mirror of
https://github.com/hrydgard/ppsspp.git
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2f63f9999d
See #14167. This seems to be consistent.
150 lines
5.4 KiB
C++
150 lines
5.4 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/CPUDetect.h"
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#include "GPU/GPUState.h"
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#include "GPU/Software/Lighting.h"
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namespace Lighting {
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static inline Vec3f GetLightVec(u32 lparams[12], int light) {
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return Vec3<float>(getFloat24(lparams[3 * light]), getFloat24(lparams[3 * light + 1]), getFloat24(lparams[3 * light + 2]));
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}
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static inline float pspLightPow(float v, float e) {
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if (e <= 0.0f) {
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return 1.0f;
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}
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if (v > 0.0f) {
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return pow(v, e);
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}
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// Negative stays negative, so let's just return the original.
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return v;
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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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Vec3<float> vcol0 = vertex.color0.rgb().Cast<float>() * Vec3<float>::AssignToAll(1.0f / 255.0f);
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Vec3<float> mec = Vec3<float>::FromRGB(gstate.getMaterialEmissive());
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Vec3<float> mac = (materialupdate & 1) ? vcol0 : Vec3<float>::FromRGB(gstate.getMaterialAmbientRGBA());
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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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// L = vector from vertex to light source
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// TODO: Should transfer the light positions to world/view space for these calculations?
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Vec3<float> L = GetLightVec(gstate.lpos, light);
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if (!gstate.isDirectionalLight(light)) {
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L -= vertex.worldpos;
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}
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// TODO: Should this normalize (0, 0, 0) to (0, 0, 1)?
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float d = L.NormalizeOr001();
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float att = 1.f;
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if (!gstate.isDirectionalLight(light)) {
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att = 1.f / Dot(GetLightVec(gstate.latt, light), Vec3f(1.0f, d, d * d));
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if (att > 1.f) att = 1.f;
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if (att < 0.f) att = 0.f;
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}
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float spot = 1.f;
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if (gstate.isSpotLight(light)) {
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Vec3<float> dir = GetLightVec(gstate.ldir, light);
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float rawSpot = Dot(dir.NormalizedOr001(cpu_info.bSSE4_1), L);
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float cutoff = getFloat24(gstate.lcutoff[light]);
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if (rawSpot >= cutoff) {
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float conv = getFloat24(gstate.lconv[light]);
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spot = pspLightPow(rawSpot, conv);
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} else {
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spot = 0.f;
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}
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}
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// ambient lighting
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Vec3<float> lac = Vec3<float>::FromRGB(gstate.getLightAmbientColor(light));
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final_color += lac * mac * att * spot;
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// diffuse lighting
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Vec3<float> ldc = Vec3<float>::FromRGB(gstate.getDiffuseColor(light));
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Vec3<float> mdc = (materialupdate & 2) ? vcol0 : Vec3<float>::FromRGB(gstate.getMaterialDiffuse());
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float diffuse_factor = Dot(L, vertex.worldnormal);
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if (gstate.isUsingPoweredDiffuseLight(light)) {
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float k = gstate.getMaterialSpecularCoef();
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diffuse_factor = pspLightPow(diffuse_factor, k);
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}
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if (diffuse_factor > 0.f) {
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final_color += ldc * mdc * diffuse_factor * att * spot;
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}
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if (gstate.isUsingSpecularLight(light) && diffuse_factor >= 0.0f) {
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Vec3<float> H = L + Vec3<float>(0.f, 0.f, 1.f);
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Vec3<float> lsc = Vec3<float>::FromRGB(gstate.getSpecularColor(light));
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Vec3<float> msc = (materialupdate & 4) ? vcol0 : Vec3<float>::FromRGB(gstate.getMaterialSpecular());
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float specular_factor = Dot(H.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal);
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float k = gstate.getMaterialSpecularCoef();
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specular_factor = pspLightPow(specular_factor, k);
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if (specular_factor > 0.f) {
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specular_color += lsc * msc * specular_factor * att * spot;
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}
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}
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}
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int maa = (materialupdate & 1) ? vertex.color0.a() : gstate.getMaterialAmbientA();
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int final_alpha = (gstate.getAmbientA() * maa) / 255;
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if (gstate.isUsingSecondaryColor()) {
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Vec3<int> final_color_int = (final_color.Clamp(0.0f, 1.0f) * 255.0f).Cast<int>();
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vertex.color0 = Vec4<int>(final_color_int, final_alpha);
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vertex.color1 = (specular_color.Clamp(0.0f, 1.0f) * 255.0f).Cast<int>();
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} else {
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Vec3<int> final_color_int = ((final_color + specular_color).Clamp(0.0f, 1.0f) * 255.0f).Cast<int>();
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vertex.color0 = Vec4<int>(final_color_int, final_alpha);
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}
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}
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} // namespace
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