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