Lighting optimisations
This commit is contained in:
parent
0a14db39a8
commit
814f228db9
234
GL/lighting.c
234
GL/lighting.c
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@ -18,9 +18,19 @@ static GLenum COLOR_CONTROL = GL_SINGLE_COLOR;
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static GLenum COLOR_MATERIAL_MODE = GL_AMBIENT_AND_DIFFUSE;
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#define AMBIENT_MASK 1
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#define DIFFUSE_MASK 2
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#define EMISSION_MASK 4
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#define SPECULAR_MASK 8
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#define SCENE_AMBIENT_MASK 16
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static GLenum COLOR_MATERIAL_MASK = AMBIENT_MASK | DIFFUSE_MASK;
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static LightSource LIGHTS[MAX_LIGHTS];
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static Material MATERIAL;
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GL_FORCE_INLINE void _glPrecalcLightingValues(GLuint mask);
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void _glInitLights() {
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static GLfloat ONE [] = {1.0f, 1.0f, 1.0f, 1.0f};
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static GLfloat ZERO [] = {0.0f, 0.0f, 0.0f, 1.0f};
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@ -46,6 +56,7 @@ void _glInitLights() {
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LIGHTS[i].position[0] = LIGHTS[i].position[1] = LIGHTS[i].position[3] = 0.0f;
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LIGHTS[i].position[2] = 1.0f;
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LIGHTS[i].isDirectional = GL_TRUE;
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LIGHTS[i].spot_direction[0] = LIGHTS[i].spot_direction[1] = 0.0f;
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LIGHTS[i].spot_direction[2] = -1.0f;
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@ -57,6 +68,43 @@ void _glInitLights() {
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LIGHTS[i].linear_attenuation = 0.0f;
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LIGHTS[i].quadratic_attenuation = 0.0f;
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}
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_glPrecalcLightingValues(~0);
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}
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GL_FORCE_INLINE void _glPrecalcLightingValues(GLuint mask) {
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float baseColour[4];
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/* Pre-calculate lighting values */
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GLubyte i, j;
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for(i = 0; i < MAX_LIGHTS; ++i) {
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/* Go through rgba */
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for(j = 0; j < 4; ++j) {
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if(mask & AMBIENT_MASK)
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LIGHTS[i].ambientMaterial[j] = LIGHTS[i].ambient[j] * MATERIAL.ambient[j];
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if(mask & DIFFUSE_MASK)
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LIGHTS[i].diffuseMaterial[j] = LIGHTS[i].diffuse[j] * MATERIAL.diffuse[j];
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if(mask & SPECULAR_MASK)
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LIGHTS[i].specularMaterial[j] = LIGHTS[i].specular[j] * MATERIAL.specular[j];
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}
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}
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/* If ambient or emission are updated, we need to update
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* the base colour. */
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if((mask & AMBIENT_MASK) || (mask & EMISSION_MASK) || (mask & SCENE_AMBIENT_MASK)) {
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baseColour[0] = MATH_fmac(SCENE_AMBIENT[0], MATERIAL.ambient[0], MATERIAL.emissive[0]);
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baseColour[1] = MATH_fmac(SCENE_AMBIENT[1], MATERIAL.ambient[1], MATERIAL.emissive[1]);
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baseColour[2] = MATH_fmac(SCENE_AMBIENT[2], MATERIAL.ambient[2], MATERIAL.emissive[2]);
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baseColour[3] = MATH_fmac(SCENE_AMBIENT[3], MATERIAL.ambient[3], MATERIAL.emissive[3]);
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MATERIAL.baseColour[R8IDX] = (uint8_t)(_MIN(baseColour[0] * 255.0f, 255.0f));
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MATERIAL.baseColour[G8IDX] = (uint8_t)(_MIN(baseColour[1] * 255.0f, 255.0f));
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MATERIAL.baseColour[B8IDX] = (uint8_t)(_MIN(baseColour[2] * 255.0f, 255.0f));
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MATERIAL.baseColour[A8IDX] = (uint8_t)(_MIN(baseColour[3] * 255.0f, 255.0f));
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}
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}
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void APIENTRY glLightModelf(GLenum pname, const GLfloat param) {
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@ -69,9 +117,10 @@ void APIENTRY glLightModeli(GLenum pname, const GLint param) {
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void APIENTRY glLightModelfv(GLenum pname, const GLfloat *params) {
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switch(pname) {
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case GL_LIGHT_MODEL_AMBIENT:
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case GL_LIGHT_MODEL_AMBIENT: {
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memcpy(SCENE_AMBIENT, params, sizeof(GLfloat) * 4);
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break;
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_glPrecalcLightingValues(SCENE_AMBIENT_MASK);
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} break;
