562 lines
16 KiB
C
562 lines
16 KiB
C
/* KallistiGL for KallistiOS ##version##
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libgl/gl-light.c
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Copyright (C) 2013-2014 Josh Pearson
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Dynamic Vertex Lighting Model:
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vertexColor = emissive + ambient + ( diffuse + specular * attenuation )
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The only difference here from real OpenGL is that only 1 ambient light
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source is used, as opposed to each light containing its own abmient value.
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Abmient light is set by the glKosLightAbmient..(..) functions below.
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By default, the specular lighting term is enabled.
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For now, specular can be disabled by setting GL_ENABLE_SPECULAR on
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gl-light.h when you build the library.
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*/
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include "gl.h"
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#include "gl-api.h"
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#include "gl-clip.h"
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#include "gl-light.h"
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#define GL_KOS_MAX_LIGHTS 16 /* Number of Light Sources that may be enabled at once */
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static GLfloat GL_GLOBAL_AMBIENT[4] = { 0, 0, 0, 0 }; /* RGBA Global Ambient Light */
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static GLfloat GL_VERTEX_NORMAL[3] = { 0, 0, 0 }; /* Current Vertex Normal */
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static GLbitfield GL_LIGHT_ENABLED = 0; /* Client State for Enabling Lighting */
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static glLight GL_LIGHTS[GL_KOS_MAX_LIGHTS],
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GL_DEFAULT_LIGHT = { { 0.0, 0.0, 1.0, 0.0 }, /* Position */
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{ 0.0, 0.0, -1.0 }, /* Spot Direction */
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-1.0f, /* Spot Cutoff */
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1.0f, 0.0f, 0.0f, /* Attenuation Factors */
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0.0f, /* Spot Exponent */
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{ 1.0, 1.0, 1.0, 1.0 }, /* Diffuse */
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{ 1.0, 1.0, 1.0, 1.0 }, /* Specular */
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{ 0.0, 0.0, 0.0, 1.0 } /* Ambient */
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};
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static glMaterial GL_MATERIAL,
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GL_DEFAULT_MATERIAL = { { 0.0, 0.0, 0.0, 1.0 }, /* Emissive Color */
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{ 0.2, 0.2, 0.2, 1.0 }, /* Ambient Reflectance */
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{ 0.8, 0.8, 0.8, 1.0 }, /* Diffuse Reflectance */
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{ 0.0, 0.0, 0.0, 1.0 }, /* Specular Reflectance */
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0.0 /* Shininess */
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};
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static GLfloat GL_EYE_POSITION[3] = { 0, 0, 0 }; /* Eye Position for Specular Factor */
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void _glKosSetEyePosition(GLfloat *position) { /* Called internally by glhLookAtf() */
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GL_EYE_POSITION[0] = position[0];
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GL_EYE_POSITION[1] = position[1];
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GL_EYE_POSITION[2] = position[2];
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}
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void _glKosInitLighting() { /* Called internally by glInit() */
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unsigned char i;
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for(i = 0; i < GL_KOS_MAX_LIGHTS; i++)
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memcpy(&GL_LIGHTS[i], &GL_DEFAULT_LIGHT, sizeof(glLight));
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memcpy(&GL_MATERIAL, &GL_DEFAULT_MATERIAL, sizeof(glMaterial));
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}
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/* Enable a light - GL_LIGHT0->GL_LIGHT7 */
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void _glKosEnableLight(const GLuint light) {
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if(light < GL_LIGHT0 || light > GL_LIGHT0 + GL_KOS_MAX_LIGHTS) {
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_glKosThrowError(GL_INVALID_ENUM, "glEnable(GL_LIGHT)");
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return;
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}
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GL_LIGHT_ENABLED |= (1 << (light & 0xF));
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}
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/* Disable a light - GL_LIGHT0->GL_LIGHT0 + GL_KOS_MAX_LIGHTS */
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void _glKosDisableLight(const GLuint light) {
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if(light < GL_LIGHT0 || light > GL_LIGHT0 + GL_KOS_MAX_LIGHTS) {
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_glKosThrowError(GL_INVALID_ENUM, "glDisable(GL_LIGHT)");
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return;
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}
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GL_LIGHT_ENABLED &= ~(1 << (light & 0xF));
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}
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GLubyte _glKosIsLightEnabled(GLubyte light) {
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return GL_LIGHT_ENABLED & (1 << light);
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}
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GLubyte _glKosGetMaxLights() {
