#define IMM_VBUF_SIZE 256
+#define NORMALIZE(v) \
+ do { \
+ float len = sqrt((v)[0] * (v)[0] + (v)[1] * (v)[1] + (v)[2] * (v)[2]); \
+ if(len != 0.0) { \
+ float s = 1.0 / len; \
+ (v)[0] *= s; \
+ (v)[1] *= s; \
+ (v)[2] *= s; \
+ } \
+ } while(0)
+
+enum {LT_POS, LT_DIR};
struct light {
+ int type;
float x, y, z;
float r, g, b;
};
};
static void imm_flush(void);
-static void xform4_vec3(const float *mat, float *vec);
-static void xform3_vec3(const float *mat, float *vec);
+static __inline void xform4_vec3(const float *mat, float *vec);
+static __inline void xform3_vec3(const float *mat, float *vec);
static void shade(struct g3d_vertex *v);
static struct g3d_state *st;
{
int mvtop = st->mtop[G3D_MODELVIEW];
+ st->lt[idx].type = LT_POS;
st->lt[idx].x = x;
st->lt[idx].y = y;
st->lt[idx].z = z;
xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &st->lt[idx].x);
}
+void g3d_light_dir(int idx, float x, float y, float z)
+{
+ int mvtop = st->mtop[G3D_MODELVIEW];
+
+ st->lt[idx].type = LT_DIR;
+ st->lt[idx].x = x;
+ st->lt[idx].y = y;
+ st->lt[idx].z = z;
+
+ /* calc the normal matrix */
+ memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
+ st->norm_mat[12] = st->norm_mat[13] = st->norm_mat[14] = 0.0f;
+
+ xform4_vec3(st->norm_mat, &st->lt[idx].x);
+
+ NORMALIZE(&st->lt[idx].x);
+}
+
void g3d_light_color(int idx, float r, float g, float b)
{
st->lt[idx].r = r;
st->imm_curv.v = v;
}
-static void xform4_vec3(const float *mat, float *vec)
+static __inline void xform4_vec3(const float *mat, float *vec)
{
float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12];
float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13];
float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14];
- float w = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
-
- vec[0] = x;
- vec[1] = y;
+ vec[3] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
vec[2] = z;
- vec[3] = w;
+ vec[1] = y;
+ vec[0] = x;
}
-static void xform3_vec3(const float *mat, float *vec)
+static __inline void xform3_vec3(const float *mat, float *vec)
{
float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2];
float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2];
- float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2];
-
- vec[0] = x;
+ vec[2] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2];
vec[1] = y;
- vec[2] = z;
+ vec[0] = x;
}
-#define NORMALIZE(v) \
- do { \
- float len = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); \
- if(len != 0.0) { \
- float s = 1.0 / len; \
- v[0] *= s; \
- v[1] *= s; \
- v[2] *= s; \
- } \
- } while(0)
-
static void shade(struct g3d_vertex *v)
{
int i, r, g, b;
continue;
}
- ldir[0] = st->lt[i].x - v->x;
- ldir[1] = st->lt[i].y - v->y;
- ldir[2] = st->lt[i].z - v->z;
- NORMALIZE(ldir);
+ ldir[0] = st->lt[i].x;
+ ldir[1] = st->lt[i].y;
+ ldir[2] = st->lt[i].z;
+
+ if(st->lt[i].type != LT_DIR) {
+ ldir[0] -= v->x;
+ ldir[1] -= v->y;
+ ldir[2] -= v->z;
+ NORMALIZE(ldir);
+ }
if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
ndotl = 0.0f;
color[0] += st->mtl.kd[0] * st->lt[i].r * ndotl;
color[1] += st->mtl.kd[1] * st->lt[i].g * ndotl;
color[2] += st->mtl.kd[2] * st->lt[i].b * ndotl;
+
+ /*
+ if(st->opt & G3D_SPECULAR) {
+ float ndoth;
+ ldir[2] += 1.0f;
+ NORMALIZE(ldir);
+ if((ndoth = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
+ ndoth = 0.0f;
+ }
+ ndoth = pow(ndoth, st->mtl.shin);
+
+ color[0] += st->mtl.ks[0] * st->lt[i].r * ndoth;
+ color[1] += st->mtl.ks[1] * st->lt[i].g * ndoth;
+ color[2] += st->mtl.ks[2] * st->lt[i].b * ndoth;
+ }
+ */
}
r = cround64(color[0] * 255.0);