Much faster lighting implementation
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@ -1136,14 +1136,8 @@ static void light(SubmissionTarget* target) {
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_glMatrixLoadNormal();
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mat_transform_normal3(extra->nxyz, eye_space->n, target->count, sizeof(VertexExtra), sizeof(EyeSpaceData));
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GLsizei i;
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EyeSpaceData* ES = aligned_vector_at(eye_space_data, 0);
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for(i = 0; i < target->count; ++i, ++vertex, ++ES) {
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/* We ignore diffuse colour when lighting is enabled. If GL_COLOR_MATERIAL is enabled
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* then the lighting calculation should possibly take it into account */
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_glCalculateLighting(ES, vertex);
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}
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_glPerformLighting(vertex, ES, target->count);
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}
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static void divide(SubmissionTarget* target) {
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247
GL/lighting.c
247
GL/lighting.c
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@ -281,10 +281,37 @@ static inline float FPOW(float b, float p) {
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return FEXP(FLOG(b) * p);
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}
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void _glCalculateLighting(EyeSpaceData* ES, Vertex* vertex) {
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#define LIGHT_COMPONENT(C) { \
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const GLfloat* acm = &MA[C]; \
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const GLfloat* dcm = &MD[C]; \
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const GLfloat* scm = &MS[C]; \
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const GLfloat* scli = &light->specular[C]; \
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const GLfloat* dcli = &light->diffuse[C]; \
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const GLfloat* acli = &light->ambient[C]; \
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const GLfloat* srm = &MATERIAL.exponent; \
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const GLfloat fi = (LdotN == 0) ? 0 : 1; \
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GLfloat component = (*acm * *acli); \
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component += (LdotN * *dcm * *dcli); \
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component += (FPOW((fi * NdotH), *srm) * *scm * *scli); \
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component *= att; \
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component *= spot; \
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final[C] += component; \
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}
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/* Before we begin, lets fiddle some pointers if COLOR_MATERIAL
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* is enabled */
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static 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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void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t count) {
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int8_t i;
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int32_t j;
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const LightSource* light = NULL;
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const GLboolean colorMaterial = _glIsColorMaterialEnabled();
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const GLboolean isDiffuseCM = isDiffuseColorMaterial();
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@ -293,137 +320,105 @@ void _glCalculateLighting(EyeSpaceData* ES, Vertex* vertex) {
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static GLfloat CM[4];
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if(colorMaterial) {
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CM[0] = ((GLfloat) vertex->bgra[R8IDX]) / 255.0f;
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CM[1] = ((GLfloat) vertex->bgra[G8IDX]) / 255.0f;
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CM[2] = ((GLfloat) vertex->bgra[B8IDX]) / 255.0f;
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CM[3] = ((GLfloat) vertex->bgra[A8IDX]) / 255.0f;
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}
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/* So the DC has 16 floating point registers, that means
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* we need to limit the number of floats as much as possible
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* to give the compiler a good enough chance to do the right
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* thing */
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const GLfloat* MD = (colorMaterial && isDiffuseCM) ? CM : MATERIAL.diffuse;
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const GLfloat* MA = (colorMaterial && isAmbientCM) ? CM : MATERIAL.ambient;
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const GLfloat* MS = (colorMaterial && isSpecularCM) ? CM : MATERIAL.specular;
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Vertex* vertex = vertices;
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const EyeSpaceData* data = es;
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/* Right..