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return GL_KOS_MAX_LIGHTS;
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}
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/* Vertex Normal Submission */
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void glNormal3f(GLfloat x, GLfloat y, GLfloat z) {
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GL_VERTEX_NORMAL[0] = x;
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GL_VERTEX_NORMAL[1] = y;
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GL_VERTEX_NORMAL[2] = z;
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}
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void glNormal3fv(const GLfloat *xyz) {
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GL_VERTEX_NORMAL[0] = xyz[0];
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GL_VERTEX_NORMAL[1] = xyz[1];
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GL_VERTEX_NORMAL[2] = xyz[2];
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}
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void glLightModelfv(GLenum pname, const GLfloat *params) {
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if(pname != GL_LIGHT_MODEL_AMBIENT) {
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_glKosThrowError(GL_INVALID_ENUM, "glLightModelfv");
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return;
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}
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GL_GLOBAL_AMBIENT[0] = params[0];
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GL_GLOBAL_AMBIENT[1] = params[1];
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GL_GLOBAL_AMBIENT[2] = params[2];
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GL_GLOBAL_AMBIENT[3] = params[3];
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}
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/* Misc Lighting Functions ************************************/
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static inline void glCopyRGBA(const rgba *src, rgba *dst) {
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*dst = *src;
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}
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static inline void glCopy4f(const float *src, float *dst) {
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memcpy(dst, src, 0x10);
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}
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static inline void glCopy3f(const float *src, float *dst) {
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memcpy(dst, src, 0xC);
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}
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/* GL Light Parameters ******************************************************/
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void glLightfv(GLenum light, GLenum pname, const GLfloat *params) {
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if(light < GL_LIGHT0 || light > GL_LIGHT0 + GL_KOS_MAX_LIGHTS) return;
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switch(pname) {
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case GL_AMBIENT:
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glCopyRGBA((rgba *)params, (rgba *)&GL_LIGHTS[light & 0xF].Ka);
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break;
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case GL_DIFFUSE:
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glCopyRGBA((rgba *)params, (rgba *)&GL_LIGHTS[light & 0xF].Kd);
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break;
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case GL_SPECULAR:
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glCopyRGBA((rgba *)params, (rgba *)&GL_LIGHTS[light & 0xF].Ks);
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break;
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case GL_POSITION:
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glCopy4f(params, &GL_LIGHTS[light & 0xF].Pos[0]);
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break;
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case GL_SPOT_DIRECTION:
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glCopy3f(params, &GL_LIGHTS[light & 0xF].Dir[0]);
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break;
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case GL_SPOT_EXPONENT:
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GL_LIGHTS[light & 0xF].Exponent = *params;
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break;
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case GL_SPOT_CUTOFF:
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if(*params >= 0.0f && *params <= 180.0f)
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GL_LIGHTS[light & 0xF].CutOff = LCOS(*params);
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break;
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case GL_CONSTANT_ATTENUATION:
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if(*params >= 0)
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GL_LIGHTS[light & 0xF].Kc = *params;
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else
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GL_LIGHTS[light & 0xF].Kc = 0;
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break;
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case GL_LINEAR_ATTENUATION:
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if(*params >= 0)
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GL_LIGHTS[light & 0xF].Kl = *params;
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else
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GL_LIGHTS[light & 0xF].Kl = 0;
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break;
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case GL_QUADRATIC_ATTENUATION:
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if(*params >= 0)
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GL_LIGHTS[light & 0xF].Kq = *params;
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else
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GL_LIGHTS[light & 0xF].Kq = 0;
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break;
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case GL_AMBIENT_AND_DIFFUSE:
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glCopyRGBA((rgba *)params, (rgba *)&GL_LIGHTS[light & 0xF].Ka);
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glCopyRGBA((rgba *)params, (rgba *)&GL_LIGHTS[light & 0xF].Kd);
