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author Martin Storsjo <martin@martin.st> 2009-08-11 18:01:14 +0200
committer Mathias Agopian <mathias@google.com> 2009-08-25 18:35:54 -0700
commitc0dea964913268bd64009e657635e617f3e0c21c (patch)
tree379fdde7e66d3b8ab88348e0b7138f1ab6ed5970
parent4f31af9346b818c8ef05a63e15e9170a7c6131e4 (diff)
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.
-rw-r--r--include/private/opengles/gl_context.h1
-rw-r--r--opengl/libagl/light.cpp11
2 files changed, 9 insertions, 3 deletions
diff --git a/include/private/opengles/gl_context.h b/include/private/opengles/gl_context.h
index 523aed08e15b..67c2dd80681f 100644
--- a/include/private/opengles/gl_context.h
+++ b/include/private/opengles/gl_context.h
@@ -287,6 +287,7 @@ struct light_t {
vec4_t normalizedObjPosition;
vec4_t spotDir;
vec4_t normalizedSpotDir;
+ vec4_t objViewer;
GLfixed spotExp;
GLfixed spotCutoff;
GLfixed spotCutoffCosine;
diff --git a/opengl/libagl/light.cpp b/opengl/libagl/light.cpp
index 8ae32cc0f0e1..f211bcab3221 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;