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104 lines
4.0 KiB
C++
104 lines
4.0 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 "../GPUState.h"
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#include "Lighting.h"
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namespace Lighting {
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void Process(VertexData& vertex)
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{
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if (!gstate.isLightingEnabled())
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return;
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Vec3<int> mec = Vec3<int>(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB());
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Vec3<int> mac = (gstate.materialupdate&1)
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? Vec3<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB())
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: vertex.color0.rgb();
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vertex.color0.r() = mec.r() + mac.r() * gstate.getAmbientR()/255;
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vertex.color0.g() = mec.g() + mac.g() * gstate.getAmbientG()/255;
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vertex.color0.b() = mec.b() + mac.b() * gstate.getAmbientB()/255;
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int maa = (gstate.materialupdate&1) ? gstate.getMaterialAmbientA() : vertex.color0.a();
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vertex.color0.a() = gstate.getAmbientA() * maa / 255;
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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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Vec3<float> L = Vec3<float>(getFloat24(gstate.lpos[3*light]&0xFFFFFF), getFloat24(gstate.lpos[3*light+1]&0xFFFFFF),getFloat24(gstate.lpos[3*light+2]&0xFFFFFF));
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L -= vertex.worldpos;
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float d = L.Length();
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float lka = getFloat24(gstate.latt[3*light]&0xFFFFFF);
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float lkb = getFloat24(gstate.latt[3*light+1]&0xFFFFFF);
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float lkc = getFloat24(gstate.latt[3*light+2]&0xFFFFFF);
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float att = 1.f;
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if (!gstate.isDirectionalLight(light)) {
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att = 1.f / (lka + lkb * d + lkc * 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 = Vec3<float>(getFloat24(gstate.ldir[3*light]&0xFFFFFF), getFloat24(gstate.ldir[3*light+1]&0xFFFFFF),getFloat24(gstate.ldir[3*light+2]&0xFFFFFF));
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float _spot = Dot(-L,dir) / d / dir.Length();
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float cutoff = getFloat24(gstate.lcutoff[light]&0xFFFFFF);
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if (_spot > cutoff) {
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spot = _spot;
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float conv = getFloat24(gstate.lconv[light]&0xFFFFFF);
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spot = pow(_spot, 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<int> lac = Vec3<int>(gstate.getLightAmbientColorR(light), gstate.getLightAmbientColorG(light), gstate.getLightAmbientColorB(light));
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vertex.color0.r() += att * spot * lac.r() * mac.r() / 255;
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vertex.color0.g() += att * spot * lac.g() * mac.g() / 255;
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vertex.color0.b() += att * spot * lac.b() * mac.b() / 255;
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// diffuse lighting
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Vec3<int> ldc = Vec3<int>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light));
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Vec3<int> mdc = (gstate.materialupdate&2)
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? Vec3<int>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())
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: vertex.color0.rgb();
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float diffuse_factor = Dot(L,vertex.normal) / d / vertex.worldpos.Length();
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if (gstate.isUsingPoweredDiffuseLight(light)) {
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float k = getFloat24(gstate.materialspecularcoef&0xFFFFFF);
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diffuse_factor = pow(diffuse_factor, k);
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}
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vertex.color0.r() += att * spot * ldc.r() * mdc.r() * diffuse_factor / 255;
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vertex.color0.g() += att * spot * ldc.g() * mdc.g() * diffuse_factor / 255;
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vertex.color0.b() += att * spot * ldc.b() * mdc.b() * diffuse_factor / 255;
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}
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// Currently only implementing ambient+diffuse lighting, so secondary color is always zero anyway
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//if (!gstate.isUsingSecondaryColor())
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{
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vertex.color1 = Vec3<int>(0, 0, 0);
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}
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}
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} // namespace
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