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break;
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}
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}
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void glLightf(GLenum light, GLenum pname, GLfloat param) {
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if(light < GL_LIGHT0 || light > GL_LIGHT0 + GL_KOS_MAX_LIGHTS) return;
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switch(pname) {
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case GL_CONSTANT_ATTENUATION:
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if(param >= 0)
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GL_LIGHTS[light & 0xF].Kc = param;
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else
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GL_LIGHTS[light & 0xF].Kc = 0;
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break;
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case GL_LINEAR_ATTENUATION:
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if(param >= 0)
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GL_LIGHTS[light & 0xF].Kl = param;
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else
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GL_LIGHTS[light & 0xF].Kl = 0;
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break;
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case GL_QUADRATIC_ATTENUATION:
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if(param >= 0)
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GL_LIGHTS[light & 0xF].Kq = param;
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else
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GL_LIGHTS[light & 0xF].Kq = 0;
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break;
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case GL_SPOT_CUTOFF:
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if(param >= 0.0f && param <= 180.0f)
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GL_LIGHTS[light & 0xF].CutOff = LCOS(param);
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break;
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case GL_SPOT_EXPONENT:
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GL_LIGHTS[light & 0xF].Exponent = param;
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break;
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}
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}
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/* GL Material Parameters **************************************************/
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void glMateriali(GLenum face, GLenum pname, const GLint param) {
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//if(face!=GL_FRONT_AND_BACK) return;
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if(pname == GL_SHININESS) {
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if(param < 0)
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GL_MATERIAL.Shine = 0;
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else if(param > 128)
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GL_MATERIAL.Shine = 128;
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else
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GL_MATERIAL.Shine = param;
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}
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}
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void glMaterialf(GLenum face, GLenum pname, const GLfloat param) {
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//if(face!=GL_FRONT_AND_BACK) return;
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if(pname == GL_SHININESS) {
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if(param < 0)
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GL_MATERIAL.Shine = 0;
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else if(param > 128.0)
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GL_MATERIAL.Shine = 128.0;
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else
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GL_MATERIAL.Shine = param;
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}
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}
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void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
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//if(face!=GL_FRONT_AND_BACK) return;
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switch(pname) {
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case GL_AMBIENT:
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glCopyRGBA((rgba *)params, (rgba *)&GL_MATERIAL.Ka[0]);
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break;
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case GL_DIFFUSE:
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glCopyRGBA((rgba *)params, (rgba *)&GL_MATERIAL.Kd[0]);
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break;
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case GL_SPECULAR:
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glCopyRGBA((rgba *)params, (rgba *)&GL_MATERIAL.Ks[0]);
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break;
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case GL_EMISSION:
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glCopyRGBA((rgba *)params, (rgba *)&GL_MATERIAL.Ke[0]);
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break;
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case GL_SHININESS:
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glMaterialf(GL_FRONT_AND_BACK, pname, *params);
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break;
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case GL_AMBIENT_AND_DIFFUSE:
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glCopyRGBA((rgba *)params, (rgba *)&GL_MATERIAL.Ka[0]);
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glCopyRGBA((rgba *)params, (rgba *)&GL_MATERIAL.Kd[0]);
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break;
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}
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}
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/* Vertex Lighting **********************************************************/
