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Merge remote-tracking branch 'upstream/no-light-cache'
This commit is contained in:
commit
701171f75a
@ -1219,6 +1219,8 @@ add_library(GPU OBJECT
|
||||
GPU/Common/GPUDebugInterface.h
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GPU/Common/VertexDecoderCommon.cpp
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GPU/Common/VertexDecoderCommon.h
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GPU/Common/TransformCommon.cpp
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||||
GPU/Common/TransformCommon.h
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||||
GPU/Common/IndexGenerator.cpp
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||||
GPU/Common/IndexGenerator.h
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||||
GPU/Common/TextureDecoder.cpp
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||||
|
0
GPU/Common/SoftwareLighting.h
Normal file
0
GPU/Common/SoftwareLighting.h
Normal file
181
GPU/Common/TransformCommon.cpp
Normal file
181
GPU/Common/TransformCommon.cpp
Normal file
@ -0,0 +1,181 @@
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|
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// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0 or later versions.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <stdio.h>
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#include "GPU/GPUState.h"
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#include "GPU/Common/TransformCommon.h"
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// Check for max first as clamping to max is more common than min when lighting.
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inline float clamp(float in, float min, float max) {
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return in > max ? max : (in < min ? min : in);
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}
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Lighter::Lighter(int vertType) {
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if (!gstate.isLightingEnabled())
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return;
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doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
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materialEmissive.GetFromRGB(gstate.materialemissive);
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materialEmissive.a = 0.0f;
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globalAmbient.GetFromRGB(gstate.ambientcolor);
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globalAmbient.GetFromA(gstate.ambientalpha);
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materialAmbient.GetFromRGB(gstate.materialambient);
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materialAmbient.GetFromA(gstate.materialalpha);
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materialDiffuse.GetFromRGB(gstate.materialdiffuse);
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materialDiffuse.a = 1.0f;
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materialSpecular.GetFromRGB(gstate.materialspecular);
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materialSpecular.a = 1.0f;
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specCoef_ = getFloat24(gstate.materialspecularcoef);
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// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
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materialUpdate_ = hasColor ? (gstate.materialupdate & 7) : 0;
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for (int l = 0; l < 4; l++) {
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int i = l * 3;
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if (gstate.isLightChanEnabled(l)) {
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lpos[i] = getFloat24(gstate.lpos[i]);
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lpos[i + 1] = getFloat24(gstate.lpos[i + 1]);
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lpos[i + 2] = getFloat24(gstate.lpos[i + 2]);
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ldir[i] = getFloat24(gstate.ldir[i]);
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ldir[i + 1] = getFloat24(gstate.ldir[i + 1]);
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ldir[i + 2] = getFloat24(gstate.ldir[i + 2]);
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latt[i] = getFloat24(gstate.latt[i]);
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latt[i + 1] = getFloat24(gstate.latt[i + 1]);
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latt[i + 2] = getFloat24(gstate.latt[i + 2]);
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for (int t = 0; t < 3; t++) {
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u32 data = gstate.lcolor[l * 3 + t] & 0xFFFFFF;
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float r = (float)(data & 0xff) * (1.0f / 255.0f);
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float g = (float)((data >> 8) & 0xff) * (1.0f / 255.0f);
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||||
float b = (float)(data >> 16) * (1.0f / 255.0f);
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lcolor[t][l][0] = r;
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lcolor[t][l][1] = g;
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lcolor[t][l][2] = b;
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}
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}
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}
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}
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void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &norm) {
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Color4 in(colorIn);
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const Color4 *ambient;
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if (materialUpdate_ & 1)
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ambient = ∈
|
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else
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ambient = &materialAmbient;
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const Color4 *diffuse;
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if (materialUpdate_ & 2)
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diffuse = ∈
|
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else
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diffuse = &materialDiffuse;
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const Color4 *specular;
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if (materialUpdate_ & 4)
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specular = ∈
|
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else
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specular = &materialSpecular;
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Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
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Color4 lightSum1(0, 0, 0, 0);
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|
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for (int l = 0; l < 4; l++) {
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// can we skip this light?
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if (!gstate.isLightChanEnabled(l))
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continue;
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||||
|
||||
GELightType type = gstate.getLightType(l);
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|
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Vec3f toLight(0, 0, 0);
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Vec3f lightDir(0, 0, 0);
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||||
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||||
if (type == GE_LIGHTTYPE_DIRECTIONAL)
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toLight = Vec3f(&lpos[l * 3]); // lightdir is for spotlights
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else
|
||||
toLight = Vec3f(&lpos[l * 3]) - pos;
|
||||
|
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bool doSpecular = gstate.isUsingSpecularLight(l);
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bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
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||||
|
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float distanceToLight = toLight.Length();
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float dot = 0.0f;
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float angle = 0.0f;
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||||
float lightScale = 0.0f;
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if (distanceToLight > 0.0f) {
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toLight /= distanceToLight;
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dot = Dot(toLight, norm);
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}
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// Clamp dot to zero.
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if (dot < 0.0f) dot = 0.0f;
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if (poweredDiffuse)
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dot = powf(dot, specCoef_);
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// Attenuation
|
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switch (type) {
|
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case GE_LIGHTTYPE_DIRECTIONAL:
|
||||
lightScale = 1.0f;
|
||||
break;
|
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case GE_LIGHTTYPE_POINT:
|
||||
lightScale = clamp(1.0f / (latt[l * 3] + latt[l * 3 + 1] * distanceToLight + latt[l * 3 + 2] * distanceToLight*distanceToLight), 0.0f, 1.0f);
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||||
break;
|
||||
case GE_LIGHTTYPE_SPOT:
|
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case GE_LIGHTTYPE_UNKNOWN:
|
||||
lightDir = Vec3f(&ldir[l * 3]);
|
||||
angle = Dot(toLight.Normalized(), lightDir.Normalized());
|
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if (angle >= lcutoff[l])
|
||||
lightScale = clamp(1.0f / (latt[l * 3] + latt[l * 3 + 1] * distanceToLight + latt[l * 3 + 2] * distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, lconv[l]);
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break;
|
||||
default:
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// ILLEGAL
|
||||
break;
|
||||
}
|
||||
|
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Color4 lightDiff(lcolor[1][l], 0.0f);
|
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Color4 diff = (lightDiff * *diffuse) * dot;
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|
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// Real PSP specular
|
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Vec3f toViewer(0, 0, 1);
|
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// Better specular
|
||||
// Vec3f toViewer = (viewer - pos).Normalized();
|
||||
|
||||
if (doSpecular) {
|
||||
Vec3f halfVec = (toLight + toViewer);
|
||||
halfVec.Normalize();
|
||||
|
||||
dot = Dot(halfVec, norm);
|
||||
if (dot > 0.0f) {
|
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Color4 lightSpec(lcolor[2][l], 0.0f);
|
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
|
||||
}
|
||||
}
|
||||
|
||||
if (gstate.isLightChanEnabled(l)) {
|
||||
Color4 lightAmbient(lcolor[0][l], 0.0f);
|
||||
lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
|
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}
|
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}
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|
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// 4?
