diff options
Diffstat (limited to '')
-rw-r--r-- | sdk/rwsdk/include/d3d8/baaplylt.c | 793 |
1 files changed, 0 insertions, 793 deletions
diff --git a/sdk/rwsdk/include/d3d8/baaplylt.c b/sdk/rwsdk/include/d3d8/baaplylt.c deleted file mode 100644 index ad518e6a..00000000 --- a/sdk/rwsdk/include/d3d8/baaplylt.c +++ /dev/null @@ -1,793 +0,0 @@ - -/* If this file is used outside of the core RW SDK, - * the following things need to be defined - */ -#if (!defined(RWASSERT)) -#define RWASSERT(_assertval) /* No op */ -#endif -#if (!defined(RWFUNCTION)) -#define RWFUNCTION(_rwfunctionstring) /* No op */ -#endif -#if (!defined(RWRETURN)) -#define RWRETURN(_rwreturnval) return(_rwreturnval) -#endif -#if (!defined(RWRETURNVOID)) -#define RWRETURNVOID() return -#endif - -/* These are used by specular lighting, - * sorry I have to leave them in here... IDBS - * I'll make it neater when I have time. - */ -#if (!defined(FALLOFFAMBIENT)) -#define FALLOFFAMBIENT() /* No op */ -#endif -#if (!defined(FALLOFFDIRECTIONAL)) -#define FALLOFFDIRECTIONAL() /* No op */ -#endif -#if (!defined(FALLOFFPOINT)) -#define FALLOFFPOINT() /* No op */ -#endif -#if (!defined(FALLOFFSPOT)) -#define FALLOFFSPOT() /* No op */ -#endif -#if (!defined(FALLOFFSOFTSPOT)) -#define FALLOFFSOFTSPOT() /* No op */ -#endif - -/*************************************************************************** - _rwApplyAmbientLight - - On entry : Instanced data - : Light - : Optional inverse object matrix - : (to transform light to object space) - : Inverse scale of object - : Surface properties of the light - On exit : - */ - -static void -_rwApplyAmbientLight(VERTSARG, - const void *voidLight, - const RwMatrix * __RWUNUSED__ inverseMat, - RwReal __RWUNUSED__ invScale, - const RwSurfaceProperties * surfaceProps) -{ - CAMVERTDECL; - NUMVERTDECL; - const RpLight *light = (const RpLight *) voidLight; - RwReal scale; - RwV3d vertToLight; - - RWFUNCTION(RWSTRING("_rwApplyAmbientLight")); - RWASSERT(light); - RWASSERT(surfaceProps); - - CAMVERTINIT(); - NUMVERTINIT(); - - /* No directional component: - * (this is used in CAMVERTADDRGBA in a specular lighting node) */ - vertToLight.x = 0; - vertToLight.y = 0; - vertToLight.z = 0; - - /* rpLIGHTAMBIENT - Constant illumination on all vertices - */ - if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA)) - { - scale = 255.0f * light->color.red * surfaceProps->ambient; - - /* Ambient light affects all vertices the same */ - while (numVert--) - { - RwReal lum = scale; - -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFAMBIENT - CAMVERTADDRGBA(1, 1, 1, 0); - CAMVERTINC(); - } - } - else - /* perform for coloured lights */ - { - scale = 255.0f * surfaceProps->ambient; - - /* Ambient light affects all vertices the same */ - while (numVert--) - { - RwReal lum = scale; - -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFAMBIENT - CAMVERTADDRGBA(light->color.red, light->color.green, - light->color.blue, 0); - CAMVERTINC(); - } - } - RWRETURNVOID(); -} - -/*************************************************************************** - _rwApplyDirectionalLight - - On entry : Instanced data - : Light - : Optional inverse object matrix - : (to transform light to object space) - : Inverse scale of object - : Surface properties of the light - On exit : - */ - -static void -_rwApplyDirectionalLight(VERTSARG, - const void *voidLight, - const RwMatrix * inverseMat, - RwReal __RWUNUSED__ invScale, - const RwSurfaceProperties * surfaceProps) -{ - OBJCAMVERTDECL; - NUMVERTDECL; - const RpLight *light = (const RpLight *) voidLight; - RwV3d vertToLight; - RwReal scale; - RwReal dot; - RwFrame *lightFrame; - - RWFUNCTION(RWSTRING("_rwApplyDirectionalLight")); - RWASSERT(light); - RWASSERT(surfaceProps); - - OBJCAMVERTINIT(); - NUMVERTINIT(); - - /* rpLIGHTDIRECTIONAL - Lighting scaled by dot product - * of vertex normal and light lookAt vector. - */ - /* This may not have a frame - we need to check */ - lightFrame = RpLightGetFrame(light); - if (lightFrame) - { - vertToLight = RwFrameGetLTM(lightFrame)->at; - - /* Transform the light into object space if necessary */ - if (inverseMat) - { - RwV3dTransformVectors(&vertToLight, &vertToLight, 1, inverseMat); - _rwV3dNormalize(&vertToLight, &vertToLight); - } - - /* Vert TO light */ - RwV3dScale(&vertToLight, &vertToLight, -1); - - /* Optimise for grey lights? */ - if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA)) - { - /* Use one of the light colour intensities as general intensity */ - /* light vector tests are to be identical to others */ - scale = 255.0f * light->color.red * surfaceProps->diffuse; - - /* Loop through each of the vertices */ - while (numVert--) - { - RwV3d objNormal; - - OBJVERTGETNORMAL(&objNormal); - /* Calculate angle between vertex normal and light vector */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - - /* Ensure vector is facing light, - * don't light areas not facing */ - - if (dot > 0.0f) - { - RwReal lum = dot * scale; - -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFDIRECTIONAL - CAMVERTADDRGBA(1, 1, 1, 0); - } - - /* Next vertex */ - OBJCAMVERTINC(); - } - } - else - /* perform for coloured lights */ - { - scale = 255.0f * surfaceProps->diffuse; - - /* Loop through each of the vertices */ - while (numVert--) - { - RwV3d objNormal; - - OBJVERTGETNORMAL(&objNormal); - /* Calculate angle between vertex normal and light vector */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - - /* Ensure vector is facing light, - * don't light areas not facing */ - - if (dot > 0.0f) - { - RwReal lum = dot * scale; - -#define FALLOFFCALC FALLOFFDIRECTIONAL - CAMVERTADDRGBA(light->color.red, light->color.green, - light->color.blue, 0); - } - - /* Next vertex */ - OBJCAMVERTINC(); - } - } - } - - RWRETURNVOID(); -} - -/*************************************************************************** - _rwApplyPointLight - - On entry : Instanced data - : Light - : Optional inverse object matrix - : (to transform light to object space) - : Inverse scale of object - : Surface properties of the light - On exit : - */ - -static void -_rwApplyPointLight(VERTSARG, const void *voidLight, - const RwMatrix * inverseMat, - RwReal invScale, const RwSurfaceProperties * surfaceProps) -{ - OBJCAMVERTDECL; - NUMVERTDECL; - const RpLight *light = (const RpLight *) voidLight; - RwReal scale, recipRad; - RwV3d lightPos, vertToLight; - RwReal radSquared; - - RWFUNCTION(RWSTRING("_rwApplyPointLight")); - RWASSERT(light); - RWASSERT(surfaceProps); - - OBJCAMVERTINIT(); - NUMVERTINIT(); - - /* rpLIGHTPOINT - Linear falloff with distance, scaled by - * dot product of vertex normal and light to vertex vector. - */ - lightPos = RwFrameGetLTM(RpLightGetFrame(light))->pos; - - if (inverseMat) - { - RwReal scaledRad; - - scaledRad = ((light->radius) * (invScale)); - radSquared = ((scaledRad) * (scaledRad)); - recipRad = (((RwReal) (1)) / (scaledRad)); - - /* Transform light into object space */ - RwV3dTransformPoints(&lightPos, &lightPos, 1, inverseMat); - } - else - { - radSquared = ((light->radius) * (light->radius)); - recipRad = (((RwReal) (1)) / (light->radius)); - } - - if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA)) - { - /* The scale encapsulates the common elements to do - * with light intensity and surface lighting properties - */ - scale = - ((((RwReal) (255)) * (light->color.red))) * - (surfaceProps->diffuse); - - while (numVert--) - { - RwV3d objVertex, objNormal; - RwReal dot, dist2; - - OBJVERTGETPOS(&objVertex); - OBJVERTGETNORMAL(&objNormal); - - /* Discover the vector between vertex and light and it's length */ - RwV3dSub(&vertToLight, &lightPos, &objVertex); - - /* Ensure that this vertex is facing the light source */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - if (dot > 0.0f) - { - /* Ensure vertex lies within the light's radius */ - dist2 = RwV3dDotProduct(&vertToLight, &vertToLight); - if (dist2 < radSquared) - { - RwReal lum; - RwReal recipDist; - RwReal dist; - - rwSqrt(&dist, dist2); - recipDist = - (dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f; - - /* - * The following simplifies down to: - * - * -scale * - * (dot/dist) * - * (1 - dist/lightRadius) - * - * Where - * scale - * takes care of the light intensity and - * diffuse lighting coefficient - * (dot/dist) - * is a normalised dot product of - * light->vertex vector and vertex normal - * (1 - dist/lightRadius) - * is a linear falloff factor - */ - lum = scale * dot * (recipDist - recipRad); - - /* Calculate the luminance at vertex */ -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFPOINT - CAMVERTADDRGBA(1, 1, 1, 0); - } - } - - OBJCAMVERTINC(); - } - } - else - { - scale = (((RwReal) (255)) * (surfaceProps->diffuse)); - - while (numVert--) - { - RwV3d objVertex, objNormal; - RwReal dot, dist2; - - OBJVERTGETPOS(&objVertex); - OBJVERTGETNORMAL(&objNormal); - - /* Discover the vector between vertex and light and it's length */ - RwV3dSub(&vertToLight, &lightPos, &objVertex); - - /* Ensure that this vertex is facing the light source */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - if (dot > 0.0f) - { - dist2 = RwV3dDotProduct(&vertToLight, &vertToLight); - - /* Ensure vertex lies within the light's radius */ - if (dist2 < radSquared) - { - RwReal lum; - RwReal recipDist; - RwReal dist; - - /* Only now calculate the actual length of vector */ - rwSqrt(&dist, dist2); - recipDist = - (dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f; - - lum = scale * dot * (recipDist - recipRad); - /* Alter the luminance according to light colour */ -#define FALLOFFCALC FALLOFFPOINT - CAMVERTADDRGBA(light->color.red, light->color.green, - light->color.blue, 0); - } - } - - /* Next point */ - OBJCAMVERTINC(); - } - } - RWRETURNVOID(); -} - -/*************************************************************************** - _rwApplySpotLight - - On entry : Instanced data - : Light - : Optional inverse object matrix - : (to transform light to object space) - : Inverse scale of object - : Surface properties of the light - On exit : - */ - -static void -_rwApplySpotLight(VERTSARG, - const void *voidLight, - const RwMatrix * inverseMat, - RwReal invScale, const RwSurfaceProperties * surfaceProps) -{ - OBJCAMVERTDECL; - NUMVERTDECL; - const RpLight *light = (const RpLight *) voidLight; - RwReal recipRad; - RwReal radSquared; - RwV3d lightPos, at; - - RWFUNCTION(RWSTRING("_rwApplySpotLight")); - RWASSERT(light); - RWASSERT(surfaceProps); - - OBJCAMVERTINIT(); - NUMVERTINIT(); - - /* rpLIGHTSPOT - Linear falloff with distance, cone to restrict - * angle that light has effect, constant intensity across cone, - * scaled by dot product of vertex normal and light to vertex vector. - */ - - lightPos = RwFrameGetLTM(RpLightGetFrame(light))->pos; - at = RwFrameGetLTM(RpLightGetFrame(light))->at; - - if (inverseMat) - { - RwReal scaledRad; - - scaledRad = ((light->radius) * (invScale)); - recipRad = (((RwReal) (1)) / (scaledRad)); - radSquared = ((scaledRad) * (scaledRad)); - - /* Transform light into object space */ - /* The at is required to ensure within cone */ - RwV3dTransformPoints(&lightPos, &lightPos, 1, inverseMat); - RwV3dTransformVectors(&at, &at, 1, inverseMat); - _rwV3dNormalize(&at, &at); - } - else - { - recipRad = (((RwReal) (1)) / (light->radius)); - radSquared = ((light->radius) * (light->radius)); - } - - if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA)) - { - RwReal