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case GL_LIGHT_MODEL_LOCAL_VIEWER:
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VIEWER_IN_EYE_COORDINATES = (*params) ? GL_TRUE : GL_FALSE;
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break;
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@ -104,6 +153,10 @@ void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
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return;
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}
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GLuint mask = (pname == GL_AMBIENT) ? AMBIENT_MASK :
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(pname == GL_DIFFUSE) ? DIFFUSE_MASK :
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(pname == GL_SPECULAR) ? SPECULAR_MASK : 0;
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switch(pname) {
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case GL_AMBIENT:
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memcpy(LIGHTS[idx].ambient, params, sizeof(GLfloat) * 4);
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@ -118,7 +171,9 @@ void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
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_glMatrixLoadModelView();
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memcpy(LIGHTS[idx].position, params, sizeof(GLfloat) * 4);
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if(params[3] == 0.0f) {
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LIGHTS[idx].isDirectional = params[3] == 0.0f;
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if(LIGHTS[idx].isDirectional) {
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//FIXME: Do we need to rotate directional lights?
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} else {
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mat_trans_single4(
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@ -146,6 +201,8 @@ void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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}
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_glPrecalcLightingValues(mask);
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}
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void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param) {
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@ -192,11 +249,6 @@ void APIENTRY glMateriali(GLenum face, GLenum pname, const GLint param) {
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}
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void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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if(pname == GL_SHININESS) {
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glMaterialf(face, pname, *params);
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return;
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}
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if(face == GL_BACK) {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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@ -204,6 +256,9 @@ void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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}
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switch(pname) {
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case GL_SHININESS:
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glMaterialf(face, pname, *params);
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break;
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case GL_AMBIENT:
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memcpy(MATERIAL.ambient, params, sizeof(GLfloat) * 4);
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break;
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@ -217,8 +272,8 @@ void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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memcpy(MATERIAL.emissive, params, sizeof(GLfloat) * 4);
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break;
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case GL_AMBIENT_AND_DIFFUSE: {
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glMaterialfv(face, GL_AMBIENT, params);
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glMaterialfv(face, GL_DIFFUSE, params);
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memcpy(MATERIAL.ambient, params, sizeof(GLfloat) * 4);
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memcpy(MATERIAL.diffuse, params, sizeof(GLfloat) * 4);
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} break;
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case GL_COLOR_INDEXES:
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default: {
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@ -226,6 +281,14 @@ void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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_glKosPrintError();
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}
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}
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GLuint updateMask = (pname == GL_AMBIENT) ? AMBIENT_MASK:
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(pname == GL_DIFFUSE) ? DIFFUSE_MASK:
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(pname == GL_SPECULAR) ? SPECULAR_MASK:
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(pname == GL_EMISSION) ? EMISSION_MASK:
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(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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@ -241,9 +304,34 @@ void APIENTRY glColorMaterial(GLenum face, GLenum mode) {
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return;
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}
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COLOR_MATERIAL_MASK = (mode == GL_AMBIENT) ? AMBIENT_MASK:
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(mode == GL_DIFFUSE) ? DIFFUSE_MASK:
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(mode == GL_AMBIENT_AND_DIFFUSE) ? AMBIENT_MASK | DIFFUSE_MASK:
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(mode == GL_EMISSION) ? EMISSION_MASK : SPECULAR_MASK;
