GLdc/GL/lighting.c

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#include <stdio.h>
#include <string.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 _MIN(x, y) (x < y) ? x : y
/* Lighting will not be calculated if the attenuation
* multiplier ends up less than this value */
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#define ATTENUATION_THRESHOLD 100.0f
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void _glPrecalcLightingValues(GLuint mask) {
/* Pre-calculate lighting values */
GLshort i;
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Material* material = _glActiveMaterial();
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if(mask & AMBIENT_MASK) {
for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
LightSource* light = _glLightAt(i);
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light->ambientMaterial[0] = light->ambient[0] * material->ambient[0];
light->ambientMaterial[1] = light->ambient[1] * material->ambient[1];
light->ambientMaterial[2] = light->ambient[2] * material->ambient[2];
light->ambientMaterial[3] = light->ambient[3] * material->ambient[3];
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}
}
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if(mask & DIFFUSE_MASK) {
for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
LightSource* light = _glLightAt(i);
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light->diffuseMaterial[0] = light->diffuse[0] * material->diffuse[0];
light->diffuseMaterial[1] = light->diffuse[1] * material->diffuse[1];
light->diffuseMaterial[2] = light->diffuse[2] * material->diffuse[2];
light->diffuseMaterial[3] = light->diffuse[3] * material->diffuse[3];
}
}
if(mask & SPECULAR_MASK) {
for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
LightSource* light = _glLightAt(i);
light->specularMaterial[0] = light->specular[0] * material->specular[0];
light->specularMaterial[1] = light->specular[1] * material->specular[1];
light->specularMaterial[2] = light->specular[2] * material->specular[2];
light->specularMaterial[3] = light->specular[3] * material->specular[3];
}
}
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/* If ambient or emission are updated, we need to update
* the base colour. */
if((mask & AMBIENT_MASK) || (mask & EMISSION_MASK) || (mask & SCENE_AMBIENT_MASK)) {
GLfloat* scene_ambient = _glLightModelSceneAmbient();
material->baseColour[0] = MATH_fmac(scene_ambient[0], material->ambient[0], material->emissive[0]);
material->baseColour[1] = MATH_fmac(scene_ambient[1], material->ambient[1], material->emissive[1]);
material->baseColour[2] = MATH_fmac(scene_ambient[2], material->ambient[2], material->emissive[2]);
material->baseColour[3] = MATH_fmac(scene_ambient[3], material->ambient[3], material->emissive[3]);
}
}
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void _glInitLights() {
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Material* material = _glActiveMaterial();
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static GLfloat ONE [] = {1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat ZERO [] = {0.0f, 0.0f, 0.0f, 1.0f};
static GLfloat PARTIAL [] = {0.2f, 0.2f, 0.2f, 1.0f};
static GLfloat MOSTLY [] = {0.8f, 0.8f, 0.8f, 1.0f};
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memcpy(material->ambient, PARTIAL, sizeof(GLfloat) * 4);
memcpy(material->diffuse, MOSTLY, sizeof(GLfloat) * 4);
memcpy(material->specular, ZERO, sizeof(GLfloat) * 4);
memcpy(material->emissive, ZERO, sizeof(GLfloat) * 4);
material->exponent = 0.0f;
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GLubyte i;
for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
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LightSource* light = _glLightAt(i);
memcpy(light->ambient, ZERO, sizeof(GLfloat) * 4);
memcpy(light->diffuse, ONE, sizeof(GLfloat) * 4);
memcpy(light->specular, ONE, sizeof(GLfloat) * 4);
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if(i > 0) {
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memcpy(light->diffuse, ZERO, sizeof(GLfloat) * 4);
memcpy(light->specular, ZERO, sizeof(GLfloat) * 4);
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}
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light->position[0] = light->position[1] = light->position[3] = 0.0f;
light->position[2] = 1.0f;
light->isDirectional = GL_TRUE;
light->isEnabled = GL_FALSE;
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light->spot_direction[0] = light->spot_direction[1] = 0.0f;
light->spot_direction[2] = -1.0f;
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light->spot_exponent = 0.0f;
light->spot_cutoff = 180.0f;
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light->constant_attenuation = 1.0f;
light->linear_attenuation = 0.0f;
light->quadratic_attenuation = 0.0f;
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}
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_glPrecalcLightingValues(~0);
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_glRecalcEnabledLights();
}
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void APIENTRY glLightModelf(GLenum pname, const GLfloat param) {
glLightModelfv(pname, &param);
}
void APIENTRY glLightModeli(GLenum pname, const GLint param) {
glLightModeliv(pname, &param);
}
void APIENTRY glLightModelfv(GLenum pname, const GLfloat *params) {
switch(pname) {