scale = - - ((RwReal) 255) * (light->color.red) * (surfaceProps->diffuse); - - while (numVert--) - { - RwV3d vertToLight, objVertex, objNormal; - RwReal dot; - - OBJVERTGETPOS(&objVertex); - OBJVERTGETNORMAL(&objNormal); - - /* Find the squared distance from light point to vertex */ - RwV3dSub(&vertToLight, &lightPos, &objVertex); - - /* Ensure that this vertex is facing the light source */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - if (dot > 0.0f) - { - RwReal dist2; - - /* Ensure vertex lies within the light's radius */ - dist2 = RwV3dDotProduct(&vertToLight, &vertToLight); - if (dist2 < radSquared) - { - RwReal dist; - RwReal compare; - RwReal proj; - - rwSqrt(&dist, dist2); - compare = dist * light->minusCosAngle; - proj = RwV3dDotProduct(&vertToLight, &at); - - if (proj < compare) - { - RwReal lum; - RwReal recipDist; - - /* Get the real distance from the light - * to the vertex (not squared) */ - recipDist = - (dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f; - - /* This model is the same as the point source - * inside the cone, zero outside the cone */ - lum = scale * dot * (recipDist - recipRad); -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFSPOT - CAMVERTADDRGBA(1, 1, 1, 0); - } - } - /* Next vertex */ - OBJCAMVERTINC(); - } - } - } - else - { - RwReal scale = - - (((RwReal) (255)) * (surfaceProps->diffuse)); - - while (numVert--) - { - RwV3d vertToLight, objVertex, objNormal; - RwReal dot; - - OBJVERTGETPOS(&objVertex); - OBJVERTGETNORMAL(&objNormal); - - /* Find the squared distance from light point to vertex */ - RwV3dSub(&vertToLight, &lightPos, &objVertex); - - /* Ensure that this vertex is facing the light source */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - if (dot > 0.0f) - { - RwReal dist2; - - /* Ensure vertex lies within the light's radius */ - dist2 = RwV3dDotProduct(&vertToLight, &vertToLight); - if (dist2 < radSquared) - { - RwReal dist; - RwReal compare; - RwReal proj; - - rwSqrt(&dist, dist2); - compare = dist * light->minusCosAngle; - proj = RwV3dDotProduct(&vertToLight, &at); - - if (proj < compare) - { - RwReal lum; - RwReal recipDist; - - recipDist = - (dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f; - - /* This model is the same as the point source - * inside the cone, zero outside the cone */ - lum = scale * dot * (recipDist - recipRad); - - /* Introduce the light colours as a - * scaling factor for luminance */ -#define FALLOFFCALC FALLOFFSPOT - CAMVERTADDRGBA(light->color.red, - light->color.green, light->color.blue, - 0); - } - } - } - - /* Next */ - OBJCAMVERTINC(); - } - } - - RWRETURNVOID(); -} - -/*************************************************************************** - _rwApplySpotSoftLight - - On entry : Instanced data - : Light - : Optional inverse object matrix - : (to transform light to object space) - : Inverse scale of object - : Surface properties of the light - On exit : - */ - -static void -_rwApplySpotSoftLight(VERTSARG, const void *voidLight, - const RwMatrix * inverseMat, RwReal invScale, - const RwSurfaceProperties * surfaceProps) -{ - OBJCAMVERTDECL; - NUMVERTDECL; - const RpLight *light = (const RpLight *) voidLight; - RwReal recipRad; - RwReal radSquared; - RwV3d lightPos, at; - - RWFUNCTION(RWSTRING("_rwApplySpotSoftLight")); - RWASSERT(light); - RWASSERT(surfaceProps); - - OBJCAMVERTINIT(); - NUMVERTINIT(); - - /* rpLIGHTSPOTSOFT - Linear falloff with distance, cone to restrict - * angle that light has effect, falloff to edge of cone, scaled by - * dot product of vertex normal and light to vertex vector. - */ - - lightPos = RwFrameGetLTM(RpLightGetFrame(light))->pos; - at = RwFrameGetLTM(RpLightGetFrame(light))->at; - - if (inverseMat) - { - RwReal scaledRad; - - scaledRad = ((light->radius) * (invScale)); - recipRad = (((RwReal) (1)) / (scaledRad)); - radSquared = ((scaledRad) * (scaledRad)); - - /* Transform light into object space */ - /* The at is required to ensure within cone */ - RwV3dTransformPoints(&lightPos, &lightPos, 1, inverseMat); - RwV3dTransformVectors(&at, &at, 1, inverseMat); - _rwV3dNormalize(&at, &at); - } - else - { - recipRad = 1.0f / light->radius; - radSquared = light->radius * light->radius; - } - - if (rwObjectTestPrivateFlags(light, rpLIGHTPRIVATENOCHROMA)) - { - RwReal scale = - - ((RwReal) 255) * (light->color.red) * (surfaceProps->diffuse); - - while (numVert--) - { - RwV3d vertToLight, objVertex, objNormal; - RwReal dot; - - OBJVERTGETPOS(&objVertex); - OBJVERTGETNORMAL(&objNormal); - - /* Find the squared distance from light point to vertex */ - RwV3dSub(&vertToLight, &lightPos, &objVertex); - - /* Ensure that this vertex is facing the light source */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - if (dot > 0.0f) - { - RwReal dist2; - - /* Ensure vertex lies within the light's radius */ - dist2 = RwV3dDotProduct(&vertToLight, &vertToLight); - if (dist2 < radSquared) - { - RwReal dist; - RwReal compare; - RwReal proj; - - rwSqrt(&dist, dist2); - compare = dist * light->minusCosAngle; - proj = RwV3dDotProduct(&vertToLight, &at); - - if (proj < compare) - { - RwReal lum; - RwReal recipDist; - RwReal normalise; - - recipDist = - (dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f; - - /* This model is the same as the point source - * inside the cone, zero outside the cone */ - lum = scale * dot * (recipDist - recipRad); - - /* It has an extra term for quadratic falloff - * across the cone though */ - normalise = (dist + compare); - RWASSERT(normalise >= 0.0f); - if (normalise > 0.0f) - { - normalise = (dist + proj) / normalise; - - normalise *= normalise; - lum *= (((RwReal) 1) - normalise); - } - -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFSOFTSPOT - CAMVERTADDRGBA(1, 1, 1, 0); - } - } - } - - /* Next */ - OBJCAMVERTINC(); - } - } - - else - { - RwReal scale = 255.0f * surfaceProps->diffuse; - - while (numVert--) - { - RwV3d vertToLight, objVertex, objNormal; - RwReal dot; - - OBJVERTGETPOS(&objVertex); - OBJVERTGETNORMAL(&objNormal); - - /* Find the squared distance from light point to vertex */ - RwV3dSub(&vertToLight, &lightPos, &objVertex); - - /* Ensure that this vertex is facing the light source */ - dot = RwV3dDotProduct(&vertToLight, &objNormal); - if (dot > 0.0f) - { - RwReal dist2; - - /* Ensure vertex lies within the light's radius */ - dist2 = RwV3dDotProduct(&vertToLight, &vertToLight); - if (dist2 < radSquared) - { - RwReal dist; - RwReal compare; - RwReal proj; - - rwSqrt(&dist, dist2); - compare = dist * light->minusCosAngle; - proj = RwV3dDotProduct(&vertToLight, &at); - - if (proj < compare) - { - - RwReal lum; - RwReal normalise; - RwReal recipDist; - - /* Get the real distance from the light - * to the vertex (not squared) */ - recipDist = - (dist > 0.0f) ? (((RwReal) 1) / dist) : 0.0f; - - /* This model is the same as the point source - * inside the cone, zero outside the cone */ - lum = scale * dot * (recipDist - recipRad); - - /* It has an extra term for quadratic falloff - * across the cone though */ - /* It has an extra term for quadratic falloff - * across the cone though */ - normalise = (dist + compare); - RWASSERT(normalise >= 0.0f); - if (normalise > 0.0f) - { - normalise = (dist + proj) / normalise; - - normalise *= normalise; - lum *= (((RwReal) 1) - normalise); - - } - /* Introduce the light colours as a - * scaling factor for luminance */ -#undef FALLOFFCALC -#define FALLOFFCALC FALLOFFSOFTSPOT - CAMVERTADDRGBA(light->color.red, - light->color.green, - light->color.blue, 0); - } - } - } - - /* Next */ - OBJCAMVERTINC(); - } - } - - RWRETURNVOID(); -} |