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Commit b44efdc6 authored by Mathias Agopian's avatar Mathias Agopian
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fix [2231527] Compatibility with SpaceJunk game (OpenGL)

we treated all lights as local lights when transforming their
position back to object space.
parent aa628c91
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+6 −7
Original line number Diff line number Diff line
@@ -741,20 +741,19 @@ void point4__generic(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {

void point4__mvui(transform_t const* mx, vec4_t* lhs, vec4_t const* rhs) {
    // this used for transforming light positions back to object space.
    // Lights have 3 components positions, so w is always 1.
    // however, it is used as a switch for directional lights, so we need
    // w is used as a switch for directional lights, so we need
    // to preserve it.
    const GLfixed* const m = mx->matrix.m;
    const GLfixed rx = rhs->x;
    const GLfixed ry = rhs->y;
    const GLfixed rz = rhs->z;
    lhs->x = mla3a(rx, m[ 0], ry, m[ 4], rz, m[ 8], m[12]); 
    lhs->y = mla3a(rx, m[ 1], ry, m[ 5], rz, m[ 9], m[13]);
    lhs->z = mla3a(rx, m[ 2], ry, m[ 6], rz, m[10], m[14]);
    lhs->w = rhs->w;
    const GLfixed rw = rhs->w;
    lhs->x = mla4(rx, m[ 0], ry, m[ 4], rz, m[ 8], rw, m[12]);
    lhs->y = mla4(rx, m[ 1], ry, m[ 5], rz, m[ 9], rw, m[13]);
    lhs->z = mla4(rx, m[ 2], ry, m[ 6], rz, m[10], rw, m[14]);
    lhs->w = rw;
}


void point2__nop(transform_t const*, vec4_t* lhs, vec4_t const* rhs) {
    lhs->z = 0;
    lhs->w = 0x10000;