softgpu: Implement attenuation and spot factors.

This commit is contained in:
Tony Wasserka 2013-06-29 00:54:43 +02:00 committed by neobrain
parent b42b30e795
commit 48d75dafcb

View File

@ -42,18 +42,45 @@ void Process(VertexData& vertex)
if (!gstate.isLightChanEnabled(light))
continue;
Vec3<float> L = Vec3<float>(getFloat24(gstate.lpos[3*light]&0xFFFFFF), getFloat24(gstate.lpos[3*light+1]&0xFFFFFF),getFloat24(gstate.lpos[3*light+2]&0xFFFFFF));
L -= vertex.worldpos;
float d = L.Length();
float lka = getFloat24(gstate.latt[3*light]&0xFFFFFF);
float lkb = getFloat24(gstate.latt[3*light+1]&0xFFFFFF);
float lkc = getFloat24(gstate.latt[3*light+2]&0xFFFFFF);
float att = 1.f;
if (!gstate.isDirectionalLight(light)) {
att = 1.f / (lka + lkb * d + lkc * d * d);
if (att > 1.f) att = 1.f;
if (att < 0.f) att = 0.f;
}
float spot = 1.f;
if (gstate.isSpotLight(light)) {
Vec3<float> dir = Vec3<float>(getFloat24(gstate.ldir[3*light]&0xFFFFFF), getFloat24(gstate.ldir[3*light+1]&0xFFFFFF),getFloat24(gstate.ldir[3*light+2]&0xFFFFFF));
float _spot = Dot(-L,dir) / d / dir.Length();
float cutoff = getFloat24(gstate.lcutoff[light]&0xFFFFFF);
if (_spot > cutoff) {
spot = _spot;
float conv = getFloat24(gstate.lconv[light]&0xFFFFFF);
spot = pow(_spot, conv);
} else {
spot = 0.f;
}
}
// diffuse lighting
Vec3<int> ldc = Vec3<int>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light));
Vec3<int> mdc = (gstate.materialupdate&2)
? Vec3<int>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())
: vertex.color0.rgb();
Vec3<float> L = Vec3<float>(getFloat24(gstate.lpos[3*light]&0xFFFFFF), getFloat24(gstate.lpos[3*light+1]&0xFFFFFF),getFloat24(gstate.lpos[3*light+2]&0xFFFFFF));
L -= vertex.worldpos;
float factor = Dot(L,vertex.normal) / L.Length() / vertex.worldpos.Length();
float diffuse_factor = Dot(L,vertex.normal) / d / vertex.worldpos.Length();
vertex.color0.r() += ldc.r() * mdc.r() * factor / 255;
vertex.color0.g() += ldc.g() * mdc.g() * factor / 255;
vertex.color0.b() += ldc.b() * mdc.b() * factor / 255;
vertex.color0.r() += att * spot * ldc.r() * mdc.r() * diffuse_factor / 255;
vertex.color0.g() += att * spot * ldc.g() * mdc.g() * diffuse_factor / 255;
vertex.color0.b() += att * spot * ldc.b() * mdc.b() * diffuse_factor / 255;
}
// Currently only implementing ambient+diffuse lighting, so secondary color is always zero anyway