|
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for (int i = 0; i < 4; i++) {
|
||||
colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
|
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colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
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}
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}
|
93
GPU/Common/TransformCommon.h
Normal file
93
GPU/Common/TransformCommon.h
Normal file
@ -0,0 +1,93 @@
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// Copyright (c) 2014- PPSSPP Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0 or later versions.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official git repository and contact information can be found at
|
||||
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
||||
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#pragma once
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#include <cstring>
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#include "base/basictypes.h"
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#include "Common/Log.h"
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#include "Common/CommonTypes.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Math3D.h"
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struct Color4 {
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float r, g, b, a;
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Color4() : r(0), g(0), b(0), a(0) { }
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Color4(float _r, float _g, float _b, float _a = 1.0f)
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: r(_r), g(_g), b(_b), a(_a) {
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}
|
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Color4(const float in[4]) { r = in[0]; g = in[1]; b = in[2]; a = in[3]; }
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Color4(const float in[3], float alpha) { r = in[0]; g = in[1]; b = in[2]; a = alpha; }
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const float &operator [](int i) const { return *(&r + i); }
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||||
|
||||
Color4 operator *(float f) const {
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return Color4(f*r, f*g, f*b, f*a);
|
||||
}
|
||||
Color4 operator *(const Color4 &c) const {
|
||||
return Color4(r*c.r, g*c.g, b*c.b, a*c.a);
|
||||
}
|
||||
Color4 operator +(const Color4 &c) const {
|
||||
return Color4(r + c.r, g + c.g, b + c.b, a + c.a);
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}
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||||
void operator +=(const Color4 &c) {
|
||||
r += c.r;
|
||||
g += c.g;
|
||||
b += c.b;
|
||||
a += c.a;
|
||||
}
|
||||
void GetFromRGB(u32 col) {
|
||||
b = ((col >> 16) & 0xff) * (1.0f / 255.0f);
|
||||
g = ((col >> 8) & 0xff) * (1.0f / 255.0f);
|
||||
r = ((col >> 0) & 0xff) * (1.0f / 255.0f);
|
||||
}
|
||||
void GetFromA(u32 col) {
|
||||
a = (col & 0xff) * (1.0f / 255.0f);
|
||||
}
|
||||
};
|
||||
|
||||
// Convenient way to do precomputation to save the parts of the lighting calculation
|
||||
// that's common between the many vertices of a draw call.
|
||||
class Lighter {
|
||||
public:
|
||||
Lighter(int vertType);
|
||||
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &normal);
|
||||
|
||||
private:
|
||||
Color4 globalAmbient;
|
||||
Color4 materialEmissive;
|
||||
Color4 materialAmbient;
|
||||
Color4 materialDiffuse;
|
||||
Color4 materialSpecular;
|
||||
float specCoef_;
|
||||
// Vec3f viewer_;
|
||||
bool doShadeMapping_;
|
||||
int materialUpdate_;
|
||||
|
||||
// Converted light parameters
|
||||
public:
|
||||
float lpos[12]; // Used by shade UV mapping
|
||||
private:
|
||||
float ldir[12];
|
||||
float latt[12];
|
||||
float lcutoff[4];
|
||||
float lconv[4];
|
||||
float lcolor[3][4][3];
|
||||
};
|
||||
|
@ -953,89 +953,46 @@ void DIRECTX9_GPU::ExecuteOp(u32 op, u32 diff) {
|
||||
case GE_CMD_LIGHTTYPE2:
|
||||
case GE_CMD_LIGHTTYPE3:
|
||||
break;
|
||||
|
||||
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
|
||||
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
||||
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
||||
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LX0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
gstate_c.lightpos[l][c] = getFloat24(data);
|
||||
if (diff)
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
|
||||
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
||||
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
||||
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LDX0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
gstate_c.lightdir[l][c] = getFloat24(data);
|
||||
if (diff)
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
|
||||
case GE_CMD_LKS0: // spot coef ("conv")
|
||||
case GE_CMD_LKO0: // light angle ("cutoff")
|
||||
case GE_CMD_LAC0:
|
||||
case GE_CMD_LDC0:
|
||||
case GE_CMD_LSC0:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0);
|
||||
break;
|
||||
|
||||
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
||||
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
||||
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
|
||||
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
||||
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LKA0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
gstate_c.lightatt[l][c] = getFloat24(data);
|
||||
if (diff)
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKS0:
|
||||
case GE_CMD_LKS1:
|
||||
case GE_CMD_LKS2:
|
||||
case GE_CMD_LKS3:
|
||||
{
|
||||
int l = cmd - GE_CMD_LKS0;
|
||||
gstate_c.lightspotCoef[l] = getFloat24(data);
|
||||
if (diff)
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKO0:
|
||||
case GE_CMD_LKO1:
|
||||
case GE_CMD_LKO2:
|
||||
case GE_CMD_LKO3:
|
||||
{
|
||||
int l = cmd - GE_CMD_LKO0;
|
||||
gstate_c.lightangle[l] = getFloat24(data);
|
||||
if (diff)
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
case GE_CMD_LAC1:
|
||||
case GE_CMD_LDC1:
|
||||