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COLOR_MATERIAL_MODE = mode;
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}
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void _glUpdateColourMaterial(GLfloat* colour) {
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if(!_glIsColorMaterialEnabled()) {
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return;
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}
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if(COLOR_MATERIAL_MODE == GL_AMBIENT || COLOR_MATERIAL_MODE == GL_AMBIENT_AND_DIFFUSE) {
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memcpy4(MATERIAL.ambient, colour, sizeof(GLfloat) * 4);
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}
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if(COLOR_MATERIAL_MODE == GL_DIFFUSE || COLOR_MATERIAL_MODE == GL_AMBIENT_AND_DIFFUSE) {
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memcpy4(MATERIAL.diffuse, colour, sizeof(GLfloat) * 4);
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}
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if(COLOR_MATERIAL_MODE == GL_EMISSION) {
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memcpy4(MATERIAL.emissive, colour, sizeof(GLfloat) * 4);
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}
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_glPrecalcLightingValues(COLOR_MATERIAL_MASK);
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}
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GL_FORCE_INLINE GLboolean isDiffuseColorMaterial() {
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return (COLOR_MATERIAL_MODE == GL_DIFFUSE || COLOR_MATERIAL_MODE == GL_AMBIENT_AND_DIFFUSE);
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}
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@ -288,31 +376,20 @@ GL_FORCE_INLINE float faster_pow(const float x, const float p) {
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return faster_pow2(p * faster_log2(x));
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}
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GL_FORCE_INLINE float vec3_dot_limited(
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const float* x1, const float* y1, const float* z1,
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const float* x2, const float* y2, const float* z2) {
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float ret;
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vec3f_dot(*x1, *y1, *z1, *x2, *y2, *z2, ret);
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return (ret < 0) ? 0 : ret;
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}
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GL_FORCE_INLINE void _glLightVertexDirectional(
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uint8_t* final, int8_t lid,
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float LdotN, float NdotH,
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const float* ambient, const float* diffuse, const float* specular) {
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uint8_t* final, uint8_t lid,
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float LdotN, float NdotH) {
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float F;
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uint8_t FO;
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float FI = (LdotN != 0.0f);
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FI = (MATERIAL.exponent) ? faster_pow(FI * NdotH, MATERIAL.exponent) : 1.0f;
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float FI = (MATERIAL.exponent) ?
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faster_pow((LdotN != 0.0f) * NdotH, MATERIAL.exponent) : 1.0f;
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#define _PROCESS_COMPONENT(T, X) \
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F = (ambient[X] * LIGHTS[lid].ambient[X]); \
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F += (LdotN * diffuse[X] * LIGHTS[lid].diffuse[X]); \
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F += FI * specular[X] * LIGHTS[lid].specular[X]; \
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FO = (uint8_t) (_MIN(F * 255.0f, 255.0f)); \
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final[T] += _MIN(FO, 255 - final[T]);
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do { \
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float F = MATH_fmac(LdotN, LIGHTS[lid].diffuseMaterial[X], LIGHTS[lid].ambientMaterial[X]); \
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F += (FI * LIGHTS[lid].specularMaterial[X]); \
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uint8_t FO = (uint8_t) (_MIN(F * 255.0f, 255.0f)); \
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final[T] += _MIN(FO, 255 - final[T]); \
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} while(0);
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_PROCESS_COMPONENT(R8IDX, 0);
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_PROCESS_COMPONENT(G8IDX, 1);
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@ -322,22 +399,19 @@ GL_FORCE_INLINE void _glLightVertexDirectional(
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}
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GL_FORCE_INLINE void _glLightVertexPoint(
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uint8_t* final, int8_t lid,
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float LdotN, float NdotH, float att,
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const float* ambient, const float* diffuse, const float* specular) {
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uint8_t* final, uint8_t lid,
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float LdotN, float NdotH, float att) {
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float F;
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uint8_t FO;
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float FI = (LdotN != 0.0f);
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FI = (MATERIAL.exponent) ? faster_pow(FI * NdotH, MATERIAL.exponent) : 1.0f;
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float FI = (MATERIAL.exponent) ?