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case GL_LIGHT_MODEL_AMBIENT: {
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if(memcmp(_glGetLightModelSceneAmbient(), params, sizeof(float) * 4) != 0) {
_glSetLightModelSceneAmbient(params);
_glPrecalcLightingValues(SCENE_AMBIENT_MASK);
}
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} break;
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case GL_LIGHT_MODEL_LOCAL_VIEWER:
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_glSetLightModelViewerInEyeCoordinates((*params) ? GL_TRUE : GL_FALSE);
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break;
case GL_LIGHT_MODEL_TWO_SIDE:
/* Not implemented */
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
}
}
void APIENTRY glLightModeliv(GLenum pname, const GLint* params) {
switch(pname) {
case GL_LIGHT_MODEL_COLOR_CONTROL:
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_glSetLightModelColorControl(*params);
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break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
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_glSetLightModelViewerInEyeCoordinates((*params) ? GL_TRUE : GL_FALSE);
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break;
default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
}
}
void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
GLubyte idx = light & 0xF;
if(idx >= MAX_GLDC_LIGHTS) {
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_glKosThrowError(GL_INVALID_VALUE, __func__);
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return;
}
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GLuint mask = (pname == GL_AMBIENT) ? AMBIENT_MASK :
(pname == GL_DIFFUSE) ? DIFFUSE_MASK :
(pname == GL_SPECULAR) ? SPECULAR_MASK : 0;
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LightSource* l = _glLightAt(idx);
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GLboolean rebuild = GL_FALSE;
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switch(pname) {
case GL_AMBIENT:
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rebuild = memcmp(l->ambient, params, sizeof(GLfloat) * 4) != 0;
if(rebuild) {
memcpy(l->ambient, params, sizeof(GLfloat) * 4);
}
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break;
case GL_DIFFUSE:
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rebuild = memcmp(l->diffuse, params, sizeof(GLfloat) * 4) != 0;
if(rebuild) {
memcpy(l->diffuse, params, sizeof(GLfloat) * 4);
}
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break;
case GL_SPECULAR:
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rebuild = memcmp(l->specular, params, sizeof(GLfloat) * 4) != 0;
if(rebuild) {
memcpy(l->specular, params, sizeof(GLfloat) * 4);
}
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break;
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case GL_POSITION: {
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memcpy(l->position, params, sizeof(GLfloat) * 4);
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l->isDirectional = params[3] == 0.0f;
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if(l->isDirectional) {
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//FIXME: Do we need to rotate directional lights?
} else {
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_glMatrixLoadModelView();
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TransformVec3(l->position);
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}
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}
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break;
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case GL_SPOT_DIRECTION: {
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l->spot_direction[0] = params[0];
l->spot_direction[1] = params[1];
l->spot_direction[2] = params[2];
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} break;
case GL_CONSTANT_ATTENUATION:
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case GL_LINEAR_ATTENUATION:
case GL_QUADRATIC_ATTENUATION:
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case GL_SPOT_CUTOFF:
case GL_SPOT_EXPONENT:
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glLightf(light, pname, *params);
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break;
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default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
return;
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}
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if(rebuild) {
_glPrecalcLightingValues(mask);
}
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}
void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param) {
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GLubyte idx = light & 0xF;
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if(idx >= MAX_GLDC_LIGHTS) {
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_glKosThrowError(GL_INVALID_VALUE, __func__);
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return;
}
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LightSource* l = _glLightAt(idx);
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switch(pname) {
case GL_CONSTANT_ATTENUATION:
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l->constant_attenuation = param;
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break;
case GL_LINEAR_ATTENUATION:
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l->linear_attenuation = param;