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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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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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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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float FPOW(float b, float p) {
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return FEXP(FLOG(b) * p);
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}
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/* End FPOW Implementation */
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void _glKosVertex3flv(const GLfloat *xyz) {
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glVertex *v = _glKosArrayBufPtr();
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v->pos[0] = xyz[0];
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v->pos[1] = xyz[1];
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v->pos[2] = xyz[2];
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v->norm[0] = GL_VERTEX_NORMAL[0];
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v->norm[1] = GL_VERTEX_NORMAL[1];
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v->norm[2] = GL_VERTEX_NORMAL[2];
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_glKosArrayBufIncrement();
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_glKosVertex3fsv(xyz);
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}
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void _glKosVertex3fl(GLfloat x, GLfloat y, GLfloat z) {
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glVertex *v = _glKosArrayBufPtr();
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v->pos[0] = x;
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v->pos[1] = y;
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v->pos[2] = z;
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v->norm[0] = GL_VERTEX_NORMAL[0];
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v->norm[1] = GL_VERTEX_NORMAL[1];
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v->norm[2] = GL_VERTEX_NORMAL[2];
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_glKosArrayBufIncrement();
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_glKosVertex3fs(x, y, z);
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}
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void _glKosVertex3flcv(const GLfloat *xyz) {
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glVertex *v = _glKosArrayBufPtr();
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v->pos[0] = xyz[0];
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v->pos[1] = xyz[1];
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v->pos[2] = xyz[2];
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v->norm[0] = GL_VERTEX_NORMAL[0];
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v->norm[1] = GL_VERTEX_NORMAL[1];
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v->norm[2] = GL_VERTEX_NORMAL[2];
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_glKosArrayBufIncrement();
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_glKosVertex3fcv(xyz);
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}
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void _glKosVertex3flc(GLfloat x, GLfloat y, GLfloat z) {
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glVertex *v = _glKosArrayBufPtr();
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v->pos[0] = x;
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v->pos[1] = y;
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v->pos[2] = z;
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v->norm[0] = GL_VERTEX_NORMAL[0];
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v->norm[1] = GL_VERTEX_NORMAL[1];
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v->norm[2] = GL_VERTEX_NORMAL[2];
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_glKosArrayBufIncrement();
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_glKosVertex3fc(x, y, z);
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}
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/**** Compute Vertex Light Color ***/
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void _glKosVertexLights(glVertex *P, pvr_vertex_t *v, GLuint count) {
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#ifdef GL_ENABLE_SPECULAR
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float S;
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#endif
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unsigned char i;
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float L[4] __attribute__((aligned(8)));
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float C[3] = { 0, 0, 0 };
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colorui *color = (colorui *)&v->argb;
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/* Compute Global Ambient */
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float A[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
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GL_MATERIAL.Ke[1] + GL_MATERIAL.Ka[1] *GL_GLOBAL_AMBIENT[1],
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GL_MATERIAL.Ke[2] + GL_MATERIAL.Ka[2] *GL_GLOBAL_AMBIENT[2]
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};
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while(count--) {
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for(i = 0; i < GL_KOS_MAX_LIGHTS; i++)
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if(GL_LIGHT_ENABLED & 1 << i)
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if(_glKosSpotlight(&GL_LIGHTS[i], P, L)) { /* Compute Spot / Diffuse */
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C[0] = A[0] + (GL_MATERIAL.Kd[0] * GL_LIGHTS[i].Kd[0] * L[3]);
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C[1] = A[1] + (GL_MATERIAL.Kd[1] * GL_LIGHTS[i].Kd[1] * L[3]);
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C[2] = A[2] + (GL_MATERIAL.Kd[2] * GL_LIGHTS[i].Kd[2] * L[3]);
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#ifdef GL_ENABLE_SPECULAR
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S = _glKosSpecular(P, GL_EYE_POSITION, L); /* Compute Specular */
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if(S > 0) {
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#ifdef GL_ENABLE_FAST_POW
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S = FPOW(S, GL_MATERIAL.Shine);
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#else
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S = pow(S, GL_MATERIAL.Shine);
