blob: dffee540e5da1da1c5e54d0438c902629718a9f6 [file] [log] [blame]
XXX - not done yet
Name
SGIX_fragment_lighting_space
Name Strings
GL_SGIX_fragment_lighting_space
Version
$Date: 1998/05/12 23:52:07 $ $Revision: 1.14 $
Number
118
Dependencies
EXT_fragment_lighting is required.
EXT_coordinate_frame is required.
Overview
This extension specifies that the fragment lighting vectors including
the view vector, light vectors, halfangle vectors and
spotlight direction vectors, be transformed into either eye-space,
object-space or tangent-space on a per-vertex basis.
The default is eye-space.
Combined with the ability to take a normal vector from texture memory,
as specified by the SGIX_light_texture extension,
the ability to transform other shading vectors to the same space
as the normal vector allows advanced shading effects such as
bump mapping to be realized.
The tangent-space transform uses the per-vertex tangent and binormal
vector introduced by the EXT_coordinate_frame extension.
Issues
* A suggestion for a different way to attack this is to introduce the
concept of a per-vertex matrix which is applied to lighting vectors.
Coupled with a new matrix-gen function, we could generate the necessary
per-vertex matrices.
* Are we really dependent upon fragment light?
Theoretically, no, but doing lighting in a space other than
eye-space doesn't help one much unless we can do something
like get normal vectors from texture.
For that reason it doesn't seem to make sense to burden per-vertex
lighting with this generality.
* If we are dependent upon fragment light are we not also dependent
upon SGIX_light_texture?
It would seem to make little sense to implement light_space and not
light texture because the combination of the two of them is what
makes bump mapping possible. But since there is nothing gained by
making light_space dependent upon light_texture we won't make it
dependent upon light_texture
New Procedures and Functions
FragmentLightSpaceSGIX(enum space);
New Tokens
Accepted by the <space> parameter of FragmentLightSpaceSGIX:
EYE_SPACE_SGIX 0x8436
TANGENT_SPACE_SGIX 0x8437
OBJECT_SPACE_SGIX 0x8438
Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
GetFloatv, and GetDoublev:
FRAGMENT_LIGHT_SPACE_SGIX 0x843D
Additions to Chapter 2 of the 1.0 Specification (OpenGL Operation)
The fragment_light.spec section 3.9.2 Lighting Operation is amended:
If FragmentLightSpaceSGIX specifies
EYE_SPACE_SGIX <default>
then calculations are carried out in eye space.
If FragmentLightSpaceSGIX specifies
TANGENT_SPACE_SGIX
then calculations are carried out in tangent space by
constructing an orthonormal basis from the per-vertex tangent,
binormal and normal vectors and using that matrix to transform
eye-space shading vectors into tangent space on a
per-vertex basis. The vectors are normalized before being passed
to the rasterization stage where the fragment lighting calculations
are performed.
The matrix is constructed as follows:
if NORMALIZE is enabled,
b = cross(normal,tangent);
t = cross(b,n);
t = normalize(t);
b = normalize(b);
n = normalize(normal);
else
t = tangent
b = binormal
n = normal
the matrix
M = ( t - - )
( b - - )
( n - - )
maps (1,0,0) to t,
(0,1,0) to b,
(0,0,1) to n.
Because it is an orthogonal matrix, its inverse is its transpose:
Mi = ( t b n )
( | | | )
( | | | )
and maps t to (1,0,0),
b to (0,1,0),
n to (0,0,1), ie, maps vectors to tangent space.
Any shading vectors required by the fragment lighting rasterization
stages, which could include the view vector V, light vector VPli,
halfangle vector hi and spotlight direction vector, sdli,
are first computed in eye space on a per-vertex basis and then
transformed by Mi to the tangent space shading vectors, Vts, Ltsi, Htsi, sdltsi.
if FragmentLightSpaceSGIX specifies
OBJECT_SPACE_SGIX
then fragment lighting calculations can be carried out in object space
by transforming the eye-space shading vectors by the
inverse of the current modelview matrix and subsequently normalizing
them.
Additions to Chapter 3 of the 1.0 Specification (Rasterization)
None
Additions to Chapter 4 of the 1.0 Specification (Per-Fragment Operations
and the Frame Buffer)
None
Additions to Chapter 5 of the 1.0 Specification (Special Functions)
None
Additions to Chapter 6 of the 1.0 Specification (State and State Requests)
tables are extended with state values from New State section
Additions to the GLX Specification
None
GLX Protocol
XXX - not yet complete
Errors
INVALID_ENUM is generated if FragmentLightSpaceSGIX parameter
<space> is not EYE_SPACE_SGIX, OBJECT_SPACE_SGIX, or TANGENT_SPACE_SGIX.
INVALID_OPERATION is generated if FragmentLightSpaceSGIX is called
between the execution of Begin and the corresponding execution of End.
New State
Get Value Get Command Type Initial Value Attribute
--------- ----------- ---- ------------- ---------
FRAGMENT_LIGHT_SPACE_SGIX GetIntegerv Z3 EYE_SPACE_SGIX lighting/enable
New Implementation Dependent State
None