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break;
case GL_QUADRATIC_ATTENUATION:
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l->quadratic_attenuation = param;
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break;
case GL_SPOT_EXPONENT:
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l->spot_exponent = param;
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break;
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case GL_SPOT_CUTOFF:
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l->spot_cutoff = param;
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break;
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default:
_glKosThrowError(GL_INVALID_ENUM, __func__);
}
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}
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void APIENTRY glMaterialf(GLenum face, GLenum pname, const GLfloat param) {
if(face == GL_BACK || pname != GL_SHININESS) {
_glKosThrowError(GL_INVALID_ENUM, __func__);
return;
}
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_glActiveMaterial()->exponent = _MIN(param, 128); /* 128 is the max according to the GL spec */
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}
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void APIENTRY glMateriali(GLenum face, GLenum pname, const GLint param) {
glMaterialf(face, pname, param);
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}
void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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if(face == GL_BACK) {
_glKosThrowError(GL_INVALID_ENUM, __func__);
return;
}
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Material* material = _glActiveMaterial();
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GLboolean rebuild = GL_FALSE;
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switch(pname) {
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case GL_SHININESS:
glMaterialf(face, pname, *params);
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rebuild = GL_TRUE;
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break;
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case GL_AMBIENT: {
if(memcmp(material->ambient, params, sizeof(float) * 4) != 0) {
vec4cpy(material->ambient, params);
rebuild = GL_TRUE;
}
} break;
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case GL_DIFFUSE:
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if(memcmp(material->diffuse, params, sizeof(float) * 4) != 0) {
vec4cpy(material->diffuse, params);
rebuild = GL_TRUE;
}
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break;
case GL_SPECULAR:
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if(memcmp(material->specular, params, sizeof(float) * 4) != 0) {
vec4cpy(material->specular, params);
rebuild = GL_TRUE;
}
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break;
case GL_EMISSION:
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if(memcmp(material->emissive, params, sizeof(float) * 4) != 0) {
vec4cpy(material->emissive, params);
rebuild = GL_TRUE;
}
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break;
case GL_AMBIENT_AND_DIFFUSE: {
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rebuild = (
memcmp(material->ambient, params, sizeof(float) * 4) != 0 ||
memcmp(material->diffuse, params, sizeof(float) * 4) != 0
);
if(rebuild) {
vec4cpy(material->ambient, params);
vec4cpy(material->diffuse, params);
}
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} break;
case GL_COLOR_INDEXES:
default: {
_glKosThrowError(GL_INVALID_ENUM, __func__);
return;
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}
}
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if(rebuild) {
GLuint updateMask = (pname == GL_AMBIENT) ? AMBIENT_MASK:
(pname == GL_DIFFUSE) ? DIFFUSE_MASK:
(pname == GL_SPECULAR) ? SPECULAR_MASK:
(pname == GL_EMISSION) ? EMISSION_MASK:
(pname == GL_AMBIENT_AND_DIFFUSE) ? AMBIENT_MASK | DIFFUSE_MASK : 0;
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_glPrecalcLightingValues(updateMask);
}
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}
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void APIENTRY glColorMaterial(GLenum face, GLenum mode) {
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if(face != GL_FRONT_AND_BACK) {
_glKosThrowError(GL_INVALID_ENUM, __func__);
return;
}
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GLint validModes[] = {GL_AMBIENT, GL_DIFFUSE, GL_AMBIENT_AND_DIFFUSE, GL_EMISSION, GL_SPECULAR, 0};
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if(_glCheckValidEnum(mode, validModes, __func__) != 0) {
return;
}
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GLenum mask = (mode == GL_AMBIENT) ? AMBIENT_MASK:
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(mode == GL_DIFFUSE) ? DIFFUSE_MASK:
(mode == GL_AMBIENT_AND_DIFFUSE) ? AMBIENT_MASK | DIFFUSE_MASK:
(mode == GL_EMISSION) ? EMISSION_MASK : SPECULAR_MASK;
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_glSetColorMaterialMask(mask);
_glSetColorMaterialMode(mode);
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}
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GL_FORCE_INLINE void bgra_to_float(const uint8_t* input, GLfloat* output) {
static const float scale = 1.0f / 255.0f;
output[0] = ((float) input[R8IDX]) * scale;
output[1] = ((float) input[G8IDX]) * scale;
