ppsspp/GPU/Common/TransformCommon.h
Unknown W. Brackets a23c9e6a41 GPU: Preconvert light vecs to Vec3f.
This might align better for simd anyway, but should also prevent any
memory over-reads.  See #14353.
2021-04-05 20:55:52 -07:00

98 lines
2.7 KiB
C++

// 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 <cstring>
#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];
};