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faster_pow((LdotN != 0.0f) * NdotH, MATERIAL.exponent) : 1.0f;
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#define _PROCESS_COMPONENT(T, X) \
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F = (ambient[X] * LIGHTS[lid].ambient[X]); \
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F += (LdotN * diffuse[X] * LIGHTS[lid].diffuse[X]); \
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F += FI * specular[X] * LIGHTS[lid].specular[X]; \
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FO = (uint8_t) (_MIN(F * att * 255.0f, 255.0f)); \
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\
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final[T] += _MIN(FO, 255 - final[T]); \
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do { \
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float F = MATH_fmac(LdotN, LIGHTS[lid].diffuseMaterial[X], LIGHTS[lid].ambientMaterial[X]); \
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F += (FI * LIGHTS[lid].specularMaterial[X]); \
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uint8_t FO = (uint8_t) (_MIN(F * att * 255.0f, 255.0f)); \
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final[T] += _MIN(FO, 255 - final[T]); \
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} while(0); \
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_PROCESS_COMPONENT(R8IDX, 0);
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_PROCESS_COMPONENT(G8IDX, 1);
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@ -356,40 +430,26 @@ GL_FORCE_INLINE void bgra_to_float(const uint8_t* input, GLfloat* output) {
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}
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void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t count) {
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int8_t i;
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uint8_t i;
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int32_t j;
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Vertex* vertex = vertices;
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const EyeSpaceData* data = es;
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float base;
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/* This is the original vertex colour, before we replace it. It's
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* used for colour material */
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float vdiffuse[4];
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unsigned char isCM = _glIsColorMaterialEnabled();
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/* Update pointers as necessary depending on color material */
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GLfloat* ambient = (isCM && isAmbientColorMaterial()) ? vdiffuse : MATERIAL.ambient;
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GLfloat* diffuse = (isCM && isDiffuseColorMaterial()) ? vdiffuse : MATERIAL.diffuse;
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GLfloat* specular = (isCM && isSpecularColorMaterial()) ? vdiffuse : MATERIAL.specular;
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for(j = 0; j < count; ++j, ++vertex, ++data) {
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__builtin_prefetch(vertex + 1, 1, 1);
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__builtin_prefetch(data + 1, 0, 1);
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/* Unpack the colour for use in glColorMaterial */
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if(isCM) {
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bgra_to_float(vertex->bgra, vdiffuse);
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}
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bgra_to_float(vertex->bgra, vdiffuse);
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_glUpdateColourMaterial(vdiffuse);
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/* Initial, non-light related values */
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base = (SCENE_AMBIENT[0] * ambient[0]) + MATERIAL.emissive[0];
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vertex->bgra[R8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
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base = (SCENE_AMBIENT[1] * ambient[1]) + MATERIAL.emissive[1];
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vertex->bgra[G8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
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base = (SCENE_AMBIENT[2] * ambient[2]) + MATERIAL.emissive[2];
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vertex->bgra[B8IDX] = (uint8_t)(_MIN(base * 255.0f, 255.0f));
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vertex->bgra[A8IDX] = (uint8_t)(_MIN(MATERIAL.diffuse[3] * 255.0f, 255.0f));
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/* Copy the base colour across */
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memcpy4(vertex->bgra, MATERIAL.baseColour, sizeof(GLubyte) * 4);
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/* Direction to vertex in eye space */
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float Vx = -data->xyz[0];
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@ -402,9 +462,11 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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const float Nz = data->n[2];
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for(i = 0; i < MAX_LIGHTS; ++i) {
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__builtin_prefetch(LIGHTS + i + 1, 0, 1);