output[2] = ((float) input[B8IDX]) * scale;
output[3] = ((float) input[A8IDX]) * scale;
}
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void _glUpdateColourMaterialA(const GLubyte* argb) {
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Material* material = _glActiveMaterial();
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float colour[4];
bgra_to_float(argb, colour);
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vec4cpy(material->ambient, colour);
GLenum mask = _glColorMaterialMode();
_glPrecalcLightingValues(mask);
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}
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void _glUpdateColourMaterialD(const GLubyte* argb) {
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Material* material = _glActiveMaterial();
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float colour[4];
bgra_to_float(argb, colour);
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vec4cpy(material->diffuse, colour);
GLenum mask = _glColorMaterialMode();
_glPrecalcLightingValues(mask);
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}
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void _glUpdateColourMaterialE(const GLubyte* argb) {
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Material* material = _glActiveMaterial();
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float colour[4];
bgra_to_float(argb, colour);
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vec4cpy(material->emissive, colour);
GLenum mask = _glColorMaterialMode();
_glPrecalcLightingValues(mask);
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}
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void _glUpdateColourMaterialAD(const GLubyte* argb) {
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Material* material = _glActiveMaterial();
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float colour[4];
bgra_to_float(argb, colour);
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vec4cpy(material->ambient, colour);
vec4cpy(material->diffuse, colour);
GLenum mask = _glColorMaterialMode();
_glPrecalcLightingValues(mask);
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}
GL_FORCE_INLINE GLboolean isDiffuseColorMaterial() {
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GLenum mode = _glColorMaterialMode();
return (
mode == GL_DIFFUSE ||
mode == GL_AMBIENT_AND_DIFFUSE
);
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}
GL_FORCE_INLINE GLboolean isAmbientColorMaterial() {
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GLenum mode = _glColorMaterialMode();
return (
mode == GL_AMBIENT ||
mode == GL_AMBIENT_AND_DIFFUSE
);
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}
GL_FORCE_INLINE GLboolean isSpecularColorMaterial() {
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GLenum mode = _glColorMaterialMode();
return (mode == GL_SPECULAR);
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}
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/*
* Implementation from here (MIT):
* https://github.com/appleseedhq/appleseed/blob/master/src/appleseed/foundation/math/fastmath.h
*/
GL_FORCE_INLINE float faster_pow2(const float p) {
// Underflow of exponential is common practice in numerical routines, so handle it here.
const float clipp = p < -126.0f ? -126.0f : p;
const union { uint32_t i; float f; } v =
{
(uint32_t) ((1 << 23) * (clipp + 126.94269504f))
};
return v.f;
}
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GL_FORCE_INLINE float faster_log2(const float x) {
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gl_assert(x >= 0.0f);
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const union { float f; uint32_t i; } vx = { x };
const float y = (float) (vx.i) * 1.1920928955078125e-7f;
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return y - 126.94269504f;
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}
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GL_FORCE_INLINE float faster_pow(const float x, const float p) {
return faster_pow2(p * faster_log2(x));
}
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GL_FORCE_INLINE void _glLightVertexDirectional(
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float* final, uint8_t lid,
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float LdotN, float NdotH) {
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Material* material = _glActiveMaterial();
LightSource* light = _glLightAt(lid);
float FI = (material->exponent) ?
faster_pow((LdotN != 0.0f) * NdotH, material->exponent) : 1.0f;
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#define _PROCESS_COMPONENT(X) \
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final[X] += (LdotN * light->diffuseMaterial[X] + light->ambientMaterial[X]) \
+ (FI * light->specularMaterial[X]); \
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_PROCESS_COMPONENT(0);
_PROCESS_COMPONENT(1);
_PROCESS_COMPONENT(2);
#undef _PROCESS_COMPONENT
}
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GL_FORCE_INLINE void _glLightVertexPoint(
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float* final, uint8_t lid,
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float LdotN, float NdotH, float att) {
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Material* material = _glActiveMaterial();
LightSource* light = _glLightAt(lid);
float FI = (material->exponent) ?