case GE_CMD_LSC1:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT1);
|
||||
break;
|
||||
|
||||
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
|
||||
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
|
||||
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
|
||||
{
|
||||
float r = (float)(data & 0xff)/255.0f;
|
||||
float g = (float)((data>>8) & 0xff)/255.0f;
|
||||
float b = (float)(data>>16)/255.0f;
|
||||
|
||||
int l = (cmd - GE_CMD_LAC0) / 3;
|
||||
int t = (cmd - GE_CMD_LAC0) % 3;
|
||||
gstate_c.lightColor[t][l][0] = r;
|
||||
gstate_c.lightColor[t][l][1] = g;
|
||||
gstate_c.lightColor[t][l][2] = b;
|
||||
if (diff)
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
||||
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
||||
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
||||
case GE_CMD_LKS2:
|
||||
case GE_CMD_LKO2:
|
||||
case GE_CMD_LAC2:
|
||||
case GE_CMD_LDC2:
|
||||
case GE_CMD_LSC2:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT2);
|
||||
break;
|
||||
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
||||
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
||||
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
||||
case GE_CMD_LKS3:
|
||||
case GE_CMD_LKO3:
|
||||
case GE_CMD_LAC3:
|
||||
case GE_CMD_LDC3:
|
||||
case GE_CMD_LSC3:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT3);
|
||||
break;
|
||||
|
||||
case GE_CMD_VIEWPORTX1:
|
||||
|
@ -208,7 +208,7 @@ void LinkedShaderDX9::SetFloat(D3DXHANDLE uniform, float value) {
|
||||
|
||||
// Utility
|
||||
void LinkedShaderDX9::SetColorUniform3(D3DXHANDLE uniform, u32 color) {
|
||||
const float col[3] = {
|
||||
const float col[4] = {
|
||||
((color & 0xFF)) / 255.0f,
|
||||
((color & 0xFF00) >> 8) / 255.0f,
|
||||
((color & 0xFF0000) >> 16) / 255.0f
|
||||
@ -216,6 +216,12 @@ void LinkedShaderDX9::SetColorUniform3(D3DXHANDLE uniform, u32 color) {
|
||||
SetFloatArray(uniform, col, 4);
|
||||
}
|
||||
|
||||
void LinkedShaderDX9::SetFloat24Uniform3(D3DXHANDLE uniform, const u32 data[3]) {
|
||||
const u32 col[4] = {
|
||||
data[0] >> 8, data[1] >> 8, data[2] >> 8,
|
||||
};
|
||||
SetFloatArray(uniform, (const float *)&col[0], 4);
|
||||
}
|
||||
|
||||
void LinkedShaderDX9::SetColorUniform3Alpha(D3DXHANDLE uniform, u32 color, u8 alpha) {
|
||||
const float col[4] = {
|
||||
@ -452,42 +458,30 @@ void LinkedShaderDX9::updateUniforms() {
|
||||
}
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
|
||||
if (gstate.isDirectionalLight(i)) {
|
||||
// Prenormalize
|
||||
float x = gstate_c.lightpos[i][0];
|
||||
float y = gstate_c.lightpos[i][1];
|
||||
float z = gstate_c.lightpos[i][2];
|
||||
float len = sqrtf(x*x+y*y+z*z);
|
||||
if (len == 0.0f)
|
||||
len = 1.0f;
|
||||
else
|
||||
len = 1.0f / len;
|
||||
float vec[3] = { x * len, y * len, z * len };
|
||||
if (u_lightpos[i] != 0)
|
||||
if (u_lightpos[i] != 0) {
|
||||
if (gstate.isDirectionalLight(i)) {
|
||||
// Prenormalize
|
||||
float x = getFloat24(gstate.lpos[i * 3 + 0]);
|
||||
float y = getFloat24(gstate.lpos[i * 3 + 1]);
|
||||
float z = getFloat24(gstate.lpos[i * 3 + 2]);
|
||||
float len = sqrtf(x*x + y*y + z*z);
|
||||
if (len == 0.0f)
|
||||
len = 1.0f;
|
||||
else
|
||||
len = 1.0f / len;
|
||||
float vec[3] = { x * len, y * len, z * len };
|
||||
SetFloatArray(u_lightpos[i], vec, 3);
|
||||
} else {
|
||||
if (u_lightpos[i] != 0)
|
||||
SetFloatArray(u_lightpos[i], gstate_c.lightpos[i], 3);
|
||||
} else {
|
||||
SetFloat24Uniform3(u_lightpos[i], &gstate.lpos[i * 3]);
|
||||
}
|
||||
}
|
||||
if (u_lightdir[i] != 0)
|
||||
SetFloatArray(u_lightdir[i], gstate_c.lightdir[i], 3);
|
||||
if (u_lightatt[i] != 0)
|
||||
SetFloatArray(u_lightatt[i], gstate_c.lightatt[i], 3);
|
||||
|
||||
if (u_lightangle[i] != 0)
|
||||
SetFloat(u_lightangle[i], gstate_c.lightangle[i]);
|
||||
|
||||
if (u_lightspotCoef[i] != 0)
|
||||
SetFloat(u_lightspotCoef[i], gstate_c.lightspotCoef[i]);
|
||||
|
||||
if (u_lightambient[i] != 0)
|
||||
SetFloatArray(u_lightambient[i], gstate_c.lightColor[0][i], 3);
|
||||
|
||||
if (u_lightdiffuse[i] != 0)
|
||||
SetFloatArray(u_lightdiffuse[i], gstate_c.lightColor[1][i], 3);
|
||||
|
||||
if (u_lightspecular[i] != 0)
|
||||
SetFloatArray(u_lightspecular[i], gstate_c.lightColor[2][i], 3);
|
||||
if (u_lightdir[i] != 0) SetFloat24Uniform3(u_lightdir[i], &gstate.ldir[i * 3]);
|
||||
if (u_lightatt[i] != 0) SetFloat24Uniform3(u_lightatt[i], &gstate.latt[i * 3]);
|
||||
if (u_lightangle[i] != 0) SetFloat(u_lightangle[i], getFloat24(gstate.lcutoff[i]));
|
||||
if (u_lightspotCoef[i] != 0) SetFloat(u_lightspotCoef[i], getFloat24(gstate.lconv[i]));
|
||||
if (u_lightambient[i] != 0) SetColorUniform3(u_lightambient[i], gstate.lcolor[i * 3]);
|
||||
if (u_lightdiffuse[i] != 0) SetColorUniform3(u_lightdiffuse[i], gstate.lcolor[i * 3 + 1]);
|
||||
if (u_lightspecular[i] != 0) SetColorUniform3(u_lightspecular[i], gstate.lcolor[i * 3 + 2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -41,6 +41,8 @@ protected:
|
||||
void SetMatrix(D3DXHANDLE uniform, const float* pMatrix);
|
||||
void SetFloatArray(D3DXHANDLE uniform, const float* pArray, int len);
|
||||
void SetFloat(D3DXHANDLE uniform, float value);
|
||||
void SetFloat24Uniform3(D3DXHANDLE uniform, const u32 data[3]);
|
||||
|
||||
public:
|
||||
LinkedShaderDX9(VSShader *vs, PSShader *fs, u32 vertType, bool useHWTransform);
|
||||
~LinkedShaderDX9();
|
||||
|
@ -32,6 +32,7 @@
|
||||
#include "GPU/ge_constants.h"
|
||||
|
||||
#include "GPU/Common/TextureDecoder.h"
|
||||
#include "GPU/Common/TransformCommon.h"
|
||||
#include "GPU/Directx9/StateMappingDX9.h"
|
||||
#include "GPU/Directx9/TextureCacheDX9.h"
|
||||
#include "GPU/Directx9/TransformPipelineDX9.h"
|
||||
@ -130,169 +131,6 @@ void TransformDrawEngineDX9::DestroyDeviceObjects() {
|
||||
ClearTrackedVertexArrays();
|
||||
}
|
||||
|
||||
namespace {
|
||||
using namespace DX9;
|
||||
|
||||
// Convenient way to do precomputation to save the parts of the lighting calculation
|
||||
// that's common between the many vertices of a draw call.