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if(!_glIsLightEnabled(i)) continue;
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if(LIGHTS[i].position[3] == 0.0f) {
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if(LIGHTS[i].isDirectional) {
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float Lx = LIGHTS[i].position[0] - data->xyz[0];
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float Ly = LIGHTS[i].position[1] - data->xyz[1];
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float Lz = LIGHTS[i].position[2] - data->xyz[2];
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@ -416,20 +478,22 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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vec3f_normalize(Lx, Ly, Lz);
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vec3f_normalize(Hx, Hy, Hz);
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const float LdotN = vec3_dot_limited(
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&Nx, &Ny, &Nz,
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&Lx, &Ly, &Lz
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float LdotN = MATH_fipr(
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Nx, Ny, Nz, 1.0f,
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Lx, Ly, Lz, 1.0f
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);
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const float NdotH = vec3_dot_limited(
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&Nx, &Ny, &Nz,
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&Hx, &Hy, &Hz
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float NdotH = MATH_fipr(
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Nx, Ny, Nz, 1.0f,
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Hx, Hy, Hz, 1.0f
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);
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if(LdotN < 0.0f) LdotN = 0.0f;
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if(NdotH < 0.0f) NdotH = 0.0f;
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_glLightVertexDirectional(
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vertex->bgra,
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i, LdotN, NdotH,
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ambient, diffuse, specular
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i, LdotN, NdotH
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);
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} else {
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float Lx = LIGHTS[i].position[0] - data->xyz[0];
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@ -445,7 +509,7 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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) + (LIGHTS[i].quadratic_attenuation * D * D)
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);
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att = MATH_fsrra(att * att);
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att = MATH_Fast_Invert(att);
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if(att >= ATTENUATION_THRESHOLD) {
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float Hx = (Lx + Vx);
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@ -455,20 +519,22 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t
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vec3f_normalize(Lx, Ly, Lz);
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vec3f_normalize(Hx, Hy, Hz);
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const float LdotN = vec3_dot_limited(
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&Nx, &Ny, &Nz,
|
||||
&Lx, &Ly, &Lz
|
||||
float LdotN = MATH_fipr(
|
||||
Nx, Ny, Nz, 1.0f,
|
||||
Lx, Ly, Lz, 1.0f
|
||||
);
|
||||
|
||||
const float NdotH = vec3_dot_limited(
|
||||
&Nx, &Ny, &Nz,
|
||||
&Hx, &Hy, &Hz
|
||||
float NdotH = MATH_fipr(
|
||||
Nx, Ny, Nz, 1.0f,
|
||||
Hx, Hy, Hz, 1.0f
|
||||
);
|
||||
|
||||
if(LdotN < 0.0f) LdotN = 0.0f;
|
||||
if(NdotH < 0.0f) NdotH = 0.0f;
|
||||
|
||||
_glLightVertexPoint(
|
||||
vertex->bgra,
|
||||
i, LdotN, NdotH, att,
|
||||
ambient, diffuse, specular
|
||||
i, LdotN, NdotH, att
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
15
GL/private.h
15
GL/private.h
|
@ -163,6 +163,10 @@ typedef struct {
|
|||
|
||||
/* Valid values are 0-128 */
|
||||
GLfloat exponent;
|
||||
|
||||
/* Base ambient + emission colour for
|
||||
* the current material + light */
|
||||
GLubyte baseColour[4];
|
||||
} Material;
|
||||
|
||||
typedef struct {
|
||||
|
@ -176,6 +180,15 @@ typedef struct {
|
|||
GLfloat diffuse[4];
|
||||
GLfloat specular[4];
|
||||
GLfloat ambient[4];
|
||||
|
||||
GLboolean isDirectional;
|
||||
|
||||
/* We set these when the material changes
|
||||
* so we don't calculate them per-vertex. They are
|
||||
* light_value * materia_value */
|
||||
GLfloat ambientMaterial[4];
|
||||
GLfloat diffuseMaterial[4];
|
||||
GLfloat specularMaterial[4];
|
||||
} LightSource;
|
||||
|
||||
typedef struct {
|
||||
|
@ -331,7 +344,7 @@ GLubyte _glKosHasError();
|
|||
|
||||
#define PVR_VERTEX_BUF_SIZE 2560 * 256
|
||||
#define MAX_TEXTURE_UNITS 2
|
||||
#define MAX_LIGHTS 8
|
||||
#define MAX_LIGHTS 4
|
||||
|
||||
#define MIN(a,b) (((a)<(b))?(a):(b))
|
||||
#define MAX(a,b) (((a)>(b))?(a):(b))
|
||||
|
|
|
@ -286,7 +286,7 @@ int main(int argc, char **argv)
|
|||
GLdcConfig config;
|
||||
|
||||
glKosInitConfig(&config);
|
||||
config.fsaa_enabled = GL_TRUE;
|
||||
config.fsaa_enabled = GL_FALSE;
|
||||
|
||||
glKosInitEx(&config);
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user