379 lines
12 KiB
C
379 lines
12 KiB
C
#include <stdio.h>
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#include <string.h>
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#include <dc/vec3f.h>
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#include "private.h"
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static GLfloat SCENE_AMBIENT [] = {0.2, 0.2, 0.2, 1.0};
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static GLboolean VIEWER_IN_EYE_COORDINATES = GL_TRUE;
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static GLenum COLOR_CONTROL = GL_SINGLE_COLOR;
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static GLboolean TWO_SIDED_LIGHTING = GL_FALSE;
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static GLenum COLOR_MATERIAL_MODE = GL_AMBIENT_AND_DIFFUSE;
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static LightSource LIGHTS[MAX_LIGHTS];
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static Material MATERIAL;
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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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static GLfloat PARTIAL [] = {0.2f, 0.2f, 0.2f, 1.0f};
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static GLfloat MOSTLY [] = {0.8f, 0.8f, 0.8f, 1.0f};
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memcpy(MATERIAL.ambient, PARTIAL, sizeof(GLfloat) * 4);
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memcpy(MATERIAL.diffuse, MOSTLY, sizeof(GLfloat) * 4);
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memcpy(MATERIAL.specular, ZERO, sizeof(GLfloat) * 4);
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memcpy(MATERIAL.emissive, ZERO, sizeof(GLfloat) * 4);
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MATERIAL.exponent = 0.0f;
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GLubyte i;
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for(i = 0; i < MAX_LIGHTS; ++i) {
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memcpy(LIGHTS[i].ambient, ZERO, sizeof(GLfloat) * 4);
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memcpy(LIGHTS[i].diffuse, ONE, sizeof(GLfloat) * 4);
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memcpy(LIGHTS[i].specular, ONE, sizeof(GLfloat) * 4);
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if(i > 0) {
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memcpy(LIGHTS[i].diffuse, ZERO, sizeof(GLfloat) * 4);
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memcpy(LIGHTS[i].specular, ZERO, sizeof(GLfloat) * 4);
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}
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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].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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LIGHTS[i].spot_exponent = 0.0f;
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LIGHTS[i].spot_cutoff = 180.0f;
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LIGHTS[i].constant_attenuation = 1.0f;
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LIGHTS[i].linear_attenuation = 0.0f;
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LIGHTS[i].quadratic_attenuation = 0.0f;
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LIGHTS[i].is_directional = GL_FALSE;
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}
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}
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void APIENTRY glLightModelf(GLenum pname, const GLfloat param) {
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glLightModelfv(pname, ¶m);
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}
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void APIENTRY glLightModeli(GLenum pname, const GLint param) {
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glLightModeliv(pname, ¶m);
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}
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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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memcpy(SCENE_AMBIENT, params, sizeof(GLfloat) * 4);
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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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case GL_LIGHT_MODEL_TWO_SIDE:
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/* Not implemented */
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default:
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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}
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}
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void APIENTRY glLightModeliv(GLenum pname, const GLint* params) {
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switch(pname) {
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case GL_LIGHT_MODEL_COLOR_CONTROL:
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COLOR_CONTROL = *params;
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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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default:
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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}
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}
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void APIENTRY glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
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GLubyte idx = light & 0xF;
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if(idx >= MAX_LIGHTS) {
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return;
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}
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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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break;
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case GL_DIFFUSE:
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memcpy(LIGHTS[idx].diffuse, params, sizeof(GLfloat) * 4);
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break;
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case GL_SPECULAR:
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memcpy(LIGHTS[idx].specular, params, sizeof(GLfloat) * 4);
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break;
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case GL_POSITION: {
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_glMatrixLoadModelView();
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memcpy(LIGHTS[idx].position, params, sizeof(GLfloat) * 4);
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LIGHTS[idx].is_directional = (params[3] == 0.0f) ? GL_TRUE : GL_FALSE;
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if(LIGHTS[idx].is_directional) {
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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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LIGHTS[idx].position[0],
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LIGHTS[idx].position[1],
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LIGHTS[idx].position[2],
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LIGHTS[idx].position[3]
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);
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}
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}
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break;
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case GL_SPOT_DIRECTION: {
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LIGHTS[idx].spot_direction[0] = params[0];
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LIGHTS[idx].spot_direction[1] = params[1];
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LIGHTS[idx].spot_direction[2] = params[2];
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} break;
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case GL_CONSTANT_ATTENUATION:
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case GL_LINEAR_ATTENUATION:
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case GL_QUADRATIC_ATTENUATION:
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case GL_SPOT_CUTOFF:
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case GL_SPOT_EXPONENT:
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glLightf(light, pname, *params);
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break;
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default:
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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}
