am cede1ed3: fix [1610840] Positional light doesn\'t work correctly on emulator
Merge commit 'cede1ed3e1721dc4a697a540388ef0f4b51c60eb' * commit 'cede1ed3e1721dc4a697a540388ef0f4b51c60eb': fix [1610840] Positional light doesn't work correctly on emulator
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The Android Open Source Project
commit
3b2c69d3b5
@@ -951,6 +951,8 @@ void compileElement__generic(ogles_context_t* c,
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v->index = first;
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first &= vertex_cache_t::INDEX_MASK;
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const GLubyte* vp = c->arrays.vertex.element(first);
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v->obj.z = 0;
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v->obj.w = 0x10000;
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c->arrays.vertex.fetch(c, v->obj.v, vp);
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c->arrays.mvp_transform(&c->transforms.mvp, &v->clip, &v->obj);
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c->arrays.perspective(c, v);
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@@ -966,6 +968,8 @@ void compileElements__generic(ogles_context_t* c,
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do {
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v->flags = 0;
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v->index = first++;
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v->obj.z = 0;
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v->obj.w = 0x10000;
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c->arrays.vertex.fetch(c, v->obj.v, vp);
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c->arrays.mvp_transform(mvp, &v->clip, &v->obj);
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c->arrays.perspective(c, v);
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@@ -38,13 +38,14 @@ static void lightVertex(ogles_context_t* c, vertex_t* v);
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static void lightVertexMaterial(ogles_context_t* c, vertex_t* v);
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static inline void vscale3(GLfixed* d, const GLfixed* m, GLfixed s);
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static inline void vsub3w(GLfixed* d, const GLfixed* a, const GLfixed* b);
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static __attribute__((noinline))
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void vnorm3(GLfixed* d, const GLfixed* a);
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static inline void vsa3(GLfixed* d,
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const GLfixed* m, GLfixed s, const GLfixed* a);
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static inline void vss3(GLfixed* d,
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const GLfixed* m, GLfixed s, const GLfixed* a);
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static inline void vmla3(GLfixed* d,
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const GLfixed* m0, const GLfixed* m1, const GLfixed* a);
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static inline void vmul3(GLfixed* d,
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@@ -151,18 +152,10 @@ void vsa3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
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}
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static inline
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void vsub3w(GLfixed* d, const GLfixed* a, const GLfixed* b) {
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const GLfixed wa = a[3];
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const GLfixed wb = b[3];
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if (ggl_likely(wa == wb)) {
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d[0] = a[0] - b[0];
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d[1] = a[1] - b[1];
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d[2] = a[2] - b[2];
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} else {
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d[0] = gglMulSubx(a[0], wb, gglMulx(b[0], wa));
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d[1] = gglMulSubx(a[1], wb, gglMulx(b[1], wa));
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d[2] = gglMulSubx(a[2], wb, gglMulx(b[2], wa));
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}
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void vss3(GLfixed* d, const GLfixed* m, GLfixed s, const GLfixed* a) {
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d[0] = gglMulSubx(m[0], s, a[0]);
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d[1] = gglMulSubx(m[1], s, a[1]);
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d[2] = gglMulSubx(m[2], s, a[2]);
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}
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static inline
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@@ -227,7 +220,7 @@ static inline void validate_light_mvi(ogles_context_t* c)
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const int i = 31 - gglClz(en);
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en &= ~(1<<i);
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light_t& l = c->lighting.lights[i];
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c->transforms.mvui.point3(&c->transforms.mvui,
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c->transforms.mvui.point4(&c->transforms.mvui,
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&l.objPosition, &l.position);
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vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
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}
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@@ -348,7 +341,11 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
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vec4_t n;
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c->arrays.normal.fetch(c, n.v,
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c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
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if (c->transforms.rescaleNormals == GL_NORMALIZE)
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// TODO: right now we handle GL_RESCALE_NORMALS as if ti were
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// GL_NORMALIZE. We could optimize this by scaling mvui
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// appropriately instead.
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if (c->transforms.rescaleNormals)
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vnorm3(n.v, n.v);
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const material_t& material = c->lighting.front;
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@@ -365,7 +362,8 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
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// compute vertex-to-light vector
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if (ggl_unlikely(l.position.w)) {
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vsub3w(d.v, l.objPosition.v, v->obj.v);
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// lightPos/1.0 - vertex/vertex.w == lightPos*vertex.w - vertex
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vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v);
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sqDist = dot3(d.v, d.v);
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vscale3(d.v, d.v, gglSqrtRecipx(sqDist));
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} else {
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@@ -55,7 +55,7 @@ static void normal__nop(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point2__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point3__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void normal__generic(transform_t const*, vec4_t* c, vec4_t const* o);
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static void point4__mvui(transform_t const*, vec4_t* c, vec4_t const* o);
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// ----------------------------------------------------------------------------
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#if 0
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@@ -209,7 +209,8 @@ void mvui_transform_t::picker()
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{
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flags = 0;
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ops = OP_ALL;
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point3 = normal__generic;
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point3 = point4__mvui;
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point4 = point4__mvui;
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}
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void transform_t::dump(const char* what)
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@@ -596,66 +597,19 @@ void transform_state_t::update_mvit()
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void transform_state_t::update_mvui()
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{
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GLfloat r[16];
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const GLfloat* const mv = modelview.top().elements();
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/*
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When transforming normals, we can use the upper 3x3 matrix, see:
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http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html
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*/
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// Also note that:
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// l(obj) = tr(M).l(eye) for infinite light
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// l(obj) = inv(M).l(eye) for local light
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const uint32_t ops = modelview.top_ops() & ~OP_TRANSLATE;
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if (ggl_likely((!(ops & ~OP_ROTATE)) ||
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(rescaleNormals && modelview.isRigidBody()))) {
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// if the modelview matrix is a rigid body transformation
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// (translation, rotation, uniform scaling), then we can bypass
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// the inverse by transposing the matrix.