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#endif
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C[0] += (GL_MATERIAL.Ks[0] * GL_LIGHTS[i].Ks[0] * S);
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C[1] += (GL_MATERIAL.Ks[1] * GL_LIGHTS[i].Ks[1] * S);
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C[2] += (GL_MATERIAL.Ks[2] * GL_LIGHTS[i].Ks[2] * S);
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}
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#endif
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}
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color->a = 0xFF; /* Clamp / Pack Floating Point Colors to 32bit int */
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(C[0] > 1.0f) ? (color->r = 0xFF) : (color->r = (unsigned char)(255 * C[0]));
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(C[1] > 1.0f) ? (color->g = 0xFF) : (color->g = (unsigned char)(255 * C[1]));
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(C[2] > 1.0f) ? (color->b = 0xFF) : (color->b = (unsigned char)(255 * C[2]));
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color += 8; /* pvr_vertex_t color stride */
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++P;
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}
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}
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void _glKosVertexLight(glVertex *P, pvr_vertex_t *v) {
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#ifdef GL_ENABLE_SPECULAR
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float S;
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#endif
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unsigned char i;
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float L[4] __attribute__((aligned(8)));
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/* Compute Ambient */
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float C[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
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GL_MATERIAL.Ke[1] + GL_MATERIAL.Ka[1] *GL_GLOBAL_AMBIENT[1],
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GL_MATERIAL.Ke[2] + GL_MATERIAL.Ka[2] *GL_GLOBAL_AMBIENT[2]
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};
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for(i = 0; i < GL_KOS_MAX_LIGHTS; i++)
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if(GL_LIGHT_ENABLED & 1 << i)
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if(_glKosSpotlight(&GL_LIGHTS[i], P, L)) { /* Compute Spot / Diffuse */
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C[0] += (GL_MATERIAL.Kd[0] * GL_LIGHTS[i].Kd[0] * L[3]);
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C[1] += (GL_MATERIAL.Kd[1] * GL_LIGHTS[i].Kd[1] * L[3]);
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C[2] += (GL_MATERIAL.Kd[2] * GL_LIGHTS[i].Kd[2] * L[3]);
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#ifdef GL_ENABLE_SPECULAR
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S = _glKosSpecular(P, GL_EYE_POSITION, L); /* Compute Specular */
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if(S > 0) {
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#ifdef GL_ENABLE_FAST_POW
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S = FPOW(S, GL_MATERIAL.Shine);
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#else
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S = pow(S, GL_MATERIAL.Shine);
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#endif
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C[0] += (GL_MATERIAL.Ks[0] * GL_LIGHTS[i].Ks[0] * S);
|
|
C[1] += (GL_MATERIAL.Ks[1] * GL_LIGHTS[i].Ks[1] * S);
|
|
C[2] += (GL_MATERIAL.Ks[2] * GL_LIGHTS[i].Ks[2] * S);
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
colorui *col = (colorui *)&v->argb; /* Clamp / Pack floats to a 32bit int */
|
|
col->a = 0xFF;
|
|
(C[0] > 1.0f) ? (col->r = 0xFF) : (col->r = (unsigned char)(255 * C[0]));
|
|
(C[1] > 1.0f) ? (col->g = 0xFF) : (col->g = (unsigned char)(255 * C[1]));
|
|
(C[2] > 1.0f) ? (col->b = 0xFF) : (col->b = (unsigned char)(255 * C[2]));
|
|
}
|
|
|
|
GLuint _glKosVertexLightColor(glVertex *P) {
|
|
#ifdef GL_ENABLE_SPECULAR
|
|
float S;
|
|
#endif
|
|
GLuint color;
|
|
GLubyte i;
|
|
float L[4] __attribute__((aligned(8)));
|
|
|
|
/* Compute Ambient */
|
|
float C[3] = { GL_MATERIAL.Ke[0] + GL_MATERIAL.Ka[0] *GL_GLOBAL_AMBIENT[0],
|
|
GL_MATERIAL.Ke[1] + GL_MATERIAL.Ka[1] *GL_GLOBAL_AMBIENT[1],
|
|
GL_MATERIAL.Ke[2] + GL_MATERIAL.Ka[2] *GL_GLOBAL_AMBIENT[2]
|
|
};
|
|
|
|
for(i = 0; i < GL_KOS_MAX_LIGHTS; i++)
|
|
if(GL_LIGHT_ENABLED & 1 << i)
|
|
if(_glKosSpotlight(&GL_LIGHTS[i], P, L)) { /* Compute Spot / Diffuse */
|
|
C[0] += (GL_MATERIAL.Kd[0] * GL_LIGHTS[i].Kd[0] * L[3]);
|
|
C[1] += (GL_MATERIAL.Kd[1] * GL_LIGHTS[i].Kd[1] * L[3]);
|
|
C[2] += (GL_MATERIAL.Kd[2] * GL_LIGHTS[i].Kd[2] * L[3]);
|
|
|
|
#ifdef GL_ENABLE_SPECULAR
|
|
S = _glKosSpecular(P, GL_EYE_POSITION, L); /* Compute Specular */
|
|
|
|
if(S > 0) {
|
|
#ifdef GL_ENABLE_FAST_POW
|
|
S = FPOW(S, GL_MATERIAL.Shine);
|
|
#else
|
|
S = pow(S, GL_MATERIAL.Shine);
|
|
#endif
|
|
C[0] += (GL_MATERIAL.Ks[0] * GL_LIGHTS[i].Ks[0] * S);
|
|
C[1] += (GL_MATERIAL.Ks[1] * GL_LIGHTS[i].Ks[1] * S);
|
|
C[2] += (GL_MATERIAL.Ks[2] * GL_LIGHTS[i].Ks[2] * S);
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
colorui *col = (colorui *)&color; /* Clamp / Pack floats to a 32bit int */
|
|
col->a = 0xFF;
|
|
(C[0] > 1.0f) ? (col->r = 0xFF) : (col->r = (unsigned char)(255 * C[0]));
|
|
(C[1] > 1.0f) ? (col->g = 0xFF) : (col->g = (unsigned char)(255 * C[1]));
|
|
(C[2] > 1.0f) ? (col->b = 0xFF) : (col->b = (unsigned char)(255 * C[2]));
|
|
|
|
return color;
|
|
}
|
|
|
|
/** Iterate vertices submitted and compute vertex lighting **/
|
|
|
|
void _glKosVertexComputeLighting(pvr_vertex_t *v, int verts) {
|
|
unsigned int i;
|
|
glVertex *s = _glKosArrayBufAddr();
|
|
|
|
_glKosMatrixLoadModelView();
|
|
|
|
for(i = 0; i < verts; i++) {
|
|
mat_trans_single3_nodiv(s->pos[0], s->pos[1], s->pos[2]);
|
|
++s;
|
|
}
|
|
|
|
s = _glKosArrayBufAddr();
|
|
|
|
_glKosMatrixLoadModelRot();
|
|
|
|
for(i = 0; i < verts; i++) {
|
|
mat_trans_normal3(s->norm[0], s->norm[1], s->norm[2]);
|
|
_glKosVertexLight(s++, v++);
|
|
}
|
|
}
|
|
|
|
void _glKosLightTransformScreenSpace(float *xyz) {
|
|
_glKosMatrixApplyScreenSpace();
|
|
mat_trans_single(xyz[0], xyz[1], xyz[2]);
|
|
_glKosMatrixLoadRender();
|
|
}
|