Restore support for glColormaterial

This commit is contained in:
Luke Benstead 2020-02-19 10:45:31 +00:00
parent a502f92ded
commit 59118cc07d

View File

@ -333,16 +333,20 @@ GL_FORCE_INLINE float vec3_dot_limited(
return (ret < 0) ? 0 : ret;
}
GL_FORCE_INLINE void _glLightVertexDirectional(uint8_t* final, int8_t lid, float LdotN, float NdotH) {
GL_FORCE_INLINE void _glLightVertexDirectional(
uint8_t* final, int8_t lid,
float LdotN, float NdotH,
const float* ambient, const float* diffuse, const float* specular) {
float F;
uint8_t FO;
float FI = (LdotN != 0.0f);
FI = (MATERIAL.exponent) ? FPOW(FI * NdotH, MATERIAL.exponent) : 1.0f;
#define _PROCESS_COMPONENT(T, X) \
F = (MATERIAL.ambient[X] * LIGHTS[lid].ambient[X]); \
F += (LdotN * MATERIAL.diffuse[X] * LIGHTS[lid].diffuse[X]); \
F += FI * MATERIAL.specular[X] * LIGHTS[lid].specular[X]; \
F = (ambient[X] * LIGHTS[lid].ambient[X]); \
F += (LdotN * diffuse[X] * LIGHTS[lid].diffuse[X]); \
F += FI * specular[X] * LIGHTS[lid].specular[X]; \
FO = (uint8_t) (_MIN(F * 255.0f, 255.0f)); \
final[T] += _MIN(FO, 255 - final[T]);
@ -353,16 +357,20 @@ GL_FORCE_INLINE void _glLightVertexDirectional(uint8_t* final, int8_t lid, float
#undef _PROCESS_COMPONENT
}
GL_FORCE_INLINE void _glLightVertexPoint(uint8_t* final, int8_t lid, float LdotN, float NdotH, float att) {
GL_FORCE_INLINE void _glLightVertexPoint(
uint8_t* final, int8_t lid,
float LdotN, float NdotH, float att,
const float* ambient, const float* diffuse, const float* specular) {
float F;
uint8_t FO;
float FI = (LdotN != 0.0f);
FI = (MATERIAL.exponent) ? FPOW(FI * NdotH, MATERIAL.exponent) : 1.0f;
#define _PROCESS_COMPONENT(T, X) \
F = (MATERIAL.ambient[X] * LIGHTS[lid].ambient[X]); \
F += (LdotN * MATERIAL.diffuse[X] * LIGHTS[lid].diffuse[X]); \
F += FI * MATERIAL.specular[X] * LIGHTS[lid].specular[X]; \
F = (ambient[X] * LIGHTS[lid].ambient[X]); \
F += (LdotN * diffuse[X] * LIGHTS[lid].diffuse[X]); \
F += FI * specular[X] * LIGHTS[lid].specular[X]; \
FO = (uint8_t) (_MIN(F * att * 255.0f, 255.0f)); \
\
final[T] += _MIN(FO, 255 - final[T]); \
@ -384,6 +392,15 @@ GL_FORCE_INLINE float MATH_fsrra(float x) {
return x;
}
GL_FORCE_INLINE void bgra_to_float(const uint8_t* input, GLfloat* output) {
const static 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;
}
void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t count) {
int8_t i;
int32_t j;
@ -392,15 +409,31 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
const EyeSpaceData* data = es;
float base;
/* This is the original vertex colour, before we replace it. It's
* used for colour material */
float vdiffuse[4];
unsigned char isCM = _glIsColorMaterialEnabled();
/* Update pointers as necessary depending on color material */
GLfloat* ambient = (isCM && isAmbientColorMaterial()) ? vdiffuse : MATERIAL.ambient;
GLfloat* diffuse = (isCM && isDiffuseColorMaterial()) ? vdiffuse : MATERIAL.diffuse;
GLfloat* specular = (isCM && isSpecularColorMaterial()) ? vdiffuse : MATERIAL.specular;
for(j = 0; j < count; ++j, ++vertex, ++data) {
/* Unpack the colour for use in glColorMaterial */
if(isCM) {
bgra_to_float(vertex->bgra, vdiffuse);
}
/* Initial, non-light related values */
base = (SCENE_AMBIENT[0] * MATERIAL.ambient[0]) + MATERIAL.emissive[0];
base = (SCENE_AMBIENT[0] * ambient[0]) + MATERIAL.emissive[0];
vertex->bgra[R8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
base = (SCENE_AMBIENT[1] * MATERIAL.ambient[1]) + MATERIAL.emissive[1];
base = (SCENE_AMBIENT[1] * ambient[1]) + MATERIAL.emissive[1];
vertex->bgra[G8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
base = (SCENE_AMBIENT[2] * MATERIAL.ambient[2]) + MATERIAL.emissive[2];
base = (SCENE_AMBIENT[2] * ambient[2]) + MATERIAL.emissive[2];
vertex->bgra[B8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
vertex->bgra[A8IDX] = (uint8_t)(_MIN(MATERIAL.diffuse[3] * 255.0f, 255.0f));
@ -439,7 +472,8 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
_glLightVertexDirectional(
vertex->bgra,
i, LdotN, NdotH
i, LdotN, NdotH,
ambient, diffuse, specular
);
} else {
float Lx = LIGHTS[i].position[0] - data->xyz[0];
@ -477,7 +511,8 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
_glLightVertexPoint(
vertex->bgra,
i, LdotN, NdotH, att
i, LdotN, NdotH, att,
ambient, diffuse, specular
);
}
}