|
||||
class Lighter {
|
||||
public:
|
||||
Lighter(int vertType);
|
||||
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &normal);
|
||||
|
||||
private:
|
||||
Color4 globalAmbient;
|
||||
Color4 materialEmissive;
|
||||
Color4 materialAmbient;
|
||||
Color4 materialDiffuse;
|
||||
Color4 materialSpecular;
|
||||
float specCoef_;
|
||||
// Vec3f viewer_;
|
||||
bool doShadeMapping_;
|
||||
int materialUpdate_;
|
||||
};
|
||||
|
||||
Lighter::Lighter(int vertType) {
|
||||
doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
|
||||
materialEmissive.GetFromRGB(gstate.materialemissive);
|
||||
materialEmissive.a = 0.0f;
|
||||
globalAmbient.GetFromRGB(gstate.ambientcolor);
|
||||
globalAmbient.GetFromA(gstate.ambientalpha);
|
||||
materialAmbient.GetFromRGB(gstate.materialambient);
|
||||
materialAmbient.GetFromA(gstate.materialalpha);
|
||||
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
|
||||
materialDiffuse.a = 1.0f;
|
||||
materialSpecular.GetFromRGB(gstate.materialspecular);
|
||||
materialSpecular.a = 1.0f;
|
||||
specCoef_ = getFloat24(gstate.materialspecularcoef);
|
||||
// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
|
||||
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
|
||||
materialUpdate_ = hasColor ? gstate.materialupdate & 7 : 0;
|
||||
}
|
||||
|
||||
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &norm)
|
||||
{
|
||||
// Color are in dx format
|
||||
Color4 in;
|
||||
|
||||
in.a = colorIn[0];
|
||||
in.r = colorIn[1];
|
||||
in.g = colorIn[2];
|
||||
in.b = colorIn[3];
|
||||
|
||||
|
||||
const Color4 *ambient;
|
||||
if (materialUpdate_ & 1)
|
||||
ambient = ∈
|
||||
else
|
||||
ambient = &materialAmbient;
|
||||
|
||||
const Color4 *diffuse;
|
||||
if (materialUpdate_ & 2)
|
||||
diffuse = ∈
|
||||
else
|
||||
diffuse = &materialDiffuse;
|
||||
|
||||
const Color4 *specular;
|
||||
if (materialUpdate_ & 4)
|
||||
specular = ∈
|
||||
else
|
||||
specular = &materialSpecular;
|
||||
|
||||
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
|
||||
Color4 lightSum1(0, 0, 0, 0);
|
||||
|
||||
for (int l = 0; l < 4; l++)
|
||||
{
|
||||
// can we skip this light?
|
||||
if (!gstate.isLightChanEnabled(l))
|
||||
continue;
|
||||
|
||||
GELightType type = gstate.getLightType(l);
|
||||
|
||||
Vec3f toLight(0,0,0);
|
||||
Vec3f lightDir(0,0,0);
|
||||
|
||||
if (type == GE_LIGHTTYPE_DIRECTIONAL)
|
||||
toLight = Vec3f(gstate_c.lightpos[l]); // lightdir is for spotlights
|
||||
else
|
||||
toLight = Vec3f(gstate_c.lightpos[l]) - pos;
|
||||
|
||||
bool doSpecular = gstate.isUsingSpecularLight(l);
|
||||
bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
|
||||
|
||||
float distanceToLight = toLight.Length();
|
||||
float dot = 0.0f;
|
||||
float angle = 0.0f;
|
||||
float lightScale = 0.0f;
|
||||
|
||||
if (distanceToLight > 0.0f) {
|
||||
toLight /= distanceToLight;
|
||||
dot = Dot(toLight, norm);
|
||||
}
|
||||
// Clamp dot to zero.
|
||||
if (dot < 0.0f) dot = 0.0f;
|
||||
|
||||
if (poweredDiffuse)
|
||||
dot = powf(dot, specCoef_);
|
||||
|
||||
// Attenuation
|
||||
switch (type) {
|
||||
case GE_LIGHTTYPE_DIRECTIONAL:
|
||||
lightScale = 1.0f;
|
||||
break;
|
||||
case GE_LIGHTTYPE_POINT:
|
||||
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f);
|
||||
break;
|
||||
case GE_LIGHTTYPE_SPOT:
|
||||
case GE_LIGHTTYPE_UNKNOWN:
|
||||
lightDir = gstate_c.lightdir[l];
|
||||
angle = Dot(toLight.Normalized(), lightDir.Normalized());
|
||||
if (angle >= gstate_c.lightangle[l])
|
||||
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, gstate_c.lightspotCoef[l]);
|
||||
break;
|
||||
default:
|
||||
// ILLEGAL
|
||||
break;
|
||||
}
|
||||
|
||||
Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
|
||||
Color4 diff = (lightDiff * *diffuse) * dot;
|
||||
|
||||
// Real PSP specular
|
||||
Vec3f toViewer(0,0,1);
|
||||
// Better specular
|
||||
// Vec3f toViewer = (viewer - pos).Normalized();
|
||||
|
||||
if (doSpecular)
|
||||
{
|
||||
Vec3f halfVec = (toLight + toViewer);
|
||||
halfVec.Normalize();
|
||||
|
||||
dot = Dot(halfVec, norm);
|
||||
if (dot > 0.0f)
|
||||
{
|
||||
Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
|
||||
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
|
||||
}
|
||||
}
|
||||
|
||||
if (gstate.isLightChanEnabled(l))
|
||||
{
|
||||
Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
|
||||
lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
|
||||
}
|
||||
}
|
||||
|
||||
// 4?
