black material
MATERIAL ss_BlackMat = {0.0f};
/**************************************************************************\
* InitMaterials * * Initialize MATERIAL structures with data * - Set alpha to 0.5 for all materials * \**************************************************************************/
static void InitMaterials( MATERIAL *pm, float *pd, int count ) { int i;
for( i = 0; i < count; i++, pm++ ) { pm->ka.r = *pd++; pm->ka.g = *pd++; pm->ka.b = *pd++; pm->ka.a = 0.5f; pm->kd.r = *pd++; pm->kd.g = *pd++; pm->kd.b = *pd++; pm->kd.a = 0.5f; pm->ks.r = *pd++; pm->ks.g = *pd++; pm->ks.b = *pd++; pm->ks.a = 0.5f; pm->specExp = *pd++; } }
/**************************************************************************\
* ss_InitMaterials * * Initialize all materials * \**************************************************************************/
void ss_InitMaterials() { ss_InitTeaMaterials(); ss_InitTexMaterials(); }
/**************************************************************************\
* ss_InitTeaMaterials * * Initialize Material structure with data in TeaMaterialData * \**************************************************************************/
void ss_InitTeaMaterials() { InitMaterials( Material, teaMaterialData[0], NUM_TEA_MATERIALS ); }
/**************************************************************************\
* ss_InitTexMaterials * * Initialize Material structure with data in TexMaterialData (tex materials * follow the tea materials in Material) * \**************************************************************************/
void ss_InitTexMaterials() { InitMaterials( Material+NUM_TEA_MATERIALS, texMaterialData[0], NUM_TEX_MATERIALS ); }
/**************************************************************************\
* ss_SetMaterial * * Set specified material with MATERIAL structure * \**************************************************************************/
void ss_SetMaterial( MATERIAL *pMat ) { glMaterialfv( GL_FRONT, GL_AMBIENT, (GLfloat*) &pMat->ka ); glMaterialfv( GL_BACK, GL_AMBIENT, (GLfloat*) &pMat->ka ); glMaterialfv( GL_FRONT, GL_DIFFUSE, (GLfloat *) &pMat->kd ); glMaterialfv( GL_BACK, GL_DIFFUSE, (GLfloat *) &pMat->kd ); glMaterialfv( GL_FRONT, GL_SPECULAR, (GLfloat *) &pMat->ks ); glMaterialfv( GL_BACK, GL_SPECULAR, (GLfloat *) &pMat->ks ); glMaterialf ( GL_FRONT, GL_SHININESS, pMat->specExp*128.0f); glMaterialf ( GL_BACK, GL_SHININESS, pMat->specExp*128.0f); }
/**************************************************************************\
* ss_SetMaterialIndex * * Set material using its index name * \**************************************************************************/
void ss_SetMaterialIndex( int index ) { if( (index < 0) || (index >= (NUM_TEA_MATERIALS+NUM_TEX_MATERIALS)) ) return; ss_SetMaterial( &Material[index] ); }
/**************************************************************************\
* ss_CreateMaterialGradient * * Given 2 materials and a count, create an incremental material, such * that adding it 'count' times to the first material will generate the * 2nd material. * \**************************************************************************/ void ss_CreateMaterialGradient( MATERIAL *matInc, MATERIAL *startMat, MATERIAL *endMat, int transCount ) { FLOAT fTransCount;
if( !transCount ) { *matInc = *endMat; return; }
/*
* Add fudge factor to avoid round-off error, which could result in * invalid material values. */ #define FMAT_GRAD_FUDGE 1.0001f
fTransCount = (FLOAT) transCount * FMAT_GRAD_FUDGE;
matInc->ka.r = (endMat->ka.r - startMat->ka.r) / fTransCount; matInc->ka.g = (endMat->ka.g - startMat->ka.g) / fTransCount; matInc->ka.b = (endMat->ka.b - startMat->ka.b) / fTransCount; matInc->ks.r = (endMat->ks.r - startMat->ks.r) / fTransCount; matInc->ks.g = (endMat->ks.g - startMat->ks.g) / fTransCount; matInc->ks.b = (endMat->ks.b - startMat->ks.b) / fTransCount; matInc->kd.r = (endMat->kd.r - startMat->kd.r) / fTransCount; matInc->kd.g = (endMat->kd.g - startMat->kd.g) / fTransCount; matInc->kd.b = (endMat->kd.b - startMat->kd.b) / fTransCount; matInc->specExp = (endMat->specExp - startMat->specExp) / fTransCount; }
/**************************************************************************\
* ss_TransitionMaterial * * Given a material, add to it the incremental material, and set the * result as the current material * \**************************************************************************/ void ss_TransitionMaterial( MATERIAL *transMat, MATERIAL *transMatInc ) { transMat->ka.r += transMatInc->ka.r; transMat->ka.g += transMatInc->ka.g; transMat->ka.b += transMatInc->ka.b; transMat->kd.r += transMatInc->kd.r; transMat->kd.g += transMatInc->kd.g; transMat->kd.b += transMatInc->kd.b; transMat->ks.r += transMatInc->ks.r; transMat->ks.g += transMatInc->ks.g; transMat->ks.b += transMatInc->ks.b; transMat->specExp += transMatInc->specExp;
ss_SetMaterial( transMat ); }
/**************************************************************************\
* ss_RandomTeaMaterial * * Select a random TeaMaterial * Return ptr to material * \**************************************************************************/ MATERIAL *ss_RandomTeaMaterial( BOOL bSet ) { int index; MATERIAL *pMat;
index = goodMaterials[ ss_iRand(NUM_GOOD_MATERIALS) ]; pMat = &Material[ index ]; if( bSet ) ss_SetMaterial( pMat ); return pMat; }
/**************************************************************************\
* ss_RandomTeaMaterialIndex * * Select a random TeaMaterial * Return material index * \**************************************************************************/ int ss_RandomTeaMaterialIndex( BOOL bSet ) { int index;
index = goodMaterials[ ss_iRand(NUM_GOOD_MATERIALS) ]; if( bSet ) ss_SetMaterial( &Material[ index ] ); return index; }
/**************************************************************************\
* ss_RandomTexMaterial * * Select a random TexMaterial * Return ptr to material * \**************************************************************************/ MATERIAL *ss_RandomTexMaterial( BOOL bSet ) { int index; MATERIAL *pMat;
index = NUM_TEA_MATERIALS + ss_iRand(NUM_TEX_MATERIALS); pMat = &Material[ index ]; if( bSet ) ss_SetMaterial( pMat ); return pMat; }
/**************************************************************************\
* ss_RandomTexMaterialIndex * * Select a random TexMaterial * \**************************************************************************/ int ss_RandomTexMaterialIndex( BOOL bSet ) { int index;
index = NUM_TEA_MATERIALS + ss_iRand(NUM_TEX_MATERIALS); if( bSet ) ss_SetMaterial( &Material[ index ] ); return index; }
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