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*
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* global propertie:
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*
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* acs - Global Ambient
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*
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* vertex-specific properties:
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*
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* ecm - Material Emission
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* acm - Material Ambient
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* dcm - Material Diffuse
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* n - Normal
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* V - Vertex Position
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* VPe - Vector from V to eye point (0, 0, 0, -1) basically negative V
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*
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* light-specifc properties:
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*
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* att - Attenution
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* acli - Light Ambient
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* Ppli - Light Position
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* dcli - Light Diffuse
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* fi - 1/0 facing light or not
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* VPpli - Vector from V to Ppli
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* ndotPpli - Dot product between n and Ppli
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* hi -
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* PpliV - vector from Ppli to V
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*/
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const static float ONE_OVER_255 = 1.0f / 255.0f;
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for(j = 0; j < count; ++j, ++vertex, ++data) {
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/* When GL_COLOR_MATERIAL is on, we need to pull out
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* the passed in diffuse and use it */
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const GLfloat* MD = MATERIAL.diffuse;
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const GLfloat* MA = MATERIAL.ambient;
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const GLfloat* MS = MATERIAL.specular;
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/* Each colour component is calculated in its own scope
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* so that the SH4 float registers don't get flooded */
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#define LIGHT_COMPONENT(C) { \
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const GLfloat acm = MA[C]; \
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const GLfloat dcm = MD[C]; \
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const GLfloat scm = MS[C]; \
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const GLfloat scli = light->specular[C]; \
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const GLfloat dcli = light->diffuse[C]; \
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const GLfloat acli = light->ambient[C]; \
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const GLfloat srm = MATERIAL.exponent; \
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\
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final[C] += (att * spot * ( \
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(acm * acli) + (ndotVPpli * dcm * dcli) + \
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(FPOW((fi * ndothi), srm) * scm * scli) \
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)); \
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}
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if(colorMaterial) {
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CM[0] = ((GLfloat) vertex->bgra[R8IDX]) * ONE_OVER_255;
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CM[1] = ((GLfloat) vertex->bgra[G8IDX]) * ONE_OVER_255;
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CM[2] = ((GLfloat) vertex->bgra[B8IDX]) * ONE_OVER_255;
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CM[3] = ((GLfloat) vertex->bgra[A8IDX]) * ONE_OVER_255;
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const GLfloat* n = ES->n;
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const GLfloat* V = ES->xyz;
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GLfloat Vpe [] = {-V[0], -V[1], -V[2]};
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GLfloat VpeL;
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vec3f_length(Vpe[0], Vpe[1], Vpe[2], VpeL);
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Vpe[0] /= VpeL;
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Vpe[1] /= VpeL;
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Vpe[2] /= VpeL;
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GLfloat final[4] = {
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MATERIAL.emissive[0] + (MA[0] * SCENE_AMBIENT[0]),
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MATERIAL.emissive[1] + (MA[1] * SCENE_AMBIENT[1]),
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MATERIAL.emissive[2] + (MA[2] * SCENE_AMBIENT[2]),
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MD[3] // GL spec says alpha is always from the diffuse
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};
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GLubyte i;
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for(i = 0; i < MAX_LIGHTS; ++i) {
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if(!_glIsLightEnabled(i)) continue;
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const LightSource* light = &LIGHTS[i];
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const GLfloat* Ppli = light->position;
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GLfloat VPpli [] = {
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Ppli[0] - V[0],
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Ppli[1] - V[1],
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Ppli[2] - V[2]
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};
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GLfloat VPpliL;
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vec3f_length(VPpli[0], VPpli[1], VPpli[2], VPpliL);
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VPpli[0] /= VPpliL;
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VPpli[1] /= VPpliL;
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VPpli[2] /= VPpliL;
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GLfloat ndotVPpli;
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vec3f_dot(n[0], n[1], n[2], VPpli[0], VPpli[1], VPpli[2], ndotVPpli);
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ndotVPpli = (ndotVPpli < 0) ? 0 : ndotVPpli;
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const GLfloat k0 = light->constant_attenuation;
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const GLfloat k1 = light->linear_attenuation;
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const GLfloat k2 = light->quadratic_attenuation;
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const GLfloat att = (light->position[3] == 0.0f) ? 1.0f : 1.0f / (k0 + (k1 * VPpliL) + (k2 * VPpliL * VPpliL));
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const GLfloat spot = 1.0f; // FIXME: Spotlights
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const GLfloat fi = (ndotVPpli == 0) ? 0 : 1;
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GLfloat hi [3];
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if(!VIEWER_IN_EYE_COORDINATES) {
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// FIXME: Docs show power of T or something?