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GLfloat rescale = 1.0f;
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if (rescaleNormals == GL_RESCALE_NORMAL) {
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if (!(ops & ~OP_UNIFORM_SCALE)) {
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rescale = reciprocalf(mv[I(0,0)]);
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} else {
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rescale = rsqrtf(
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sqrf(mv[I(2,0)]) + sqrf(mv[I(2,1)]) + sqrf(mv[I(2,2)]));
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}
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}
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GLfixed* const x = mvui.matrix.m;
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for (int i=0 ; i<3 ; i++) {
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x[I(i,0)] = gglFloatToFixed(mv[I(0,i)] * rescale);
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x[I(i,1)] = gglFloatToFixed(mv[I(1,i)] * rescale);
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x[I(i,2)] = gglFloatToFixed(mv[I(2,i)] * rescale);
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}
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mvui.picker();
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return;
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}
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GLfloat r[3][3];
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r[0][0] = det22(mv[I(1,1)], mv[I(2,1)], mv[I(1,2)], mv[I(2,2)]);
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r[0][1] =ndet22(mv[I(0,1)], mv[I(2,1)], mv[I(0,2)], mv[I(2,2)]);
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r[0][2] = det22(mv[I(0,1)], mv[I(1,1)], mv[I(0,2)], mv[I(1,2)]);
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r[1][0] =ndet22(mv[I(1,0)], mv[I(2,0)], mv[I(1,2)], mv[I(2,2)]);
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r[1][1] = det22(mv[I(0,0)], mv[I(2,0)], mv[I(0,2)], mv[I(2,2)]);
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r[1][2] =ndet22(mv[I(0,0)], mv[I(1,0)], mv[I(0,2)], mv[I(1,2)]);
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r[2][0] = det22(mv[I(1,0)], mv[I(2,0)], mv[I(1,1)], mv[I(2,1)]);
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r[2][1] =ndet22(mv[I(0,0)], mv[I(2,0)], mv[I(0,1)], mv[I(2,1)]);
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r[2][2] = det22(mv[I(0,0)], mv[I(1,0)], mv[I(0,1)], mv[I(1,1)]);
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GLfloat rdet;
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if (rescaleNormals == GL_RESCALE_NORMAL) {
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rdet = rsqrtf(sqrf(r[0][2]) + sqrf(r[1][2]) + sqrf(r[2][2]));
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} else {
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rdet = reciprocalf(
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r[0][0]*mv[I(0,0)] + r[0][1]*mv[I(1,0)] + r[0][2]*mv[I(2,0)]);
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}
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// TODO: we need a faster invert, especially for when the modelview
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// is a rigid-body matrix
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invert(r, mv);
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GLfixed* const x = mvui.matrix.m;
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for (int i=0 ; i<3 ; i++) {
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x[I(i,0)] = gglFloatToFixed(r[i][0] * rdet);
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x[I(i,1)] = gglFloatToFixed(r[i][1] * rdet);
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x[I(i,2)] = gglFloatToFixed(r[i][2] * rdet);
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for (int i=0 ; i<4 ; i++) {
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x[I(i,0)] = gglFloatToFixed(r[I(i,0)]);
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x[I(i,1)] = gglFloatToFixed(r[I(i,1)]);
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x[I(i,2)] = gglFloatToFixed(r[I(i,2)]);
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x[I(i,4)] = gglFloatToFixed(r[I(i,3)]);
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}
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mvui.picker();
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}
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@@ -783,14 +737,19 @@ void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
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lhs->w = mla4(rx, m[ 3], ry, m[ 7], rz, m[11], rw, m[15]);
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}
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void normal__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
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void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
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// this used for transforming light positions back to object space.
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// Lights have 3 components positions, so w is always 1.
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// however, it is used as a switch for directional lights, so we need
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// to preserve it.
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const GLfixed* const m = mx->matrix.m;
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const GLfixed rx = rhs->x;
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const GLfixed ry = rhs->y;
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const GLfixed rz = rhs->z;
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lhs->x = mla3(rx, m[ 0], ry, m[ 4], rz, m[ 8]);
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lhs->y = mla3(rx, m[ 1], ry, m[ 5], rz, m[ 9]);
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lhs->z = mla3(rx, m[ 2], ry, m[ 6], rz, m[10]);
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lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]);
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lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]);
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lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]);
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lhs->w = rhs->w;
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}
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