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\documentclass{article}
\usepackage{axiom}
\begin{document}
\title{\$SPAD/src/graph/view3D illuminate3d.c}
\author{The Axiom Team}
\maketitle
\begin{abstract}
\end{abstract}
\eject
\tableofcontents
\eject
\section{License}
<<license>>=
/*
Copyright (c) 1991-2002, The Numerical ALgorithms Group Ltd.
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

    - Redistributions of source code must retain the above copyright
      notice, this list of conditions and the following disclaimer.

    - Redistributions in binary form must reproduce the above copyright
      notice, this list of conditions and the following disclaimer in
      the documentation and/or other materials provided with the
      distribution.

    - Neither the name of The Numerical ALgorithms Group Ltd. nor the
      names of its contributors may be used to endorse or promote products
      derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
@
<<*>>=
<<license>>

#define _ILLUMINATE3D_C
#include "axiom-c-macros.h"
#include "useproto.h"


#include <math.h>

#include "header.h"
#include "draw.h"

#include "all_3d.H1"

/***********************
 * void phong(pt,N)    *
 *                     *
 * a general routine   *
 * for determining the *
 * intensity values at *
 * a particular point  *
 * using the Phong     *
 * illumination model  *
 * with Phong shading  *
 ***********************/

float 
#ifdef _NO_PROTO
phong(pt,N)
  triple      pt;
  float       N[3];
#else
phong(triple pt,float N[3])
#endif
{
  float     dotLN, dotHN, H[3], E[3], P[3], NM[3], L[3];
  float     color, diffuse, specular;

  diffuse = 0.0;  specular = 0.0;

  /* renormalize average normal vector for the point */
  normalizeVector(N);
  /* temporary norm, in case the sign is switched */
  NM[0] = N[0];  NM[1] = N[1];  NM[2] = N[2];

  P[0] = pt.x;  P[1] = pt.y;  P[2] = pt.z;
  normalizeVector(P);

  /* vector from infinite light source */
  L[0] = viewport->lightVector[0];
  L[1] = viewport->lightVector[1];
  L[2] = viewport->lightVector[2];
  normalizeVector(L);

  /* vector from point to observers eye */
  normalizeVector(eyePoint);
  E[0] = 8.0*eyePoint[0] - P[0];
  E[1] = 8.0*eyePoint[1] - P[1];
  E[2] = 8.0*eyePoint[2] - P[2];
  normalizeVector(E);

  /*  light returned even if normal faces away from light source */
  dotLN = L[0]*NM[0] + L[1]*NM[1] + L[2]*NM[2];
  if (dotLN < 0.0) dotLN = -dotLN;
  diffuse = dotLN*lightIntensity;
  /* calculate specular highlight if surface faces light source */
  if (dotLN > 0.0) {
    H[0] = E[0] + L[0];
    H[1] = E[1] + L[1]; 
    H[2] = E[2] + L[2];
    normalizeVector(H);
    dotHN = NM[0]*H[0]+NM[1]*H[1]+NM[2]*H[2];
    if (dotHN < 0.0) dotHN = -dotHN;
    specular = pow((double)dotHN,coeff)*lightIntensity;
  } 

  /* return intensity value from 0.0 to 1.0 */
  color = Camb + diffuse*Cdiff + specular*Cspec;

  if (color > 1.0) color = 1.0;
  if (color < 0.0) color = 0.0;

  return(color);
}

int 
#ifdef _NO_PROTO
hueValue(val)
  float val;
#else
hueValue(float val)
#endif
{
  int hue;
    	
  hue = floor(absolute(val) * viewport->numberOfHues) + viewport->hueOffset;
  if (hue > 26) hue = 26;

  return hue;
}

int 
#ifdef _NO_PROTO
getHue(val)
  float val;
#else
getHue(float val)
#endif
{
  int hue;
    	
  hue = hueValue(val);
  if (hue < 11)
    hue *= 6;
  else
    if (hue > 10 && hue < 16)
      hue = hue*20 - 140;
    else 
      hue = hue*12 - 12;

  return hue;
}

/**** Conversion functions for different color models ****/

float 
#ifdef _NO_PROTO
Value(n1, n2, hue)
  float n1, n2, hue;
#else
Value(float n1, float n2, float hue)
#endif
{
  float v;

  if (hue > 360.0) hue -= 360.0;
  if (hue < 0.0) hue += 360.0;
  if (hue < 60.0) {
    v = n1 + (n2-n1)*hue/60.0;
  } else {
    if (hue < 180.0) { 
      v = n2; 
    } else {
      if (hue < 240.0) {
        v = n1 + (n2-n1)*(240.0-hue)/60.0;
      } else {
        v = n1;
      }
    }
  }
  return(v);
}


RGB
#ifdef _NO_PROTO
hlsTOrgb(h,l,s)
  float  h, l, s;
#else
hlsTOrgb(float h,float l,float s)
#endif
{
  RGB rgb;
  float m1, m2;

  if (l <= 0.5) { 
    m2 = l*(1.0+s); 
  }
  else {
    m2 = l+s-l*s;
  }
  m1 = 2.0*l-m2;
  rgb.r = Value(m1,m2,h+120.0);
  rgb.g = Value(m1,m2,h);
  rgb.b = Value(m1,m2,h-120.0);

  return(rgb);
}






@
\eject
\begin{thebibliography}{99}
\bibitem{1} nothing
\end{thebibliography}
\end{document}