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}
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void APIENTRY glLightf(GLenum light, GLenum pname, GLfloat param) {
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GLubyte idx = light & 0xF;
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if(idx >= MAX_LIGHTS) {
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return;
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}
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switch(pname) {
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case GL_CONSTANT_ATTENUATION:
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LIGHTS[idx].constant_attenuation = param;
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break;
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case GL_LINEAR_ATTENUATION:
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LIGHTS[idx].linear_attenuation = param;
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break;
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case GL_QUADRATIC_ATTENUATION:
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LIGHTS[idx].quadratic_attenuation = param;
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break;
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case GL_SPOT_EXPONENT:
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LIGHTS[idx].spot_exponent = param;
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break;
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case GL_SPOT_CUTOFF:
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LIGHTS[idx].spot_cutoff = param;
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break;
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default:
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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}
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}
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void APIENTRY glMaterialf(GLenum face, GLenum pname, const GLfloat param) {
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if(face == GL_BACK || pname != GL_SHININESS) {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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return;
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}
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MATERIAL.exponent = param;
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}
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void APIENTRY glMateriali(GLenum face, GLenum pname, const GLint param) {
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glMaterialf(face, pname, 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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return;
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}
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switch(pname) {
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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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case GL_DIFFUSE:
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memcpy(MATERIAL.diffuse, params, sizeof(GLfloat) * 4);
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break;
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case GL_SPECULAR:
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memcpy(MATERIAL.specular, params, sizeof(GLfloat) * 4);
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break;
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case GL_EMISSION:
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memcpy(MATERIAL.specular, 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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} break;
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case GL_COLOR_INDEXES:
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default: {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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}
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}
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}
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void APIENTRY glColorMaterial(GLenum face, GLenum mode) {
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if(face != GL_FRONT_AND_BACK) {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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_glKosPrintError();
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return;
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}
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GLenum validModes[] = {GL_AMBIENT, GL_DIFFUSE, GL_AMBIENT_AND_DIFFUSE, GL_EMISSION, GL_SPECULAR, 0};
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if(_glCheckValidEnum(mode, validModes, __func__) != 0) {
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return;
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}
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COLOR_MATERIAL_MODE = mode;
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}
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static 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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static inline GLboolean isAmbientColorMaterial() {
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return (COLOR_MATERIAL_MODE == GL_AMBIENT || COLOR_MATERIAL_MODE == GL_AMBIENT_AND_DIFFUSE);
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}
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static inline GLboolean isSpecularColorMaterial() {
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return (COLOR_MATERIAL_MODE == GL_SPECULAR);
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}
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static inline void initVec3(struct vec3f* v, const GLfloat* src) {
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memcpy(v, src, sizeof(GLfloat) * 3);
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}
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/* Fast POW Implementation - Less accurate, but much faster than math.h */
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#define EXP_A 184
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#define EXP_C 16249
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static inline float FEXP(float y) {
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union {
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float d;
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struct {
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short j, i;
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} n;
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} eco;
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eco.n.i = EXP_A * (y) + (EXP_C);
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eco.n.j = 0;
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return eco.d;
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}
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static inline float FLOG(float y) {
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int *nTemp = (int *)&y;
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y = (*nTemp) >> 16;
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return (y - EXP_C) / EXP_A;
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}
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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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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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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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}
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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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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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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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}
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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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colour[0] *= att;
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colour[1] *= att;
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colour[2] *= att;
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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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}
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