|
||||
for (int i = 0; i < 4; i++) {
|
||||
colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
|
||||
colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
struct DeclTypeInfo {
|
||||
u32 type;
|
||||
const char * name;
|
||||
@ -747,8 +585,8 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
|
||||
case GE_TEXMAP_ENVIRONMENT_MAP:
|
||||
// Shade mapping - use two light sources to generate U and V.
|
||||
{
|
||||
Vec3f lightpos0 = Vec3f(gstate_c.lightpos[gstate.getUVLS0()]).Normalized();
|
||||
Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized();
|
||||
Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0()]).Normalized();
|
||||
Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1()]).Normalized();
|
||||
|
||||
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
|
||||
uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f;
|
||||
|
@ -1498,81 +1498,45 @@ void GLES_GPU::ExecuteOpInternal(u32 op, u32 diff) {
|
||||
break;
|
||||
|
||||
case GE_CMD_LX0:case GE_CMD_LY0:case GE_CMD_LZ0:
|
||||
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
||||
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
||||
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LX0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
gstate_c.lightpos[l][c] = getFloat24(data);
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LDX0:case GE_CMD_LDY0:case GE_CMD_LDZ0:
|
||||
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
||||
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
||||
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LDX0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
gstate_c.lightdir[l][c] = getFloat24(data);
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKA0:case GE_CMD_LKB0:case GE_CMD_LKC0:
|
||||
case GE_CMD_LKS0: // spot coef ("conv")
|
||||
case GE_CMD_LKO0: // light angle ("cutoff")
|
||||
case GE_CMD_LAC0:
|
||||
case GE_CMD_LDC0:
|
||||
case GE_CMD_LSC0:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0);
|
||||
break;
|
||||
|
||||
case GE_CMD_LX1:case GE_CMD_LY1:case GE_CMD_LZ1:
|
||||
case GE_CMD_LDX1:case GE_CMD_LDY1:case GE_CMD_LDZ1:
|
||||
case GE_CMD_LKA1:case GE_CMD_LKB1:case GE_CMD_LKC1:
|
||||
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
||||
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
||||
{
|
||||
int n = cmd - GE_CMD_LKA0;
|
||||
int l = n / 3;
|
||||
int c = n % 3;
|
||||
gstate_c.lightatt[l][c] = getFloat24(data);
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKS0:
|
||||
case GE_CMD_LKS1:
|
||||
case GE_CMD_LKS2:
|
||||
case GE_CMD_LKS3:
|
||||
{
|
||||
int l = cmd - GE_CMD_LKS0;
|
||||
gstate_c.lightspotCoef[l] = getFloat24(data);
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_LKO0:
|
||||
case GE_CMD_LKO1:
|
||||
case GE_CMD_LKO2:
|
||||
case GE_CMD_LKO3:
|
||||
{
|
||||
int l = cmd - GE_CMD_LKO0;
|
||||
gstate_c.lightangle[l] = getFloat24(data);
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
case GE_CMD_LAC1:
|
||||
case GE_CMD_LDC1:
|
||||
case GE_CMD_LSC1:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT1);
|
||||
break;
|
||||
|
||||
case GE_CMD_LAC0:case GE_CMD_LAC1:case GE_CMD_LAC2:case GE_CMD_LAC3:
|
||||
case GE_CMD_LDC0:case GE_CMD_LDC1:case GE_CMD_LDC2:case GE_CMD_LDC3:
|
||||
case GE_CMD_LSC0:case GE_CMD_LSC1:case GE_CMD_LSC2:case GE_CMD_LSC3:
|
||||
{
|
||||
float r = (float)(data & 0xff) * (1.0f / 255.0f);
|
||||
float g = (float)((data >> 8) & 0xff) * (1.0f / 255.0f);
|
||||
float b = (float)(data >> 16) * (1.0f / 255.0f);
|
||||
|
||||
int l = (cmd - GE_CMD_LAC0) / 3;
|
||||
int t = (cmd - GE_CMD_LAC0) % 3;
|
||||
gstate_c.lightColor[t][l][0] = r;
|
||||
gstate_c.lightColor[t][l][1] = g;
|
||||
gstate_c.lightColor[t][l][2] = b;
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT0 << l);
|
||||
}
|
||||
case GE_CMD_LX2:case GE_CMD_LY2:case GE_CMD_LZ2:
|
||||
case GE_CMD_LDX2:case GE_CMD_LDY2:case GE_CMD_LDZ2:
|
||||
case GE_CMD_LKA2:case GE_CMD_LKB2:case GE_CMD_LKC2:
|
||||
case GE_CMD_LKS2:
|
||||
case GE_CMD_LKO2:
|
||||
case GE_CMD_LAC2:
|
||||
case GE_CMD_LDC2:
|
||||
case GE_CMD_LSC2:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT2);
|
||||
break;
|
||||
case GE_CMD_LX3:case GE_CMD_LY3:case GE_CMD_LZ3:
|
||||
case GE_CMD_LDX3:case GE_CMD_LDY3:case GE_CMD_LDZ3:
|
||||
case GE_CMD_LKA3:case GE_CMD_LKB3:case GE_CMD_LKC3:
|
||||
case GE_CMD_LKS3:
|
||||
case GE_CMD_LKO3:
|
||||
case GE_CMD_LAC3:
|
||||
case GE_CMD_LDC3:
|
||||
case GE_CMD_LSC3:
|
||||
shaderManager_->DirtyUniform(DIRTY_LIGHT3);
|
||||
break;
|
||||
|
||||
case GE_CMD_VIEWPORTX1:
|
||||
|
@ -308,6 +308,13 @@ static void SetColorUniform3ExtraFloat(int uniform, u32 color, float extra) {
|
||||
glUniform4fv(uniform, 1, col);
|
||||
}
|
||||
|
||||
static void SetFloat24Uniform3(int uniform, const u32 data[3]) {
|
||||
const u32 col[3] = {
|
||||
data[0] << 8, data[1] << 8, data[2] << 8
|
||||
};
|
||||
glUniform3fv(uniform, 1, (const GLfloat *)&col[0]);
|
||||
}
|
||||
|
||||
static void SetMatrix4x3(int uniform, const float *m4x3) {
|
||||
float m4x4[16];
|
||||
ConvertMatrix4x3To4x4(m4x4, m4x3);
|
||||
@ -532,28 +539,30 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (dirty & (DIRTY_LIGHT0 << i)) {
|
||||
if (gstate.isDirectionalLight(i)) {
