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authorMartin Storsjo <martin@martin.st>2009-08-11 18:01:14 +0200
committerMathias Agopian <mathias@google.com>2009-08-25 18:35:54 -0700
commitc0dea964913268bd64009e657635e617f3e0c21c (patch)
tree379fdde7e66d3b8ab88348e0b7138f1ab6ed5970 /opengl/libagl
parent4f31af9346b818c8ef05a63e15e9170a7c6131e4 (diff)
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Calculate specular lighting correctly
Since the lighting calculations are done in object space, the vector from the object to the viewer also needs to be transformed to object space.
Diffstat (limited to 'opengl/libagl')
-rw-r--r--opengl/libagl/light.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp
index 8ae32cc0f..f211bca 100644
--- a/opengl/libagl/light.cpp
+++ b/opengl/libagl/light.cpp
@@ -216,6 +216,8 @@ static inline void light_picker(ogles_context_t* c)
static inline void validate_light_mvi(ogles_context_t* c)
{
uint32_t en = c->lighting.enabledLights;
+ // Vector from object to viewer, in eye coordinates
+ const vec4_t eyeViewer = { 0, 0, 0x1000, 0 };
while (en) {
const int i = 31 - gglClz(en);
en &= ~(1<<i);
@@ -223,6 +225,9 @@ static inline void validate_light_mvi(ogles_context_t* c)
c->transforms.mvui.point4(&c->transforms.mvui,
&l.objPosition, &l.position);
vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
+ c->transforms.mvui.point4(&c->transforms.mvui,
+ &l.objViewer, &eyeViewer);
+ vnorm3(l.objViewer.v, l.objViewer.v);
}
}
@@ -379,9 +384,9 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
// specular
if (ggl_unlikely(s && l.implicitSpecular.v[3])) {
vec4_t h;
- h.x = d.x;
- h.y = d.y;
- h.z = d.z + 0x10000;
+ h.x = d.x + l.objViewer.x;
+ h.y = d.y + l.objViewer.y;
+ h.z = d.z + l.objViewer.z;
vnorm3(h.v, h.v);
s = dot3(n.v, h.v);
s = (s<0) ? (twoSide?(-s):0) : s;