1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108
|
/**
** sipp - SImple Polygon Processor
**
** A general 3d graphic package
**
** Copyright Equivalent Software HB 1992
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 1, or any later version.
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
** You can receive a copy of the GNU General Public License from the
** Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
**/
/**
** basic_shader.c - Basic shading model, somewhat modified and
** simplified version of Blinn's
**/
#include <math.h>
#include <sipp.h>
#include <geometric.h>
void
basic_shader(pos, normal, texture, view_vec, lights, sd, color, opacity)
Vector *pos;
Vector *normal;
Vector *texture;
Vector *view_vec;
Lightsource *lights;
Surf_desc *sd;
Color *color;
Color *opacity;
{
Vector unit_norm;
Vector light_dir;
Vector specular;
Color diffsum;
Color specsum;
double coss, cosi;
double c3two;
double shadow_fact;
double tmp;
Lightsource *lp;
VecCopy(unit_norm, *normal);
vecnorm(&unit_norm);
diffsum.red = diffsum.grn = diffsum.blu = 0.0;
specsum.red = specsum.grn = specsum.blu = 0.0;
c3two = sd->c3 * sd->c3;
for (lp = lights; lp != (Lightsource *)0; lp = lp->next) {
shadow_fact = light_eval(lp, pos, &light_dir);
if (shadow_fact > 0.0001) {
cosi = VecDot(light_dir, unit_norm);
if (cosi > 0) {
tmp = cosi * shadow_fact;
diffsum.red += lp->color.red * tmp;
diffsum.grn += lp->color.grn * tmp;
diffsum.blu += lp->color.blu * tmp;
}
cosi *= 2.0;
VecComb(specular, -1.0, light_dir, cosi, unit_norm);
coss = VecDot(specular, *view_vec);
if (coss > 0) {
tmp = (shadow_fact * c3two * coss
/ (coss * coss * (c3two -1) + 1));
specsum.red += lp->color.red * tmp;
specsum.grn += lp->color.grn * tmp;
specsum.blu += lp->color.blu * tmp;
}
}
}
if (diffsum.red > 1.0) diffsum.red = 1.0;
if (diffsum.grn > 1.0) diffsum.grn = 1.0;
if (diffsum.blu > 1.0) diffsum.blu = 1.0;
if (specsum.red > 1.0) specsum.red = 1.0;
if (specsum.grn > 1.0) specsum.grn = 1.0;
if (specsum.blu > 1.0) specsum.blu = 1.0;
color->red = (sd->color.red * (sd->ambient + diffsum.red)
+ sd->specular * specsum.red);
if (color->red > 1.0) color->red = 1.0;
color->grn = (sd->color.grn * (sd->ambient + diffsum.grn)
+ sd->specular * specsum.grn);
if (color->grn > 1.0) color->grn = 1.0;
color->blu = (sd->color.blu * (sd->ambient + diffsum.blu)
+ sd->specular * specsum.blu);
if (color->blu > 1.0) color->blu = 1.0;
opacity->red = sd->opacity.red;
opacity->grn = sd->opacity.grn;
opacity->blu = sd->opacity.blu;
}
|