lookathil.c 4.55 KB
/**************************************************************************
 *									  *
 *		 Copyright (C) 1994, Silicon Graphics, Inc.		  *
 *									  *
 *  These coded instructions, statements, and computer programs  contain  *
 *  unpublished  proprietary  information of Silicon Graphics, Inc., and  *
 *  are protected by Federal copyright law.  They  may  not be disclosed  *
 *  to  third  parties  or copied or duplicated in any form, in whole or  *
 *  in part, without the prior written consent of Silicon Graphics, Inc.  *
 *									  *
 **************************************************************************/

#include "guint.h"


void guLookAtHiliteF(float mf[4][4], LookAt *l, Hilite *h, 
		float xEye, float yEye, float zEye,
		float xAt,  float yAt,  float zAt,
		float xUp,  float yUp,  float zUp,
		float xl1,  float yl1,  float zl1,   /* light 1 direction */
		float xl2,  float yl2,  float zl2,   /* light 2 direction */
		int twidth, int theight)	     /* highlight txtr size*/
{
	float	len, xLook, yLook, zLook, xRight, yRight, zRight;
	float	xHilite, yHilite, zHilite;

	guMtxIdentF(mf);

	xLook = xAt - xEye;
	yLook = yAt - yEye;
	zLook = zAt - zEye;

	/* Negate because positive Z is behind us: */
	len = -1.0 / sqrtf (xLook*xLook + yLook*yLook + zLook*zLook);
	xLook *= len;
	yLook *= len;
	zLook *= len;

	/* Right = Up x Look */

	xRight = yUp * zLook - zUp * yLook;
	yRight = zUp * xLook - xUp * zLook;
	zRight = xUp * yLook - yUp * xLook;
	len = 1.0 / sqrtf (xRight*xRight + yRight*yRight + zRight*zRight);
	xRight *= len;
	yRight *= len;
	zRight *= len;

	/* Up = Look x Right */

	xUp = yLook * zRight - zLook * yRight;
	yUp = zLook * xRight - xLook * zRight;
	zUp = xLook * yRight - yLook * xRight;
	len = 1.0 / sqrtf (xUp*xUp + yUp*yUp + zUp*zUp);
	xUp *= len;
	yUp *= len;
	zUp *= len;

	/* hilite vectors */

	len = 1.0 / sqrtf (xl1*xl1 + yl1*yl1 + zl1*zl1);
	xl1 *= len;
	yl1 *= len;
	zl1 *= len;

#define THRESH2 0.1
	xHilite = xl1 + xLook;
	yHilite = yl1 + yLook;
	zHilite = zl1 + zLook;

	len = sqrtf (xHilite*xHilite + yHilite*yHilite + zHilite*zHilite);

	if (len>THRESH2) 
	    {
		len = 1.0 / len;
		xHilite *= len;
		yHilite *= len;
		zHilite *= len;
		
		h->h.x1 = 
		    twidth*4 + (xHilite*xRight + 
				yHilite*yRight + 
				zHilite*zRight)*twidth*2;
		
		h->h.y1 = 
		    theight*4 + (xHilite*xUp + 
				 yHilite*yUp + 
				 zHilite*zUp)*theight*2;
	    } 
	else 
	    {
		h->h.x1 = twidth*2;
		h->h.y1 = theight*2;
	    }

	len = 1.0 / sqrtf (xl2*xl2 + yl2*yl2 + zl2*zl2);
	xl2 *= len;
	yl2 *= len;
	zl2 *= len;

	xHilite = xl2 + xLook;
	yHilite = yl2 + yLook;
	zHilite = zl2 + zLook;
	len = sqrtf (xHilite*xHilite + yHilite*yHilite + zHilite*zHilite);
	if (len>THRESH2) 
	    {
		len = 1.0 / len;
		xHilite *= len;
		yHilite *= len;
		zHilite *= len;

		h->h.x2 = twidth*4 +
		    (xHilite*xRight + yHilite*yRight + zHilite*zRight)*twidth*2;

		h->h.y2 = theight*4 +
		    (xHilite*xUp + yHilite*yUp + zHilite*zUp)*theight*2;
	    } 
	else 
	    {
		h->h.x2 = twidth*2;
		h->h.y2 = theight*2;
	    }

	/* reflectance vectors = Up and Right */

	l->l[0].l.dir[0] = FTOFRAC8(xRight);
	l->l[0].l.dir[1] = FTOFRAC8(yRight);
	l->l[0].l.dir[2] = FTOFRAC8(zRight);
	l->l[1].l.dir[0] = FTOFRAC8(xUp);
	l->l[1].l.dir[1] = FTOFRAC8(yUp);
	l->l[1].l.dir[2] = FTOFRAC8(zUp);
	l->l[0].l.col[0] = 0x00;
	l->l[0].l.col[1] = 0x00;
	l->l[0].l.col[2] = 0x00;
	l->l[0].l.pad1 = 0x00;
	l->l[0].l.colc[0] = 0x00;
	l->l[0].l.colc[1] = 0x00;
	l->l[0].l.colc[2] = 0x00;
	l->l[0].l.pad2 = 0x00;
	l->l[1].l.col[0] = 0x00;
	l->l[1].l.col[1] = 0x80;
	l->l[1].l.col[2] = 0x00;
	l->l[1].l.pad1 = 0x00;
	l->l[1].l.colc[0] = 0x00;
	l->l[1].l.colc[1] = 0x80;
	l->l[1].l.colc[2] = 0x00;
	l->l[1].l.pad2 = 0x00;

	mf[0][0] = xRight;
	mf[1][0] = yRight;
	mf[2][0] = zRight;
	mf[3][0] = -(xEye * xRight + yEye * yRight + zEye * zRight);

	mf[0][1] = xUp;
	mf[1][1] = yUp;
	mf[2][1] = zUp;
	mf[3][1] = -(xEye * xUp + yEye * yUp + zEye * zUp);

	mf[0][2] = xLook;
	mf[1][2] = yLook;
	mf[2][2] = zLook;
	mf[3][2] = -(xEye * xLook + yEye * yLook + zEye * zLook);

	mf[0][3] = 0;
	mf[1][3] = 0;
	mf[2][3] = 0;
	mf[3][3] = 1;
}

void guLookAtHilite (Mtx *m, LookAt *l, Hilite *h, 
		float xEye, float yEye, float zEye,
		float xAt,  float yAt,  float zAt,
		float xUp,  float yUp,  float zUp,
		float xl1,  float yl1,  float zl1,   /* light 1 direction */
		float xl2,  float yl2,  float zl2,   /* light 2 direction */
		int twidth, int theight)	     /* highlight txtr size*/
{
	Matrix	mf;

	guLookAtHiliteF(mf, l, h, xEye, yEye, zEye, xAt, yAt, zAt,
			xUp, yUp, zUp, xl1, yl1, zl1, xl2, yl2, zl2,
			twidth, theight);

	guMtxF2L(mf, m);
}