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2797e035df
In many cases, games use lighting just for diffuse or something, this helps skip what's not needed too. Good improvement in a scene from a Naruto game.
72 lines
1.8 KiB
C++
72 lines
1.8 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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#pragma once
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#include "TransformUnit.h"
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namespace Lighting {
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struct State {
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struct {
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// Pre-normalized if directional.
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Vec3f pos;
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Vec3f att;
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Vec3f spotDir;
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float spotCutoff;
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float spotExp;
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Vec4<int> ambientColorFactor;
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Vec4<int> diffuseColorFactor;
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Vec4<int> specularColorFactor;
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struct {
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bool enabled : 1;
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bool spot : 1;
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bool directional : 1;
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bool poweredDiffuse : 1;
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bool ambient : 1;
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bool diffuse : 1;
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bool specular : 1;
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};
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} lights[4];
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struct {
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Vec4<int> ambientColorFactor;
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Vec4<int> diffuseColorFactor;
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Vec4<int> specularColorFactor;
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} material;
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Vec4<int> baseAmbientColorFactor;
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float specularExp;
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struct {
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bool colorForAmbient : 1;
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bool colorForDiffuse : 1;
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bool colorForSpecular : 1;
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bool setColor1 : 1;
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bool addColor1 : 1;
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};
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};
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void ComputeState(State *state, bool hasColor0);
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void GenerateLightST(VertexData &vertex, const WorldCoords &worldnormal);
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void Process(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const State &state);
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}
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