Lines Matching refs:l
223 light_t& l = c->lighting.lights[i]; in validate_light_mvi() local
226 &l.objPosition, &l.position); in validate_light_mvi()
228 l.objPosition = l.position; in validate_light_mvi()
230 vnorm3(l.normalizedObjPosition.v, l.objPosition.v); in validate_light_mvi()
251 light_t& l = c->lighting.lights[i]; in validate_light() local
252 vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v); in validate_light()
253 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); in validate_light()
254 vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); in validate_light()
257 l.implicitSpecular.v[3] = in validate_light()
258 l.implicitSpecular.r | in validate_light()
259 l.implicitSpecular.g | in validate_light()
260 l.implicitSpecular.b; in validate_light()
262 l.rConstAttenuation = (l.attenuation[1] | l.attenuation[2])==0; in validate_light()
263 if (l.rConstAttenuation) in validate_light()
264 l.rConstAttenuation = gglRecipFast(l.attenuation[0]); in validate_light()
323 light_t& l = c->lighting.lights[i]; in lightVertexMaterial() local
324 vmul3(l.implicitAmbient.v, material.ambient.v, l.ambient.v); in lightVertexMaterial()
325 vmul3(l.implicitDiffuse.v, material.diffuse.v, l.diffuse.v); in lightVertexMaterial()
326 vmul3(l.implicitSpecular.v, material.specular.v, l.specular.v); in lightVertexMaterial()
328 l.implicitSpecular.v[3] = in lightVertexMaterial()
329 l.implicitSpecular.r | in lightVertexMaterial()
330 l.implicitSpecular.g | in lightVertexMaterial()
331 l.implicitSpecular.b; in lightVertexMaterial()
375 const light_t& l = c->lighting.lights[i]; in lightVertex() local
382 if (ggl_unlikely(l.position.w)) { in lightVertex()
384 vss3(d.v, l.objPosition.v, v->obj.w, v->obj.v); in lightVertex()
389 d = l.normalizedObjPosition; in lightVertex()
395 vsa3(t.v, l.implicitDiffuse.v, s, l.implicitAmbient.v); in lightVertex()
398 if (ggl_unlikely(s && l.implicitSpecular.v[3])) { in lightVertex()
408 vsa3(t.v, l.implicitSpecular.v, s, t.v); in lightVertex()
413 if (ggl_unlikely(l.spotCutoff != gglIntToFixed(180))) { in lightVertex()
414 GLfixed spotAtt = -dot3(l.normalizedSpotDir.v, d.v); in lightVertex()
415 if (spotAtt >= l.spotCutoffCosine) { in lightVertex()
416 vscale3(t.v, t.v, gglPowx(spotAtt, l.spotExp)); in lightVertex()
421 if (ggl_unlikely(l.position.w)) { in lightVertex()
422 if (l.rConstAttenuation) { in lightVertex()
423 s = l.rConstAttenuation; in lightVertex()
425 s = gglMulAddx(sqDist, l.attenuation[2], l.attenuation[0]); in lightVertex()
426 if (l.attenuation[1]) in lightVertex()
427 s = gglMulAddx(gglSqrtx(sqDist), l.attenuation[1], s); in lightVertex()