forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			203 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			203 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <VideoCommon/LightingShaderGen.h>
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static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index,
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                                int litchan_index, bool alpha)
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{
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  const char* swizzle = alpha ? "a" : "rgb";
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  const char* swizzle_components = (alpha) ? "" : "3";
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  int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
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  int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
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  switch (attnfunc)
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  {
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  case LIGHTATTN_NONE:
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  case LIGHTATTN_DIR:
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    object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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    object.Write("attn = 1.0;\n");
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    object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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    break;
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  case LIGHTATTN_SPEC:
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    object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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    object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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                 ".xyz)) : 0.0;\n",
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                 LIGHT_DIR_PARAMS(index));
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    object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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    object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
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                 (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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    object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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                 "float3(1.0, attn, attn*attn));\n");
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    break;
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  case LIGHTATTN_SPOT:
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    object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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    object.Write("dist2 = dot(ldir, ldir);\n"
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                 "dist = sqrt(dist2);\n"
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                 "ldir = ldir / dist;\n"
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                 "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
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                 LIGHT_DIR_PARAMS(index));
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    // attn*attn may overflow
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    object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
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                 ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
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                 LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
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                 LIGHT_DISTATT_PARAMS(index));
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    break;
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  }
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  switch (diffusefunc)
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  {
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  case LIGHTDIF_NONE:
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    object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
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                 swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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    break;
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  case LIGHTDIF_SIGN:
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  case LIGHTDIF_CLAMP:
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    object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
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                 swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
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                 swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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    break;
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  default:
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    _assert_(0);
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  }
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  object.Write("\n");
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}
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// vertex shader
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// lights/colors
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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                                const char* inColorName, const char* dest)
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{
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  for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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  {
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    object.Write("{\n");
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    bool colormatsource = !!(uid_data.matsource & (1 << j));
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    if (colormatsource)  // from vertex
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    {
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      if (components & (VB_HAS_COL0 << j))
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        object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
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      else if (components & VB_HAS_COL0)
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        object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
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      else
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        object.Write("int4 mat = int4(255, 255, 255, 255);\n");
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    }
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    else  // from color
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    {
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      object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
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    }
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    if (uid_data.enablelighting & (1 << j))
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    {
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      if (uid_data.ambsource & (1 << j))  // from vertex
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      {
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        if (components & (VB_HAS_COL0 << j))
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          object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
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        else if (components & VB_HAS_COL0)
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          object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
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        else
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          // TODO: this isn't verified. Here we want to read the ambient from the vertex,
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          // but the vertex itself has no color. So we don't know which value to read.
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          // Returning 1.0 is the same as disabled lightning, so this could be fine
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          object.Write("lacc = int4(255, 255, 255, 255);\n");
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      }
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      else  // from color
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      {
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        object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
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      }
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    }
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    else
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    {
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      object.Write("lacc = int4(255, 255, 255, 255);\n");
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    }
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    // check if alpha is different
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    bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
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    if (alphamatsource != colormatsource)
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    {
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      if (alphamatsource)  // from vertex
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      {
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        if (components & (VB_HAS_COL0 << j))
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          object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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        else if (components & VB_HAS_COL0)
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          object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
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        else
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          object.Write("mat.w = 255;\n");
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      }
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      else  // from color
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      {
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        object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
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      }
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    }
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    if (uid_data.enablelighting & (1 << (j + 2)))
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    {
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      if (uid_data.ambsource & (1 << (j + 2)))  // from vertex
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      {
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        if (components & (VB_HAS_COL0 << j))
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          object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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        else if (components & VB_HAS_COL0)
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          object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
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        else
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          // TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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          object.Write("lacc.w = 255;\n");
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      }
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      else  // from color
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      {
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        object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
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      }
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    }
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    else
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    {
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      object.Write("lacc.w = 255;\n");
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    }
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    if (uid_data.enablelighting & (1 << j))  // Color lights
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    {
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      for (int i = 0; i < 8; ++i)
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        if (uid_data.light_mask & (1 << (i + 8 * j)))
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          GenerateLightShader(object, uid_data, i, j, false);
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    }
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    if (uid_data.enablelighting & (1 << (j + 2)))  // Alpha lights
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    {
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      for (int i = 0; i < 8; ++i)
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        if (uid_data.light_mask & (1 << (i + 8 * (j + 2))))
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          GenerateLightShader(object, uid_data, i, j + 2, true);
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    }
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    object.Write("lacc = clamp(lacc, 0, 255);\n");
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    object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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    object.Write("}\n");
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  }
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}
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void GetLightingShaderUid(LightingUidData& uid_data)
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{
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  for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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  {
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    uid_data.matsource |= xfmem.color[j].matsource << j;
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    uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
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    uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
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    uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
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    if (uid_data.enablelighting & (1 << j))  // Color lights
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    {
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      uid_data.ambsource |= xfmem.color[j].ambsource << j;
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      uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
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      uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
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      uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
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    }
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    if (uid_data.enablelighting & (1 << (j + 2)))  // Alpha lights
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    {
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      uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
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      uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));
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      uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2));
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      uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
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    }
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  }
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} |