faster_pow((LdotN != 0.0f) * NdotH, material->exponent) : 1.0f;
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#define _PROCESS_COMPONENT(X) \
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final[X] += ((LdotN * light->diffuseMaterial[X] + light->ambientMaterial[X]) \
+ (FI * light->specularMaterial[X])) * att; \
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_PROCESS_COMPONENT(0);
_PROCESS_COMPONENT(1);
_PROCESS_COMPONENT(2);
#undef _PROCESS_COMPONENT
}
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void _glPerformLighting(Vertex* vertices, EyeSpaceData* es, const uint32_t count) {
GLubyte i;
GLuint j;
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Material* material = _glActiveMaterial();
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Vertex* vertex = vertices;
EyeSpaceData* data = es;
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/* Calculate the colour material function once */
void (*updateColourMaterial)(const GLubyte*) = NULL;
if(_glIsColorMaterialEnabled()) {
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GLenum mode = _glColorMaterialMode();
switch(mode) {
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case GL_AMBIENT:
updateColourMaterial = _glUpdateColourMaterialA;
break;
case GL_DIFFUSE:
updateColourMaterial = _glUpdateColourMaterialD;
break;
case GL_EMISSION:
updateColourMaterial = _glUpdateColourMaterialE;
break;
case GL_AMBIENT_AND_DIFFUSE:
updateColourMaterial = _glUpdateColourMaterialAD;
break;
}
}
/* Calculate the ambient lighting and set up colour material */
for(j = 0; j < count; ++j, ++vertex, ++data) {
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if(updateColourMaterial) {
updateColourMaterial(vertex->bgra);
}
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/* Copy the base colour across */
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vec4cpy(data->finalColour, material->baseColour);
}
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if(!_glEnabledLightCount()) {
return;
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}
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vertex = vertices;
data = es;
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for(j = 0; j < count; ++j, ++vertex, ++data) {
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/* Direction to vertex in eye space */
float Vx = -vertex->xyz[0];
float Vy = -vertex->xyz[1];
float Vz = -vertex->xyz[2];
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VEC3_NORMALIZE(Vx, Vy, Vz);
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const float Nx = data->n[0];
const float Ny = data->n[1];
const float Nz = data->n[2];
for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
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LightSource* light = _glLightAt(i);
if(!light->isEnabled) {
continue;
}
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float Lx = light->position[0] - vertex->xyz[0];
float Ly = light->position[1] - vertex->xyz[1];
float Lz = light->position[2] - vertex->xyz[2];
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if(light->isDirectional) {
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float Hx = (Lx + 0);
float Hy = (Ly + 0);
float Hz = (Lz + 1);
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VEC3_NORMALIZE(Lx, Ly, Lz);
VEC3_NORMALIZE(Hx, Hy, Hz);
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float LdotN, NdotH;
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VEC3_DOT(
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Nx, Ny, Nz, Lx, Ly, Lz, LdotN
);
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VEC3_DOT(
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Nx, Ny, Nz, Hx, Hy, Hz, NdotH
);
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if(LdotN < 0.0f) LdotN = 0.0f;
if(NdotH < 0.0f) NdotH = 0.0f;
_glLightVertexDirectional(
data->finalColour,
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i, LdotN, NdotH
);
} else {
float D;
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VEC3_LENGTH(Lx, Ly, Lz, D);
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float att = (
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light->constant_attenuation + (
light->linear_attenuation * D
) + (light->quadratic_attenuation * D * D)
);
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/* Anything over the attenuation threshold will
* be a tiny value after inversion (< 0.01f) so
* let's just skip the lighting at that point */
if(att < ATTENUATION_THRESHOLD) {
att = MATH_Fast_Invert(att);
float Hx = (Lx + Vx);
float Hy = (Ly + Vy);
float Hz = (Lz + Vz);
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VEC3_NORMALIZE(Lx, Ly, Lz);
VEC3_NORMALIZE(Hx, Hy, Hz);
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float LdotN, NdotH;
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VEC3_DOT(
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Nx, Ny, Nz, Lx, Ly, Lz, LdotN
);
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VEC3_DOT(
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Nx, Ny, Nz, Hx, Hy, Hz, NdotH
);
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if(LdotN < 0.0f) LdotN = 0.0f;
if(NdotH < 0.0f) NdotH = 0.0f;
_glLightVertexPoint(
data->finalColour,
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i, LdotN, NdotH, att
);
}
}
}
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vertex->bgra[R8IDX] = clamp(data->finalColour[0] * 255.0f, 0, 255);
vertex->bgra[G8IDX] = clamp(data->finalColour[1] * 255.0f, 0, 255);
vertex->bgra[B8IDX] = clamp(data->finalColour[2] * 255.0f, 0, 255);
vertex->bgra[A8IDX] = clamp(data->finalColour[3] * 255.0f, 0, 255);
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}
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}
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#undef LIGHT_COMPONENT