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📄 t_vb_lighttmp.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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      Bcolor[j][3] = sumA[1];#endif   }}/* As below, but with just a single light. */static void TAG(light_fast_rgba_single)( GLcontext *ctx,					 struct vertex_buffer *VB,					 struct tnl_pipeline_stage *stage,					 GLvector4f *input ){   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;#if IDX & LIGHT_TWOSIDE   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;#endif   const struct gl_light *light = ctx->Light.EnabledList.next;   GLuint j = 0;   GLfloat base[2][4];#if IDX & LIGHT_MATERIAL   const GLuint nr = VB->Count;#else   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;#endif#ifdef TRACE   fprintf(stderr, "%s\n", __FUNCTION__ );#endif   (void) input;		/* doesn't refer to Eye or Obj */   VB->ColorPtr[0] = &store->LitColor[0];#if IDX & LIGHT_TWOSIDE   VB->ColorPtr[1] = &store->LitColor[1];#endif   if (nr > 1) {      store->LitColor[0].stride = 16;      store->LitColor[1].stride = 16;   }   else {      store->LitColor[0].stride = 0;      store->LitColor[1].stride = 0;   }   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {      GLfloat n_dot_VP;#if IDX & LIGHT_MATERIAL      update_materials( ctx, store );#endif      /* No attenuation, so incoporate _MatAmbient into base color.       */#if !(IDX & LIGHT_MATERIAL)      if ( j == 0 )#endif      {	 COPY_3V(base[0], light->_MatAmbient[0]);	 ACC_3V(base[0], ctx->Light._BaseColor[0] );	 base[0][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];#if IDX & LIGHT_TWOSIDE         COPY_3V(base[1], light->_MatAmbient[1]);         ACC_3V(base[1], ctx->Light._BaseColor[1]);         base[1][3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];#endif      }      n_dot_VP = DOT3(normal, light->_VP_inf_norm);      if (n_dot_VP < 0.0F) {#if IDX & LIGHT_TWOSIDE         GLfloat n_dot_h = -DOT3(normal, light->_h_inf_norm);         GLfloat sum[3];         COPY_3V(sum, base[1]);         ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->_MatDiffuse[1]);         if (n_dot_h > 0.0F) {            GLfloat spec;            GET_SHINE_TAB_ENTRY( ctx->_ShineTable[1], n_dot_h, spec );            ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[1]);         }         COPY_3V(Bcolor[j], sum );         Bcolor[j][3] = base[1][3];#endif	 COPY_4FV(Fcolor[j], base[0]);      }      else {	 GLfloat n_dot_h = DOT3(normal, light->_h_inf_norm);	 GLfloat sum[3];	 COPY_3V(sum, base[0]);	 ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->_MatDiffuse[0]);	 if (n_dot_h > 0.0F) {	    GLfloat spec;	    GET_SHINE_TAB_ENTRY( ctx->_ShineTable[0], n_dot_h, spec );	    ACC_SCALE_SCALAR_3V(sum, spec, light->_MatSpecular[0]);	 }	 COPY_3V(Fcolor[j], sum );	 Fcolor[j][3] = base[0][3];#if IDX & LIGHT_TWOSIDE         COPY_4FV(Bcolor[j], base[1]);#endif      }   }}/* Light infinite lights */static void TAG(light_fast_rgba)( GLcontext *ctx,				  struct vertex_buffer *VB,				  struct tnl_pipeline_stage *stage,				  GLvector4f *input ){   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);   GLfloat sumA[2];   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;   GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;#if IDX & LIGHT_TWOSIDE   GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;#endif   GLuint j = 0;#if IDX & LIGHT_MATERIAL   const GLuint nr = VB->Count;#else   const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;#endif   const struct gl_light *light;#ifdef TRACE   