ppsspp/GPU/Software/Lighting.cpp
Unknown W. Brackets 2f63f9999d GPU: Normalize 0 to 1 always in software lighting.
See #14167.  This seems to be consistent.
2021-02-27 23:51:45 -08:00

150 lines
5.4 KiB
C++

// Copyright (c) 2013- 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/.
#include "Common/CPUDetect.h"
#include "GPU/GPUState.h"
#include "GPU/Software/Lighting.h"
namespace Lighting {
static inline Vec3f GetLightVec(u32 lparams[12], int light) {
return Vec3<float>(getFloat24(lparams[3 * light]), getFloat24(lparams[3 * light + 1]), getFloat24(lparams[3 * light + 2]));
}
static inline float pspLightPow(float v, float e) {
if (e <= 0.0f) {
return 1.0f;
}
if (v > 0.0f) {
return pow(v, e);
}
// Negative stays negative, so let's just return the original.
return v;
}
void Process(VertexData& vertex, bool hasColor) {
const int materialupdate = gstate.materialupdate & (hasColor ? 7 : 0);
Vec3<float> vcol0 = vertex.color0.rgb().Cast<float>() * Vec3<float>::AssignToAll(1.0f / 255.0f);
Vec3<float> mec = Vec3<float>::FromRGB(gstate.getMaterialEmissive());
Vec3<float> mac = (materialupdate & 1) ? vcol0 : Vec3<float>::FromRGB(gstate.getMaterialAmbientRGBA());
Vec3<float> final_color = mec + mac * Vec3<float>::FromRGB(gstate.getAmbientRGBA());
Vec3<float> specular_color(0.0f, 0.0f, 0.0f);
for (unsigned int light = 0; light < 4; ++light) {
// Always calculate texture coords from lighting results if environment mapping is active
// TODO: Should specular lighting should affect this, too? Doesn't in GLES.
// This should be done even if lighting is disabled altogether.
if (gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP) {
Vec3<float> L = GetLightVec(gstate.lpos, light);
// In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal).
float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal);
if (gstate.getUVLS0() == (int)light)
vertex.texturecoords.s() = (diffuse_factor + 1.f) / 2.f;
if (gstate.getUVLS1() == (int)light)
vertex.texturecoords.t() = (diffuse_factor + 1.f) / 2.f;
}
}
if (!gstate.isLightingEnabled())
return;
for (unsigned int light = 0; light < 4; ++light) {
if (!gstate.isLightChanEnabled(light))
continue;
// L = vector from vertex to light source
// TODO: Should transfer the light positions to world/view space for these calculations?
Vec3<float> L = GetLightVec(gstate.lpos, light);
if (!gstate.isDirectionalLight(light)) {
L -= vertex.worldpos;
}
// TODO: Should this normalize (0, 0, 0) to (0, 0, 1)?
float d = L.NormalizeOr001();
float att = 1.f;
if (!gstate.isDirectionalLight(light)) {
att = 1.f / Dot(GetLightVec(gstate.latt, light), Vec3f(1.0f, d, 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 = GetLightVec(gstate.ldir, light);
float rawSpot = Dot(dir.NormalizedOr001(cpu_info.bSSE4_1), L);
float cutoff = getFloat24(gstate.lcutoff[light]);
if (rawSpot >= cutoff) {
float conv = getFloat24(gstate.lconv[light]);
spot = pspLightPow(rawSpot, conv);
} else {
spot = 0.f;
}
}
// ambient lighting
Vec3<float> lac = Vec3<float>::FromRGB(gstate.getLightAmbientColor(light));
final_color += lac * mac * att * spot;
// diffuse lighting
Vec3<float> ldc = Vec3<float>::FromRGB(gstate.getDiffuseColor(light));
Vec3<float> mdc = (materialupdate & 2) ? vcol0 : Vec3<float>::FromRGB(gstate.getMaterialDiffuse());
float diffuse_factor = Dot(L, vertex.worldnormal);
if (gstate.isUsingPoweredDiffuseLight(light)) {
float k = gstate.getMaterialSpecularCoef();
diffuse_factor = pspLightPow(diffuse_factor, k);
}
if (diffuse_factor > 0.f) {
final_color += ldc * mdc * diffuse_factor * att * spot;
}
if (gstate.isUsingSpecularLight(light) && diffuse_factor >= 0.0f) {
Vec3<float> H = L + Vec3<float>(0.f, 0.f, 1.f);
Vec3<float> lsc = Vec3<float>::FromRGB(gstate.getSpecularColor(light));
Vec3<float> msc = (materialupdate & 4) ? vcol0 : Vec3<float>::FromRGB(gstate.getMaterialSpecular());
float specular_factor = Dot(H.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal);
float k = gstate.getMaterialSpecularCoef();
specular_factor = pspLightPow(specular_factor, k);
if (specular_factor > 0.f) {
specular_color += lsc * msc * specular_factor * att * spot;
}
}
}
int maa = (materialupdate & 1) ? vertex.color0.a() : gstate.getMaterialAmbientA();
int final_alpha = (gstate.getAmbientA() * maa) / 255;
if (gstate.isUsingSecondaryColor()) {
Vec3<int> final_color_int = (final_color.Clamp(0.0f, 1.0f) * 255.0f).Cast<int>();
vertex.color0 = Vec4<int>(final_color_int, final_alpha);
vertex.color1 = (specular_color.Clamp(0.0f, 1.0f) * 255.0f).Cast<int>();
} else {
Vec3<int> final_color_int = ((final_color + specular_color).Clamp(0.0f, 1.0f) * 255.0f).Cast<int>();
vertex.color0 = Vec4<int>(final_color_int, final_alpha);
}
}
} // namespace