// 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/. #pragma once #include #include "Common/CommonTypes.h" #include "Core/Reporting.h" #include "GPU/ge_constants.h" #include "GPU/Math3D.h" 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) * (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: inline Vec3f Vec3fFromGE(const u32 *values) const { float x = getFloat24(values[0]); float y = getFloat24(values[1]); float z = getFloat24(values[2]); return Vec3f(x, y, z); } Color4 globalAmbient; Color4 materialEmissive; Color4 materialAmbient; Color4 materialDiffuse; Color4 materialSpecular; float specCoef_; // Vec3f viewer_; bool doShadeMapping_; int materialUpdate_; // Converted light parameters Vec3f lpos[4]; // Used by shade UV mapping Vec3f ldir[4]; Vec3f latt[4]; float lcutoff[4]; float lconv[4]; float lcolor[3][4][3]; };