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softgpu: Separate calculation of S/T.
We could probably reuse, but we're not right now and it complicates the logic.
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@ -43,6 +43,22 @@ static inline float pspLightPow(float v, float e) {
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return v;
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}
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static inline float GenerateLightCoord(VertexData &vertex, int light) {
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// TODO: Should specular lighting should affect this, too? Doesn't in GLES.
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Vec3<float> L = GetLightVec(gstate.lpos, light);
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// In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal).
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float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal);
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return (diffuse_factor + 1.0f) / 2.0f;
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}
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void GenerateLightST(VertexData &vertex) {
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// Always calculate texture coords from lighting results if environment mapping is active
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// This should be done even if lighting is disabled altogether.
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vertex.texturecoords.s() = GenerateLightCoord(vertex, gstate.getUVLS0());
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vertex.texturecoords.t() = GenerateLightCoord(vertex, gstate.getUVLS1());
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}
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void Process(VertexData& vertex, bool hasColor) {
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const int materialupdate = gstate.materialupdate & (hasColor ? 7 : 0);
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@ -53,26 +69,6 @@ void Process(VertexData& vertex, bool hasColor) {
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Vec3<float> final_color = mec + mac * Vec3<float>::FromRGB(gstate.getAmbientRGBA());
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Vec3<float> specular_color(0.0f, 0.0f, 0.0f);
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for (unsigned int light = 0; light < 4; ++light) {
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// Always calculate texture coords from lighting results if environment mapping is active
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// TODO: Should specular lighting should affect this, too? Doesn't in GLES.
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// This should be done even if lighting is disabled altogether.
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if (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP) {
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Vec3<float> L = GetLightVec(gstate.lpos, light);
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// In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal).
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float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal);
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if (gstate.getUVLS0() == (int)light)
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vertex.texturecoords.s() = (diffuse_factor + 1.f) / 2.f;
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if (gstate.getUVLS1() == (int)light)
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vertex.texturecoords.t() = (diffuse_factor + 1.f) / 2.f;
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}
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}
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if (!gstate.isLightingEnabled())
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return;
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for (unsigned int light = 0; light < 4; ++light) {
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if (!gstate.isLightChanEnabled(light))
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continue;
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@ -21,6 +21,7 @@
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namespace Lighting {
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void GenerateLightST(VertexData &vertex);
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void Process(VertexData& vertex, bool hasColor);
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}
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@ -277,9 +277,12 @@ VertexData TransformUnit::ReadVertex(VertexReader &vreader, bool &outside_range_
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Vec3<float> stq = tgen * source + Vec3<float>(gstate.tgenMatrix[9], gstate.tgenMatrix[10], gstate.tgenMatrix[11]);
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float z_recip = 1.0f / stq.z;
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vertex.texturecoords = Vec2f(stq.x * z_recip, stq.y * z_recip);
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} else if (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP) {
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Lighting::GenerateLightST(vertex);
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}
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PROFILE_THIS_SCOPE("light");
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if (gstate.isLightingEnabled())
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Lighting::Process(vertex, vreader.hasColor0());
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} else {
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vertex.screenpos.x = (int)(pos[0] * 16) + gstate.getOffsetX16();
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