88 lines
2.2 KiB
C
88 lines
2.2 KiB
C
#include <stdio.h>
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#include <stdint.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include <limits.h>
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#include "private.h"
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#include "platform.h"
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#define TNL_FX_LIGHTING 0x01
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#define TNL_FX_TEXTURE 0x02
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#define TNL_FX_COLOR 0x04
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static int TNL_EFFECTS;
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#define ITERATE(count) \
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GLuint i = count; \
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while(i--)
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void _glTnlLoadMatrix(void) {
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/* If we're lighting, then we need to do some work in
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* eye-space, so we only transform vertices by the modelview
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* matrix, and then later multiply by projection.
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*
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* If we're not doing lighting though we can optimise by taking
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* vertices straight to clip-space */
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if(TNL_EFFECTS & TNL_FX_LIGHTING) {
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_glMatrixLoadModelView();
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} else {
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_glMatrixLoadModelViewProjection();
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}
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}
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static void transformVertices(SubmissionTarget* target) {
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TRACE();
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/* Perform modelview transform, storing W */
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Vertex* it = _glSubmissionTargetStart(target);
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uint32_t count = target->count;
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ITERATE(count) {
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TransformVertex(it->xyz[0], it->xyz[1], it->xyz[2], it->w,
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it->xyz, &it->w);
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it++;
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}
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}
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static void mat_transform_normal3(VertexExtra* extra, const uint32_t count) {
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ITERATE(count) {
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TransformNormalNoMod(extra->nxyz, extra->nxyz);
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extra++;
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}
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}
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static void lightingEffect(SubmissionTarget* target) {
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/* Perform lighting calculations and manipulate the colour */
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Vertex* vertex = _glSubmissionTargetStart(target);
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VertexExtra* extra = aligned_vector_at(target->extras, 0);
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_glMatrixLoadNormal();
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mat_transform_normal3(extra, target->count);
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_glPerformLighting(vertex, extra, target->count);
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}
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void _glTnlUpdateLighting(void) {
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if (_glIsLightingEnabled()) {
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TNL_EFFECTS |= TNL_FX_LIGHTING;
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} else {
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TNL_EFFECTS &= ~TNL_FX_LIGHTING;
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}
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}
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void _glTnlApplyEffects(SubmissionTarget* target) {
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if (!TNL_EFFECTS) return;
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if (TNL_EFFECTS & TNL_FX_LIGHTING)
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lightingEffect(target);
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if (TNL_EFFECTS & TNL_FX_LIGHTING) {
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/* OK eye-space work done, now move into clip space */
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_glMatrixLoadProjection();
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transformVertices(target);
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}
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}
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