diff options
Diffstat (limited to 'opengl/libagl/light.cpp')
-rw-r--r-- | opengl/libagl/light.cpp | 46 |
1 files changed, 27 insertions, 19 deletions
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp index 25c41d0..f211bca 100644 --- a/opengl/libagl/light.cpp +++ b/opengl/libagl/light.cpp @@ -38,13 +38,14 @@ static void lightVertex(ogles_context_t* c, vertex_t* v); static void lightVertexMaterial(ogles_context_t* c, vertex_t* v); static inline void vscale3(GLfixed* d, const GLfixed* m, GLfixed s); -static inline void vsub3w(GLfixed* d, const GLfixed* a, const GLfixed* b); static __attribute__((noinline)) void vnorm3(GLfixed* d, const GLfixed* a); static inline void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a); +static inline void vss3(GLfixed* d, + const GLfixed* m, GLfixed s, const GLfixed* a); static inline void vmla3(GLfixed* d, const GLfixed* m0, const GLfixed* m1, const GLfixed* a); static inline void vmul3(GLfixed* d, @@ -151,18 +152,10 @@ void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) { } static inline -void vsub3w(GLfixed* d, const GLfixed* a, const GLfixed* b) { - const GLfixed wa = a[3]; - const GLfixed wb = b[3]; - if (ggl_likely(wa == wb)) { - d[0] = a[0] - b[0]; - d[1] = a[1] - b[1]; - d[2] = a[2] - b[2]; - } else { - d[0] = gglMulSubx(a[0], wb, gglMulx(b[0], wa)); - d[1] = gglMulSubx(a[1], wb, gglMulx(b[1], wa)); - d[2] = gglMulSubx(a[2], wb, gglMulx(b[2], wa)); - } +void vss3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) { + d[0] = gglMulSubx(m[0], s, a[0]); + d[1] = gglMulSubx(m[1], s, a[1]); + d[2] = gglMulSubx(m[2], s, a[2]); } static inline @@ -223,13 +216,18 @@ 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); light_t& l = c->lighting.lights[i]; - c->transforms.mvui.point3(&c->transforms.mvui, + 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); } } @@ -318,6 +316,11 @@ void lightVertexMaterial(ogles_context_t* c, vertex_t* v) vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v); vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); + // this is just a flag to tell if we have a specular component + l.implicitSpecular.v[3] = + l.implicitSpecular.r | + l.implicitSpecular.g | + l.implicitSpecular.b; } // emission and ambient for the whole scene vmla3( c->lighting.implicitSceneEmissionAndAmbient.v, @@ -343,7 +346,11 @@ void lightVertex(ogles_context_t* c, vertex_t* v) vec4_t n; c->arrays.normal.fetch(c, n.v, c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK)); - if (c->transforms.rescaleNormals == GL_NORMALIZE) + + // TODO: right now we handle GL_RESCALE_NORMALS as if ti were + // GL_NORMALIZE. We could optimize this by scaling mvui + // appropriately instead. + if (c->transforms.rescaleNormals) vnorm3(n.v, n.v); const material_t& material = c->lighting.front; @@ -360,7 +367,8 @@ void lightVertex(ogles_context_t* c, vertex_t* v) // compute vertex-to-light vector if (ggl_unlikely(l.position.w)) { - vsub3w(d.v, l.objPosition.v, v->obj.v); + // lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex + vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v); sqDist = dot3(d.v, d.v); vscale3(d.v, d.v, gglSqrtRecipx(sqDist)); } else { @@ -376,9 +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; |