diff --git a/GL/lighting.c b/GL/lighting.c index 9cd1bb5..dfadb94 100644 --- a/GL/lighting.c +++ b/GL/lighting.c @@ -81,19 +81,28 @@ GL_FORCE_INLINE void _glPrecalcLightingValues(GLuint mask) { float baseColour[4]; /* Pre-calculate lighting values */ - GLubyte i, j; + GLubyte i; for(i = 0; i < MAX_LIGHTS; ++i) { - /* Go through rgba */ - for(j = 0; j < 4; ++j) { - if(mask & AMBIENT_MASK) - LIGHTS[i].ambientMaterial[j] = LIGHTS[i].ambient[j] * MATERIAL.ambient[j]; + if(mask & AMBIENT_MASK) { + LIGHTS[i].ambientMaterial[0] = LIGHTS[i].ambient[0] * MATERIAL.ambient[0]; + LIGHTS[i].ambientMaterial[1] = LIGHTS[i].ambient[1] * MATERIAL.ambient[1]; + LIGHTS[i].ambientMaterial[2] = LIGHTS[i].ambient[2] * MATERIAL.ambient[2]; + LIGHTS[i].ambientMaterial[3] = LIGHTS[i].ambient[3] * MATERIAL.ambient[3]; + } - if(mask & DIFFUSE_MASK) - LIGHTS[i].diffuseMaterial[j] = LIGHTS[i].diffuse[j] * MATERIAL.diffuse[j]; + if(mask & DIFFUSE_MASK) { + LIGHTS[i].diffuseMaterial[0] = LIGHTS[i].diffuse[0] * MATERIAL.diffuse[0]; + LIGHTS[i].diffuseMaterial[1] = LIGHTS[i].diffuse[1] * MATERIAL.diffuse[1]; + LIGHTS[i].diffuseMaterial[2] = LIGHTS[i].diffuse[2] * MATERIAL.diffuse[2]; + LIGHTS[i].diffuseMaterial[3] = LIGHTS[i].diffuse[3] * MATERIAL.diffuse[3]; + } - if(mask & SPECULAR_MASK) - LIGHTS[i].specularMaterial[j] = LIGHTS[i].specular[j] * MATERIAL.specular[j]; + if(mask & SPECULAR_MASK) { + LIGHTS[i].specularMaterial[0] = LIGHTS[i].specular[0] * MATERIAL.specular[0]; + LIGHTS[i].specularMaterial[1] = LIGHTS[i].specular[1] * MATERIAL.specular[1]; + LIGHTS[i].specularMaterial[2] = LIGHTS[i].specular[2] * MATERIAL.specular[2]; + LIGHTS[i].specularMaterial[3] = LIGHTS[i].specular[3] * MATERIAL.specular[3]; } } @@ -265,20 +274,20 @@ void APIENTRY glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) { glMaterialf(face, pname, *params); break; case GL_AMBIENT: - memcpy(MATERIAL.ambient, params, sizeof(GLfloat) * 4); + vec4cpy(MATERIAL.ambient, params); break; case GL_DIFFUSE: - memcpy(MATERIAL.diffuse, params, sizeof(GLfloat) * 4); + vec4cpy(MATERIAL.diffuse, params); break; case GL_SPECULAR: - memcpy(MATERIAL.specular, params, sizeof(GLfloat) * 4); + vec4cpy(MATERIAL.specular, params); break; case GL_EMISSION: - memcpy(MATERIAL.emissive, params, sizeof(GLfloat) * 4); + vec4cpy(MATERIAL.emissive, params); break; case GL_AMBIENT_AND_DIFFUSE: { - memcpy(MATERIAL.ambient, params, sizeof(GLfloat) * 4); - memcpy(MATERIAL.diffuse, params, sizeof(GLfloat) * 4); + vec4cpy(MATERIAL.ambient, params); + vec4cpy(MATERIAL.diffuse, params); } break; case GL_COLOR_INDEXES: default: { @@ -322,16 +331,21 @@ void _glUpdateColourMaterial(GLfloat* colour) { return; } - if(COLOR_MATERIAL_MODE == GL_AMBIENT || COLOR_MATERIAL_MODE == GL_AMBIENT_AND_DIFFUSE) { - memcpy4(MATERIAL.ambient, colour, sizeof(GLfloat) * 4); - } - - if(COLOR_MATERIAL_MODE == GL_DIFFUSE || COLOR_MATERIAL_MODE == GL_AMBIENT_AND_DIFFUSE) { - memcpy4(MATERIAL.diffuse, colour, sizeof(GLfloat) * 4); - } - - if(COLOR_MATERIAL_MODE == GL_EMISSION) { - memcpy4(MATERIAL.emissive, colour, sizeof(GLfloat) * 4); + switch(COLOR_MATERIAL_MODE) { + case GL_AMBIENT: + vec4cpy(MATERIAL.ambient, colour); + break; + case GL_DIFFUSE: + vec4cpy(MATERIAL.diffuse, colour); + break; + case GL_EMISSION: + vec4cpy(MATERIAL.emissive, colour); + break; + case GL_AMBIENT_AND_DIFFUSE: + default: { + vec4cpy(MATERIAL.ambient, colour); + vec4cpy(MATERIAL.diffuse, colour); + } } _glPrecalcLightingValues(COLOR_MATERIAL_MASK); @@ -454,7 +468,7 @@ void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t _glUpdateColourMaterial(vdiffuse); /* Copy the base colour across */ - memcpy4(vertex->bgra, MATERIAL.baseColour, sizeof(GLubyte) * 4); + argbcpy(vertex->bgra, MATERIAL.baseColour); /* Direction to vertex in eye space */ float Vx = -data->xyz[0]; diff --git a/GL/private.h b/GL/private.h index 0339f2b..27a0e3c 100644 --- a/GL/private.h +++ b/GL/private.h @@ -205,6 +205,20 @@ typedef struct { float w; } Vertex; + +#define argbcpy(src, dst) \ + *((GLuint*) src) = *((GLuint*) dst) \ + + +#define vec4cpy(src, dst) \ + do { \ + src[0] = dst[0]; \ + src[1] = dst[1]; \ + src[2] = dst[2]; \ + src[3] = dst[3]; \ + } while(0) \ + + #define swapVertex(a, b) \ do { \ Vertex c = *a; \