|
||||
// Prenormalize
|
||||
float x = gstate_c.lightpos[i][0];
|
||||
float y = gstate_c.lightpos[i][1];
|
||||
float z = gstate_c.lightpos[i][2];
|
||||
float len = sqrtf(x*x+y*y+z*z);
|
||||
if (len == 0.0f)
|
||||
len = 1.0f;
|
||||
else
|
||||
len = 1.0f / len;
|
||||
float vec[3] = { x * len, y * len, z * len };
|
||||
if (u_lightpos[i] != -1) glUniform3fv(u_lightpos[i], 1, vec);
|
||||
} else {
|
||||
if (u_lightpos[i] != -1) glUniform3fv(u_lightpos[i], 1, gstate_c.lightpos[i]);
|
||||
if (u_lightpos[i] != -1) {
|
||||
if (gstate.isDirectionalLight(i)) {
|
||||
// Prenormalize
|
||||
float x = getFloat24(gstate.lpos[i * 3 + 0]);
|
||||
float y = getFloat24(gstate.lpos[i * 3 + 1]);
|
||||
float z = getFloat24(gstate.lpos[i * 3 + 2]);
|
||||
float len = sqrtf(x*x + y*y + z*z);
|
||||
if (len == 0.0f)
|
||||
len = 1.0f;
|
||||
else
|
||||
len = 1.0f / len;
|
||||
float vec[3] = { x * len, y * len, z * len };
|
||||
glUniform3fv(u_lightpos[i], 1, vec);
|
||||
} else {
|
||||
SetFloat24Uniform3(u_lightpos[i], &gstate.lpos[i * 3]);
|
||||
}
|
||||
}
|
||||
if (u_lightdir[i] != -1) glUniform3fv(u_lightdir[i], 1, gstate_c.lightdir[i]);
|
||||
if (u_lightatt[i] != -1) glUniform3fv(u_lightatt[i], 1, gstate_c.lightatt[i]);
|
||||
if (u_lightangle[i] != -1) glUniform1f(u_lightangle[i], gstate_c.lightangle[i]);
|
||||
if (u_lightspotCoef[i] != -1) glUniform1f(u_lightspotCoef[i], gstate_c.lightspotCoef[i]);
|
||||
if (u_lightambient[i] != -1) glUniform3fv(u_lightambient[i], 1, gstate_c.lightColor[0][i]);
|
||||
if (u_lightdiffuse[i] != -1) glUniform3fv(u_lightdiffuse[i], 1, gstate_c.lightColor[1][i]);
|
||||
if (u_lightspecular[i] != -1) glUniform3fv(u_lightspecular[i], 1, gstate_c.lightColor[2][i]);
|
||||
if (u_lightdir[i] != -1) SetFloat24Uniform3(u_lightdir[i], &gstate.ldir[i * 3]);
|
||||
if (u_lightatt[i] != -1) SetFloat24Uniform3(u_lightatt[i], &gstate.latt[i * 3]);
|
||||
if (u_lightangle[i] != -1) glUniform1f(u_lightangle[i], getFloat24(gstate.lcutoff[i]));
|
||||
if (u_lightspotCoef[i] != -1) glUniform1f(u_lightspotCoef[i], getFloat24(gstate.lconv[i]));
|
||||
if (u_lightambient[i] != -1) SetColorUniform3(u_lightambient[i], gstate.lcolor[i * 3]);
|
||||
if (u_lightdiffuse[i] != -1) SetColorUniform3(u_lightdiffuse[i], gstate.lcolor[i * 3 + 1]);
|
||||
if (u_lightspecular[i] != -1) SetColorUniform3(u_lightspecular[i], gstate.lcolor[i * 3 + 2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -22,6 +22,7 @@
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/Math3D.h"
|
||||
#include "GPU/Common/VertexDecoderCommon.h"
|
||||
#include "GPU/Common/TransformCommon.h"
|
||||
#include "GPU/GLES/ShaderManager.h"
|
||||
#include "GPU/GLES/TransformPipeline.h"
|
||||
|
||||
@ -44,160 +45,6 @@
|
||||
|
||||
extern const GLuint glprim[8];
|
||||
|
||||
// Check for max first as clamping to max is more common than min when lighting.
|
||||
inline float clamp(float in, float min, float max) {
|
||||
return in > max ? max : (in < min ? min : in);
|
||||
}
|
||||
|
||||
// Convenient way to do precomputation to save the parts of the lighting calculation
|
||||
// that's common between the many vertices of a draw call.
|
||||
class Lighter {
|
||||
public:
|
||||
Lighter(int vertType);
|
||||
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &normal);
|
||||
|
||||
private:
|
||||
Color4 globalAmbient;
|
||||
Color4 materialEmissive;
|
||||
Color4 materialAmbient;
|
||||
Color4 materialDiffuse;
|
||||
Color4 materialSpecular;
|
||||
float specCoef_;
|
||||
// Vec3f viewer_;
|
||||
bool doShadeMapping_;
|
||||
int materialUpdate_;
|
||||
};
|
||||
|
||||
Lighter::Lighter(int vertType) {
|
||||
if (!gstate.isLightingEnabled())
|
||||
return;
|
||||
|
||||
doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
|
||||
materialEmissive.GetFromRGB(gstate.materialemissive);
|
||||
materialEmissive.a = 0.0f;
|
||||
globalAmbient.GetFromRGB(gstate.ambientcolor);
|
||||
globalAmbient.GetFromA(gstate.ambientalpha);
|
||||
materialAmbient.GetFromRGB(gstate.materialambient);
|
||||
materialAmbient.GetFromA(gstate.materialalpha);
|
||||
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
|
||||
materialDiffuse.a = 1.0f;
|
||||
materialSpecular.GetFromRGB(gstate.materialspecular);
|
||||
materialSpecular.a = 1.0f;
|
||||
specCoef_ = getFloat24(gstate.materialspecularcoef);
|
||||
// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
|
||||
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
|
||||
materialUpdate_ = hasColor ? gstate.materialupdate & 7 : 0;
|
||||
}
|
||||
|
||||
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &norm) {
|
||||
Color4 in(colorIn);
|
||||
|
||||
const Color4 *ambient;
|
||||
if (materialUpdate_ & 1)
|
||||
ambient = ∈
|
||||
else
|
||||
ambient = &materialAmbient;
|
||||
|
||||
const Color4 *diffuse;
|
||||
if (materialUpdate_ & 2)
|
||||
diffuse = ∈
|
||||
else
|
||||
diffuse = &materialDiffuse;
|
||||
|
||||
const Color4 *specular;
|
||||
if (materialUpdate_ & 4)
|
||||
specular = ∈
|
||||
else
|
||||
specular = &materialSpecular;
|
||||
|
||||
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
|
||||
Color4 lightSum1(0, 0, 0, 0);
|
||||
|
||||
for (int l = 0; l < 4; l++) {
|
||||
// can we skip this light?