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hi[0] = VPpli[0] + 0;
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hi[1] = VPpli[1] + 0;
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hi[2] = VPpli[2] + 1;
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} else {
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hi[0] = VPpli[0] + Vpe[0];
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hi[1] = VPpli[1] + Vpe[1];
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hi[2] = VPpli[2] + Vpe[2];
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MD = (isDiffuseCM) ? CM : MATERIAL.diffuse;
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MA = (isAmbientCM) ? CM : MATERIAL.ambient;
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MS = (isSpecularCM) ? CM : MATERIAL.specular;
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}
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GLfloat ndothi;
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vec3f_dot(n[0], n[1], n[2], hi[0], hi[1], hi[2], ndothi);
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float final[3];
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LIGHT_COMPONENT(0);
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LIGHT_COMPONENT(1);
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LIGHT_COMPONENT(2);
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/* Initial, non-light related values */
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final[0] = (SCENE_AMBIENT[0] * MA[0]) + MATERIAL.emissive[0];
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final[1] = (SCENE_AMBIENT[1] * MA[1]) + MATERIAL.emissive[1];
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final[2] = (SCENE_AMBIENT[2] * MA[2]) + MATERIAL.emissive[2];
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final[3] = MD[3];
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float Vx, Vy, Vz;
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Vx = -data->xyz[0];
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Vy = -data->xyz[1];
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Vz = -data->xyz[2];
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vec3f_normalize(Vx, Vy, Vz);
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for(i = 0; i < MAX_LIGHTS; ++i) {
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if(!_glIsLightEnabled(i)) continue;
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/* Calc light specific parameters */
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light = &LIGHTS[i];
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float Lx, Ly, Lz, D;
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float Hx, Hy, Hz;
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const float* Nx = &data->n[0];
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const float* Ny = &data->n[1];
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const float* Nz = &data->n[2];
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Lx = light->position[0] - data->xyz[0];
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Ly = light->position[1] - data->xyz[1];
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Lz = light->position[2] - data->xyz[2];
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vec3f_length(Lx, Ly, Lz, D);
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{
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/* Normalize L - scoping ensures Llen is temporary */
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const float Llen = 1.0f / D;
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Lx *= Llen;
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Ly *= Llen;
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Lz *= Llen;
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}
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Hx = (Lx + Vx);
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Hy = (Ly + Vy);
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Hz = (Lz + Vz);
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vec3f_normalize(Hx, Hy, Hz);
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const float LdotN = vec3_dot_limited(
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&Lx, &Ly, &Lz,
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Nx, Ny, Nz
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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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);
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const float att = (
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light->position[3] == 0.0f) ? 1.0f :
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1.0f / (light->constant_attenuation + (light->linear_attenuation * D) + (light->quadratic_attenuation * D * D)
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);
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const float spot = 1.0f;
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LIGHT_COMPONENT(0);
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LIGHT_COMPONENT(1);
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LIGHT_COMPONENT(2);
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}
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vertex->bgra[R8IDX] = (GLubyte)(fminf(final[0] * 255.0f, 255.0f));
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vertex->bgra[G8IDX] = (GLubyte)(fminf(final[1] * 255.0f, 255.0f));
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vertex->bgra[B8IDX] = (GLubyte)(fminf(final[2] * 255.0f, 255.0f));
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vertex->bgra[A8IDX] = (GLubyte)(fminf(final[3] * 255.0f, 255.0f));
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}
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}
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#undef LIGHT_COMPONENT
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vertex->bgra[R8IDX] = (GLubyte)(fminf(final[0] * 255.0f, 255.0f));
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vertex->bgra[G8IDX] = (GLubyte)(fminf(final[1] * 255.0f, 255.0f));
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vertex->bgra[B8IDX] = (GLubyte)(fminf(final[2] * 255.0f, 255.0f));
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vertex->bgra[A8IDX] = (GLubyte)(fminf(final[3] * 255.0f, 255.0f));
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}
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@ -320,7 +320,7 @@ typedef struct {
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float n[3];
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} EyeSpaceData;
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extern void _glCalculateLighting(EyeSpaceData* ES, Vertex* vertex);
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extern void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t count);
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unsigned char _glIsClippingEnabled();
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void _glEnableClipping(unsigned char v);
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