lookathil.c
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/**************************************************************************
* *
* 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* unpublished proprietary information of Silicon Graphics, Inc., and *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);
}