|
||||
if (!gstate.isLightChanEnabled(l))
|
||||
continue;
|
||||
|
||||
GELightType type = gstate.getLightType(l);
|
||||
|
||||
Vec3f toLight(0,0,0);
|
||||
Vec3f lightDir(0,0,0);
|
||||
|
||||
if (type == GE_LIGHTTYPE_DIRECTIONAL)
|
||||
toLight = Vec3f(gstate_c.lightpos[l]); // lightdir is for spotlights
|
||||
else
|
||||
toLight = Vec3f(gstate_c.lightpos[l]) - pos;
|
||||
|
||||
bool doSpecular = gstate.isUsingSpecularLight(l);
|
||||
bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
|
||||
|
||||
float distanceToLight = toLight.Length();
|
||||
float dot = 0.0f;
|
||||
float angle = 0.0f;
|
||||
float lightScale = 0.0f;
|
||||
|
||||
if (distanceToLight > 0.0f) {
|
||||
toLight /= distanceToLight;
|
||||
dot = Dot(toLight, norm);
|
||||
}
|
||||
// Clamp dot to zero.
|
||||
if (dot < 0.0f) dot = 0.0f;
|
||||
|
||||
if (poweredDiffuse)
|
||||
dot = powf(dot, specCoef_);
|
||||
|
||||
// Attenuation
|
||||
switch (type) {
|
||||
case GE_LIGHTTYPE_DIRECTIONAL:
|
||||
lightScale = 1.0f;
|
||||
break;
|
||||
case GE_LIGHTTYPE_POINT:
|
||||
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f);
|
||||
break;
|
||||
case GE_LIGHTTYPE_SPOT:
|
||||
case GE_LIGHTTYPE_UNKNOWN:
|
||||
lightDir = gstate_c.lightdir[l];
|
||||
angle = Dot(toLight.Normalized(), lightDir.Normalized());
|
||||
if (angle >= gstate_c.lightangle[l])
|
||||
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, gstate_c.lightspotCoef[l]);
|
||||
break;
|
||||
default:
|
||||
// ILLEGAL
|
||||
break;
|
||||
}
|
||||
|
||||
Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
|
||||
Color4 diff = (lightDiff * *diffuse) * dot;
|
||||
|
||||
// Real PSP specular
|
||||
Vec3f toViewer(0,0,1);
|
||||
// Better specular
|
||||
// Vec3f toViewer = (viewer - pos).Normalized();
|
||||
|
||||
if (doSpecular) {
|
||||
Vec3f halfVec = (toLight + toViewer);
|
||||
halfVec.Normalize();
|
||||
|
||||
dot = Dot(halfVec, norm);
|
||||
if (dot > 0.0f) {
|
||||
Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
|
||||
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
|
||||
}
|
||||
}
|
||||
|
||||
if (gstate.isLightChanEnabled(l)) {
|
||||
Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
|
||||
lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
|
||||
}
|
||||
}
|
||||
|
||||
// 4?
|
||||
for (int i = 0; i < 4; i++) {
|
||||
colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
|
||||
colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
|
||||
}
|
||||
}
|
||||
|
||||
// The verts are in the order: BR BL TL TR
|
||||
static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
|
||||
float tempu = a.u;
|
||||
@ -498,8 +345,8 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
|
||||
case GE_TEXMAP_ENVIRONMENT_MAP:
|
||||
// Shade mapping - use two light sources to generate U and V.
|
||||
{
|
||||
Vec3f lightpos0 = Vec3f(gstate_c.lightpos[gstate.getUVLS0()]).Normalized();
|
||||
Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized();
|
||||
Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0() * 3]).Normalized();
|
||||
Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1() * 3]).Normalized();
|
||||
|
||||
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
|
||||
uv[1] = (1.0f + Dot(lightpos1, normal))/2.0f;
|
||||
|
@ -244,41 +244,3 @@ private:
|
||||
|
||||
UVScale *uvScale;
|
||||
};
|
||||
|
||||
// Only used by SW transform
|
||||
struct Color4 {
|
||||
float r, g, b, a;
|
||||
|
||||
Color4() : r(0), g(0), b(0), a(0) { }
|
||||
Color4(float _r, float _g, float _b, float _a=1.0f)
|
||||
: r(_r), g(_g), b(_b), a(_a) {
|
||||
}
|
||||
Color4(const float in[4]) {r=in[0];g=in[1];b=in[2];a=in[3];}
|
||||
Color4(const float in[3], float alpha) {r=in[0];g=in[1];b=in[2];a=alpha;}
|
||||
|
||||
const float &operator [](int i) const {return *(&r + i);}
|
||||
|
||||
Color4 operator *(float f) const {
|
||||
return Color4(f*r,f*g,f*b,f*a);
|
||||
}
|
||||
Color4 operator *(const Color4 &c) const {
|
||||
return Color4(r*c.r,g*c.g,b*c.b,a*c.a);
|
||||
}
|
||||
Color4 operator +(const Color4 &c) const {
|
||||
return Color4(r+c.r,g+c.g,b+c.b,a+c.a);
|
||||
}
|
||||
void operator +=(const Color4 &c) {
|
||||
r+=c.r;
|
||||
g+=c.g;
|
||||
b+=c.b;
|
||||
a+=c.a;
|
||||
}
|
||||
void GetFromRGB(u32 col) {
|
||||
b = ((col>>16) & 0xff)/255.0f;
|
||||
g = ((col>>8) & 0xff)/255.0f;
|
||||
r = ((col>>0) & 0xff)/255.0f;
|
||||
}
|
||||
void GetFromA(u32 col) {
|
||||
a = (col&0xff)/255.0f;
|
||||
}
|
||||
};
|
||||
|
@ -171,6 +171,7 @@
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Common\TransformCommon.h" />
|
||||
<ClInclude Include="Common\VertexDecoderCommon.h" />
|
||||
<ClInclude Include="Debugger\Breakpoints.h" />
|
||||
<ClInclude Include="Debugger\Stepping.h" />
|
||||
@ -222,6 +223,7 @@
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Common\TransformCommon.cpp" />
|
||||
<ClCompile Include="Common\VertexDecoderCommon.cpp" />
|
||||
<ClCompile Include="Debugger\Breakpoints.cpp" />
|
||||
<ClCompile Include="Debugger\Stepping.cpp" />
|
||||
@ -281,4 +283,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -162,6 +162,9 @@
|
||||
<ClInclude Include="Common\TextureDecoderNEON.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Common\TransformCommon.h">
|
||||
<Filter>Common</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Math3D.cpp">
|
||||
@ -302,6 +305,9 @@
|
||||
<ClCompile Include="GLES\VertexDecoderX86.cpp">
|
||||
<Filter>GLES</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Common\TransformCommon.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="CMakeLists.txt" />
|
||||
|
@ -270,7 +270,7 @@ struct GPUStateCache_v0
|
||||
};
|
||||
|
||||
void GPUStateCache::DoState(PointerWrap &p) {
|
||||
auto s = p.Section("GPUStateCache", 0, 1);
|
||||
auto s = p.Section("GPUStateCache", 0, 2);
|
||||
if (!s) {
|
||||
// Old state, this was not versioned.
