Rewrite the lighting code
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00c38edba9
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25
GL/draw.c
25
GL/draw.c
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@ -935,11 +935,6 @@ static void light(SubmissionTarget* target) {
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return;
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}
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typedef struct {
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float xyz[3];
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float n[3];
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} EyeSpaceData;
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static AlignedVector* eye_space_data = NULL;
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if(!eye_space_data) {
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@ -966,25 +961,7 @@ static void light(SubmissionTarget* target) {
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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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GLfloat total [] = {0.0f, 0.0f, 0.0f, 0.0f};
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GLfloat to_add [] = {0.0f, 0.0f, 0.0f, 0.0f};
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GLubyte j;
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for(j = 0; j < MAX_LIGHTS; ++j) {
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if(_glIsLightEnabled(j)) {
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_glCalculateLightingContribution(j, ES->xyz, ES->n, vertex->bgra, to_add);
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total[0] += to_add[0];
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total[1] += to_add[1];
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total[2] += to_add[2];
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total[3] += to_add[3];
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}
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}
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vertex->bgra[A8IDX] = (GLubyte) (255.0f * fminf(total[3], 1.0f));
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vertex->bgra[R8IDX] = (GLubyte) (255.0f * fminf(total[0], 1.0f));
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vertex->bgra[G8IDX] = (GLubyte) (255.0f * fminf(total[1], 1.0f));
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vertex->bgra[B8IDX] = (GLubyte) (255.0f * fminf(total[2], 1.0f));
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_glCalculateLighting(ES, vertex);
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}
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}
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214
GL/lighting.c
214
GL/lighting.c
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@ -281,98 +281,148 @@ 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 _glCalculateLightingContribution(const GLint light, const GLfloat* pos, const GLfloat* normal, uint8_t* bgra, GLfloat* colour) __attribute__((optimize("fast-math")));
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void _glCalculateLightingContribution(const GLint light, const GLfloat* pos, const GLfloat* normal, uint8_t* bgra, GLfloat* colour) {
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LightSource* l = &LIGHTS[light];
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void _glCalculateLighting(EyeSpaceData* ES, Vertex* vertex) {
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struct vec3f L = {
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l->position[0],
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l->position[1],
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l->position[2]
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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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if(!l->is_directional) {
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L.x -= pos[0];
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L.y -= pos[1];
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L.z -= pos[2];
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const GLboolean colorMaterial = _glIsColorMaterialEnabled();
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const GLboolean isDiffuseCM = isDiffuseColorMaterial();
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const GLboolean isAmbientCM = isAmbientColorMaterial();
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const GLboolean isSpecularCM = isSpecularColorMaterial();
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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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struct vec3f N = {
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normal[0],
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normal[1],
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normal[2]
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};
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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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struct vec3f V = {
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pos[0],
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pos[1],
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pos[2]
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};
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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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GLfloat d;
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vec3f_length(L.x, L.y, L.z, d);
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GLfloat oneOverL = 1.0f / d;
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L.x *= oneOverL;
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L.y *= oneOverL;
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L.z *= oneOverL;
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vec3f_normalize(V.x, V.y, V.z);
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GLfloat NdotL, VdotN;
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vec3f_dot(N.x, N.y, N.z, L.x, L.y, L.z, NdotL);
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vec3f_dot(V.x, V.y, V.z, N.x, N.y, N.z, VdotN);
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GLfloat VdotR = VdotN - NdotL;
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GLfloat specularPower = FPOW(VdotR > 0 ? VdotR : 0, MATERIAL.exponent);
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GLboolean colorMaterial = _glIsColorMaterialEnabled();
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GLfloat mD [] = {
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(colorMaterial && isDiffuseColorMaterial()) ? ((GLfloat)bgra[R8IDX]) / 255.0f : MATERIAL.diffuse[0],
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(colorMaterial && isDiffuseColorMaterial()) ? ((GLfloat)bgra[G8IDX]) / 255.0f : MATERIAL.diffuse[1],
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(colorMaterial && isDiffuseColorMaterial()) ? ((GLfloat)bgra[B8IDX]) / 255.0f : MATERIAL.diffuse[2],
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(colorMaterial && isDiffuseColorMaterial()) ? ((GLfloat)bgra[A8IDX]) / 255.0f : MATERIAL.diffuse[3]
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};
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GLfloat mA [] = {
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(colorMaterial && isAmbientColorMaterial()) ? ((GLfloat)bgra[R8IDX]) / 255.0f : MATERIAL.ambient[0],
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(colorMaterial && isAmbientColorMaterial()) ? ((GLfloat)bgra[G8IDX]) / 255.0f : MATERIAL.ambient[1],
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(colorMaterial && isAmbientColorMaterial()) ? ((GLfloat)bgra[B8IDX]) / 255.0f : MATERIAL.ambient[2],
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(colorMaterial && isAmbientColorMaterial()) ? ((GLfloat)bgra[A8IDX]) / 255.0f : MATERIAL.ambient[3]
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};
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GLfloat mS [] = {
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(colorMaterial && isSpecularColorMaterial()) ? ((GLfloat)bgra[R8IDX]) / 255.0f : MATERIAL.specular[0],
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(colorMaterial && isSpecularColorMaterial()) ? ((GLfloat)bgra[G8IDX]) / 255.0f : MATERIAL.specular[1],
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(colorMaterial && isSpecularColorMaterial()) ? ((GLfloat)bgra[B8IDX]) / 255.0f : MATERIAL.specular[2],
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(colorMaterial && isSpecularColorMaterial()) ? ((GLfloat)bgra[A8IDX]) / 255.0f : MATERIAL.specular[3]
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};
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colour[0] = l->ambient[0] * mA[0];
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colour[1] = l->ambient[1] * mA[1];
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colour[2] = l->ambient[2] * mA[2];
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colour[3] = mD[3];
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if(NdotL >= 0) {
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colour[0] += (l->diffuse[0] * mD[0] * NdotL + l->specular[0] * mS[0] * specularPower);
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colour[1] += (l->diffuse[1] * mD[1] * NdotL + l->specular[1] * mS[1] * specularPower);
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colour[2] += (l->diffuse[2] * mD[2] * NdotL + l->specular[2] * mS[2] * specularPower);
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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(!l->is_directional) {
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GLfloat att = (
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1.0f / (l->constant_attenuation + (l->linear_attenuation * d) + (l->quadratic_attenuation * d * d))
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);
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const GLfloat* n = ES->n;
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const GLfloat* V = ES->xyz;
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colour[0] *= att;
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colour[1] *= att;
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colour[2] *= att;
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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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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) ? 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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}
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if(colour[0] > 1.0f) colour[0] = 1.0f;
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if(colour[1] > 1.0f) colour[1] = 1.0f;
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if(colour[2] > 1.0f) colour[2] = 1.0f;
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if(colour[3] > 1.0f) colour[3] = 1.0f;
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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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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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#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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@ -240,7 +240,13 @@ GLuint _glGetMipmapLevelCount(TextureObject* obj);
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GLboolean _glIsLightingEnabled();
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GLboolean _glIsLightEnabled(GLubyte light);
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GLboolean _glIsColorMaterialEnabled();
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void _glCalculateLightingContribution(const GLint light, const GLfloat* pos, const GLfloat* normal, uint8_t* bgra, GLfloat* colour);
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typedef struct {
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float xyz[3];
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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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unsigned char _glIsClippingEnabled();
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void _glEnableClipping(unsigned char v);
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