fprintf(stderr, "%s %d\n", __FUNCTION__, nr );#endif   (void) input;   sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];   sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];   VB->ColorPtr[0] = &store->LitColor[0];#if IDX & LIGHT_TWOSIDE   VB->ColorPtr[1] = &store->LitColor[1];#endif   if (nr > 1) {      store->LitColor[0].stride = 16;      store->LitColor[1].stride = 16;   }   else {      store->LitColor[0].stride = 0;      store->LitColor[1].stride = 0;   }   for (j = 0; j < nr; j++, STRIDE_F(normal,nstride)) {      GLfloat sum[2][3];#if IDX & LIGHT_MATERIAL      update_materials( ctx, store );      sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];#if IDX & LIGHT_TWOSIDE      sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];#endif#endif      COPY_3V(sum[0], ctx->Light._BaseColor[0]);#if IDX & LIGHT_TWOSIDE      COPY_3V(sum[1], ctx->Light._BaseColor[1]);#endif      foreach (light, &ctx->Light.EnabledList) {	 GLfloat n_dot_h, n_dot_VP, spec;	 ACC_3V(sum[0], light->_MatAmbient[0]);#if IDX & LIGHT_TWOSIDE         ACC_3V(sum[1], light->_MatAmbient[1]);#endif	 n_dot_VP = DOT3(normal, light->_VP_inf_norm);	 if (n_dot_VP > 0.0F) {	    ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->_MatDiffuse[0]);	    n_dot_h = DOT3(normal, light->_h_inf_norm);	    if (n_dot_h > 0.0F) {	       struct gl_shine_tab *tab = ctx->_ShineTable[0];	       GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );	       ACC_SCALE_SCALAR_3V( sum[0], spec, light->_MatSpecular[0]);	    }	 }#if IDX & LIGHT_TWOSIDE         else {	    ACC_SCALE_SCALAR_3V(sum[1], -n_dot_VP, light->_MatDiffuse[1]);	    n_dot_h = -DOT3(normal, light->_h_inf_norm);	    if (n_dot_h > 0.0F) {	       struct gl_shine_tab *tab = ctx->_ShineTable[1];	       GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );	       ACC_SCALE_SCALAR_3V( sum[1], spec, light->_MatSpecular[1]);	    }	 }#endif      }      COPY_3V( Fcolor[j], sum[0] );      Fcolor[j][3] = sumA[0];#if IDX & LIGHT_TWOSIDE      COPY_3V( Bcolor[j], sum[1] );      Bcolor[j][3] = sumA[1];#endif   }}/* * Use current lighting/material settings to compute the color indexes * for an array of vertices. * Input:  n - number of vertices to light *         side - 0=use front material, 1=use back material *         vertex - array of [n] vertex position in eye coordinates *         normal - array of [n] surface normal vector * Output:  indexResult - resulting array of [n] color indexes */static void TAG(light_ci)( GLcontext *ctx,			   struct vertex_buffer *VB,			   struct tnl_pipeline_stage *stage,			   GLvector4f *input ){   struct light_stage_data *store = LIGHT_STAGE_DATA(stage);   GLuint j;   const GLuint vstride = input->stride;   const GLfloat *vertex = (GLfloat *) input->data;   const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;   const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;   GLfloat *indexResult[2];   const GLuint nr = VB->Count;#ifdef TRACE   fprintf(stderr, "%s\n", __FUNCTION__ );#endif   VB->IndexPtr[0] = &store->LitIndex[0];#if IDX & LIGHT_TWOSIDE   VB->IndexPtr[1] = &store->LitIndex[1];#endif   indexResult[0] = (GLfloat *)VB->IndexPtr[0]->data;#if IDX & LIGHT_TWOSIDE   indexResult[1] = (GLfloat *)VB->IndexPtr[1]->data;#endif   /* loop over vertices */   for (j=0; j<nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal, nstride)) {      GLfloat diffuse[2], specular[2];      GLuint side = 0;      struct gl_light *light;#if IDX & LIGHT_MATERIAL      update_materials( ctx, store );#endif      diffuse[0] = specular[0] = 0.0F;#if IDX & LIGHT_TWOSIDE	 diffuse[1] = specular[1] = 0.0F;#endif      /* Accumulate diffuse and specular from each light source */      foreach (light, &ctx->Light.EnabledList) {	 GLfloat attenuation = 1.0F;	 GLfloat VP[3];  /* unit vector from vertex to light */	 GLfloat n_dot_VP;  /* dot product of l and n */	 GLfloat *h, n_dot_h, correction = 1.0;	 /* compute l and attenuation */	 if (!