|
||||
GPUStateCache_v0 old;
|
||||
@ -302,12 +302,19 @@ void GPUStateCache::DoState(PointerWrap &p) {
|
||||
p.Do(flipTexture);
|
||||
}
|
||||
|
||||
p.Do(lightpos);
|
||||
p.Do(lightdir);
|
||||
p.Do(lightatt);
|
||||
p.Do(lightColor);
|
||||
p.Do(lightangle);
|
||||
p.Do(lightspotCoef);
|
||||
if (s < 2) {
|
||||
float l12[12];
|
||||
float l4[3];
|
||||
p.Do(l12); // lightpos
|
||||
p.Do(l12); // lightdir
|
||||
p.Do(l12); // lightattr
|
||||
p.Do(l12); // lightcol0
|
||||
p.Do(l12); // lightcol1
|
||||
p.Do(l12); // lightcol2
|
||||
p.Do(l4); // lightangle
|
||||
p.Do(l4); // lightspot
|
||||
}
|
||||
|
||||
p.Do(morphWeights);
|
||||
|
||||
p.Do(curTextureWidth);
|
||||
|
@ -458,12 +458,6 @@ struct GPUStateCache
|
||||
UVScale uv;
|
||||
bool flipTexture;
|
||||
|
||||
float lightpos[4][3];
|
||||
float lightdir[4][3];
|
||||
float lightatt[4][3];
|
||||
float lightColor[3][4][3]; // Ambient Diffuse Specular
|
||||
float lightangle[4]; // spotlight cone angle (cosine)
|
||||
float lightspotCoef[4]; // spotlight dropoff
|
||||
float morphWeights[8];
|
||||
|
||||
u32 curTextureWidth;
|
||||
|
@ -385,7 +385,6 @@ void NullGPU::ExecuteOp(u32 op, u32 diff) {
|
||||
int c = n % 3;
|
||||
float val = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL Light %i %c pos: %f", l, c+'X', val);
|
||||
gstate_c.lightpos[l][c] = val;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -399,7 +398,6 @@ void NullGPU::ExecuteOp(u32 op, u32 diff) {
|
||||
int c = n % 3;
|
||||
float val = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL Light %i %c dir: %f", l, c+'X', val);
|
||||
gstate_c.lightdir[l][c] = val;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -413,7 +411,6 @@ void NullGPU::ExecuteOp(u32 op, u32 diff) {
|
||||
int c = n % 3;
|
||||
float val = getFloat24(data);
|
||||
DEBUG_LOG(G3D,"DL Light %i %c att: %f", l, c+'X', val);
|
||||
gstate_c.lightatt[l][c] = val;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -428,10 +425,8 @@ void NullGPU::ExecuteOp(u32 op, u32 diff) {
|
||||
|
||||
int l = (cmd - GE_CMD_LAC0) / 3;
|
||||
int t = (cmd - GE_CMD_LAC0) % 3;
|
||||
gstate_c.lightColor[t][l][0] = r;
|
||||
gstate_c.lightColor[t][l][1] = g;
|
||||
gstate_c.lightColor[t][l][2] = b;
|
||||
}
|
||||
// DEBUG_LOG(G3D, "DL Light color %i %c att: %f", l, c + 'X', val);
|
||||
}
|
||||
break;
|
||||
|
||||
case GE_CMD_VIEWPORTX1:
|
||||
|
@ -62,6 +62,7 @@ SOURCES += $$P/Core/*.cpp \ # Core
|
||||
$$P/GPU/Common/IndexGenerator.cpp \
|
||||
$$P/GPU/Common/TextureDecoder.cpp \
|
||||
$$P/GPU/Common/VertexDecoderCommon.cpp \
|
||||
$$P/GPU/Common/TransformCommon.cpp \
|
||||
$$P/GPU/Common/PostShader.cpp \
|
||||
$$P/ext/libkirk/*.c \ # Kirk
|
||||
$$P/ext/xxhash.c \ # xxHash
|
||||
|
@ -137,6 +137,7 @@ EXEC_AND_LIB_FILES := \
|
||||
$(SRC)/GPU/GeDisasm.cpp \
|
||||
$(SRC)/GPU/Common/IndexGenerator.cpp.arm \
|
||||
$(SRC)/GPU/Common/VertexDecoderCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/TransformCommon.cpp.arm \
|
||||
$(SRC)/GPU/Common/TextureDecoder.cpp \
|
||||
$(SRC)/GPU/Common/PostShader.cpp \
|
||||
$(SRC)/GPU/Debugger/Breakpoints.cpp \
|
||||
|
Loading…
Reference in New Issue
Block a user