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@@ -807,19 +807,37 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const&
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if (!light.is_enabled)
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continue;
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- FloatVector4 vertex_to_light;
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+ // We need to save the length here because the attenuation factor requires a non
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+ // normalized vector!
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+ auto sgi_arrow_operator = [](FloatVector4 const& p1, FloatVector4 const& p2, float& saved_length) {
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+ if ((p1.w() != 0.0f) && (p2.w() == 0.0f)) {
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+ saved_length = p2.length();
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+ return (p2 / saved_length).xyz();
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+ } else if ((p1.w() == 0.0f) && (p2.w() != 0.0f)) {
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+ saved_length = p2.length();
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+ return -(p1 / saved_length).xyz();
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+ } else {
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+ // FIXME: The OpenGL 1.5 spec says nothing about the case where P1 and P2 BOTH have a w value of 1, which would
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+ // then mean the light position has an implicit value of (0, 0, 0, 0). This doesn't make any logical sense, and it most likely
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+ // a typographical error. Most other GL implementations seem to just fix it to the distance from the vertex to the light, which
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+ // seems to work just fine.
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+ // If somebody with more insight about this could clarify this eventually, that'd be great.
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+ auto distance = (p2 - p1);
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+ saved_length = distance.length();
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+ return (distance / saved_length).xyz();
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+ }
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+ };
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+
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+ float vector_length = 0.0f;
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+ FloatVector3 vertex_to_light = sgi_arrow_operator(vertex.eye_coordinates, light.position, vector_length);
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// Light attenuation value.
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float light_attenuation_factor = 1.0f;
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if (light.position.w() != 0.0f) {
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- vertex_to_light = light.position - vertex.eye_coordinates;
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auto const vertex_to_light_length = vertex_to_light.length();
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auto const vertex_to_light_length_squared = vertex_to_light_length * vertex_to_light_length;
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light_attenuation_factor = 1.0f / (light.constant_attenuation + (light.linear_attenuation * vertex_to_light_length) + (light.quadratic_attenuation * vertex_to_light_length_squared));
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- vertex_to_light = vertex_to_light / vertex_to_light_length;
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- } else {
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- vertex_to_light = light.position.normalized();
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}
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// Spotlight factor
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