fix [2133133] Software OpenGL ES Lighting is buggy (GL Gears washed out bug)
A typo caused GL_AMBIENT_AND_DIFFUSE to only set the the ambient color. Fix another typo which caused the viewer position to be wrong for specular highlights. Switch back to eye-space lighting, since there are still some issues with some demos (San Angeles in particular).
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@@ -294,7 +294,6 @@ struct light_t {
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vec4_t normalizedObjPosition;
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vec4_t spotDir;
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vec4_t normalizedSpotDir;
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vec4_t objViewer;
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GLfixed spotExp;
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GLfixed spotCutoff;
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GLfixed spotCutoffCosine;
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@@ -327,9 +326,10 @@ struct lighting_t {
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material_t front;
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light_model_t lightModel;
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color_material_t colorMaterial;
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vec4_t implicitSceneEmissionAndAmbient;
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vec4_t objViewer;
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uint32_t enabledLights;
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GLboolean enable;
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vec4_t implicitSceneEmissionAndAmbient;
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GLenum shadeModel;
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typedef void (*light_fct_t)(ogles_context_t*, vertex_t*);
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void (*lightVertex)(ogles_context_t* c, vertex_t* v);
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@@ -217,18 +217,26 @@ static inline void validate_light_mvi(ogles_context_t* c)
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{
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uint32_t en = c->lighting.enabledLights;
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// Vector from object to viewer, in eye coordinates
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const vec4_t eyeViewer = { 0, 0, 0x1000, 0 };
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while (en) {
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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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#if OBJECT_SPACE_LIGHTING
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c->transforms.mvui.point4(&c->transforms.mvui,
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&l.objPosition, &l.position);
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#else
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l.objPosition = l.position;
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#endif
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vnorm3(l.normalizedObjPosition.v, l.objPosition.v);
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c->transforms.mvui.point4(&c->transforms.mvui,
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&l.objViewer, &eyeViewer);
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vnorm3(l.objViewer.v, l.objViewer.v);
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}
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const vec4_t eyeViewer = { 0, 0, 0x10000, 0 };
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#if OBJECT_SPACE_LIGHTING
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c->transforms.mvui.point3(&c->transforms.mvui,
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&c->lighting.objViewer, &eyeViewer);
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vnorm3(c->lighting.objViewer.v, c->lighting.objViewer.v);
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#else
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c->lighting.objViewer = eyeViewer;
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#endif
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}
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static inline void validate_light(ogles_context_t* c)
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@@ -337,6 +345,7 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
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{
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// emission and ambient for the whole scene
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vec4_t r = c->lighting.implicitSceneEmissionAndAmbient;
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const vec4_t objViewer = c->lighting.objViewer;
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uint32_t en = c->lighting.enabledLights;
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if (ggl_likely(en)) {
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@@ -347,7 +356,11 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
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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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// TODO: right now we handle GL_RESCALE_NORMALS as if ti were
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#if !OBJECT_SPACE_LIGHTING
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c->transforms.mvui.point3(&c->transforms.mvui, &n, &n);
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#endif
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// TODO: right now we handle GL_RESCALE_NORMALS as if it 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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@@ -380,13 +393,13 @@ void lightVertex(ogles_context_t* c, vertex_t* v)
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s = dot3(n.v, d.v);
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s = (s<0) ? (twoSide?(-s):0) : s;
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vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v);
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// specular
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if (ggl_unlikely(s && l.implicitSpecular.v[3])) {
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vec4_t h;
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h.x = d.x + l.objViewer.x;
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h.y = d.y + l.objViewer.y;
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h.z = d.z + l.objViewer.z;
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h.x = d.x + objViewer.x;
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h.y = d.y + objViewer.y;
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h.z = d.z + objViewer.z;
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vnorm3(h.v, h.v);
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s = dot3(n.v, h.v);
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s = (s<0) ? (twoSide?(-s):0) : s;
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@@ -515,15 +528,18 @@ static void lightxv(GLenum i, GLenum pname, const GLfixed *params, ogles_context
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case GL_POSITION: {
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ogles_validate_transform(c, transform_state_t::MODELVIEW);
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transform_t& mv = c->transforms.modelview.transform;
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memcpy(light.position.v, params, sizeof(light.position.v));
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mv.point4(&mv, &light.position, &light.position);