(light->_Flags & LIGHT_POSITIONAL)) {	    /* directional light */	    COPY_3V(VP, light->_VP_inf_norm);	 }	 else {	    GLfloat d;     /* distance from vertex to light */	    SUB_3V(VP, light->_Position, vertex);	    d = (GLfloat) LEN_3FV( VP );	    if ( d > 1e-6) {	       GLfloat invd = 1.0F / d;	       SELF_SCALE_SCALAR_3V(VP, invd);	    }	    attenuation = 1.0F / (light->ConstantAttenuation + d *				  (light->LinearAttenuation + d *				   light->QuadraticAttenuation));	    /* spotlight attenuation */	    if (light->_Flags & LIGHT_SPOT) {	       GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);	       if (PV_dot_dir < light->_CosCutoff) {		  continue; /* this light makes no contribution */	       }	       else {		  GLdouble x = PV_dot_dir * (EXP_TABLE_SIZE-1);		  GLint k = (GLint) x;		  GLfloat spot = (GLfloat) (light->_SpotExpTable[k][0]				  + (x-k)*light->_SpotExpTable[k][1]);		  attenuation *= spot;	       }	    }	 }	 if (attenuation < 1e-3)	    continue;		/* this light makes no contribution */	 n_dot_VP = DOT3( normal, VP );	 /* which side are we lighting? */	 if (n_dot_VP < 0.0F) {#if IDX & LIGHT_TWOSIDE	    side = 1;	    correction = -1;	    n_dot_VP = -n_dot_VP;#else            continue;#endif	 }	 /* accumulate diffuse term */	 diffuse[side] += n_dot_VP * light->_dli * attenuation;	 /* specular term */	 if (ctx->Light.Model.LocalViewer) {	    GLfloat v[3];	    COPY_3V(v, vertex);	    NORMALIZE_3FV(v);	    SUB_3V(VP, VP, v);                /* h = VP + VPe */	    h = VP;	    NORMALIZE_3FV(h);	 }	 else if (light->_Flags & LIGHT_POSITIONAL) {	    h = VP;            /* Strangely, disabling this addition fixes a conformance             * problem.  If this code is enabled, l_sed.c fails.             */	    /*ACC_3V(h, ctx->_EyeZDir);*/	    NORMALIZE_3FV(h);	 }         else {	    h = light->_h_inf_norm;	 }	 n_dot_h = correction * DOT3(normal, h);	 if (n_dot_h > 0.0F) {	    GLfloat spec_coef;	    struct gl_shine_tab *tab = ctx->_ShineTable[side];	    GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);	    specular[side] += spec_coef * light->_sli * attenuation;	 }      } /*loop over lights*/      /* Now compute final color index */      for (side = 0 ; side < NR_SIDES ; side++) {	 const GLfloat *ind = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_INDEXES + side];	 GLfloat index;	 if (specular[side] > 1.0F) {	    index = ind[MAT_INDEX_SPECULAR];	 }	 else {	    GLfloat d_a = ind[MAT_INDEX_DIFFUSE] - ind[MAT_INDEX_AMBIENT];	    GLfloat s_a = ind[MAT_INDEX_SPECULAR] - ind[MAT_INDEX_AMBIENT];	    index = (ind[MAT_INDEX_AMBIENT]		     + diffuse[side] * (1.0F-specular[side]) * d_a		     + specular[side] * s_a);	    if (index > ind[MAT_INDEX_SPECULAR]) {	       index = ind[MAT_INDEX_SPECULAR];	    }	 }	 indexResult[side][j] = index;      }   } /*for vertex*/}static void TAG(init_light_tab)( void ){   _tnl_light_tab[IDX] = TAG(light_rgba);   _tnl_light_fast_tab[IDX] = TAG(light_fast_rgba);   _tnl_light_fast_single_tab[IDX] = TAG(light_fast_rgba_single);   _tnl_light_spec_tab[IDX] = TAG(light_rgba_spec);   _tnl_light_ci_tab[IDX] = TAG(light_ci);}#undef TAG#undef IDX#undef NR_SIDES

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