Don't use memcpy when copying colours

This commit is contained in:
Luke Benstead 2020-05-08 09:49:01 +01:00
parent cca09a298e
commit 8974051e38
2 changed files with 54 additions and 26 deletions

View File

@ -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);
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);
}
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);
}
_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];

View File

@ -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; \