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mv.point4(&mv, &light.position, reinterpret_cast<vec4_t const*>(params));
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invalidate_lighting(c);
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return;
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}
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case GL_SPOT_DIRECTION: {
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#if OBJECT_SPACE_LIGHTING
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ogles_validate_transform(c, transform_state_t::MVUI);
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transform_t& mvui = c->transforms.mvui;
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mvui.point3(&mvui, &light.spotDir, (vec4_t*)params);
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mvui.point3(&mvui, &light.spotDir, reinterpret_cast<vec4_t const*>(params));
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#else
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light.spotDir = *reinterpret_cast<vec4_t const*>(params);
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#endif
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vnorm3(light.normalizedSpotDir.v, light.spotDir.v);
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invalidate_lighting(c);
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return;
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@@ -748,8 +764,8 @@ void glMaterialfv(
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case GL_SPECULAR: what = c->lighting.front.specular.v; break;
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case GL_EMISSION: what = c->lighting.front.emission.v; break;
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case GL_AMBIENT_AND_DIFFUSE:
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what = c->lighting.front.ambient.v; break;
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other = c->lighting.front.diffuse.v; break;
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what = c->lighting.front.ambient.v;
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other = c->lighting.front.diffuse.v;
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break;
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case GL_SHININESS:
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c->lighting.front.shininess = gglFloatToFixed(params[0]);
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@@ -788,8 +804,8 @@ void glMaterialxv(
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case GL_SPECULAR: what = c->lighting.front.specular.v; break;
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case GL_EMISSION: what = c->lighting.front.emission.v; break;
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case GL_AMBIENT_AND_DIFFUSE:
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what = c->lighting.front.ambient.v; break;
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other= c->lighting.front.diffuse.v; break;
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what = c->lighting.front.ambient.v;
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other = c->lighting.front.diffuse.v;
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break;
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case GL_SHININESS:
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c->lighting.front.shininess = gglFloatToFixed(params[0]);
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@@ -22,6 +22,13 @@
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#include <stddef.h>
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#include <sys/types.h>
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// Set to 1 for object-space lighting evaluation.
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// There are still some bugs with object-space lighting,
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// especially visible in the San Angeles demo.
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#define OBJECT_SPACE_LIGHTING 0
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namespace android {
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namespace gl {
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@@ -55,6 +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 point3__mvui(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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@@ -209,7 +210,7 @@ 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 = point4__mvui;
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point3 = point3__mvui;
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point4 = point4__mvui;
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}
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@@ -600,17 +601,31 @@ void transform_state_t::update_mvui()
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GLfloat r[16];
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const GLfloat* const mv = modelview.top().elements();
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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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/*
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When evaluating the lighting equation in eye-space, normals
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are transformed by the upper 3x3 modelview inverse-transpose.
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http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node26.html
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(note that inverse-transpose is distributive).
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Also note that:
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l(obj) = inv(modelview).l(eye) for local light
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l(obj) = tr(modelview).l(eye) for infinite light
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*/
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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<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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#if OBJECT_SPACE_LIGHTING
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for (int i=0 ; i<4 ; i++)
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for (int j=0 ; j<4 ; j++)
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x[I(i,j)] = gglFloatToFixed(r[I(i,j)]);
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#else
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for (int i=0 ; i<4 ; i++)
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for (int j=0 ; j<4 ; j++)
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x[I(i,j)] = gglFloatToFixed(r[I(j,i)]);
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#endif
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mvui.picker();
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}
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@@ -739,8 +754,22 @@ 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 point3__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
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// this is used for transforming light positions back to object space.
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// w 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->w = 0;
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}
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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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// this is used for transforming light positions back to object space.
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// w 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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