mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 23:53:55 +00:00
eee3ac79f4
Before we only clamped with SSE, better to be consistent. This may also be slightly faster.
183 lines
5.5 KiB
C++
183 lines
5.5 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 <stdio.h>
|
|
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/Common/TransformCommon.h"
|
|
|
|
// Check for max first as clamping to max is more common than min when lighting.
|
|
inline float clamp(float in, float min, float max) {
|
|
return in > max ? max : (in < min ? min : in);
|
|
}
|
|
|
|
Lighter::Lighter(int vertType) {
|
|
if (!gstate.isLightingEnabled())
|
|
return;
|
|
|
|
doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
|
|
materialEmissive.GetFromRGB(gstate.materialemissive);
|
|
materialEmissive.a = 0.0f;
|
|
globalAmbient.GetFromRGB(gstate.ambientcolor);
|
|
globalAmbient.GetFromA(gstate.ambientalpha);
|
|
materialAmbient.GetFromRGB(gstate.materialambient);
|
|
materialAmbient.GetFromA(gstate.materialalpha);
|
|
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
|
|
materialDiffuse.a = 1.0f;
|
|
materialSpecular.GetFromRGB(gstate.materialspecular);
|
|
materialSpecular.a = 1.0f;
|
|
specCoef_ = getFloat24(gstate.materialspecularcoef);
|
|
// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
|
|
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
|
|
materialUpdate_ = hasColor ? (gstate.materialupdate & 7) : 0;
|
|
|
|
for (int l = 0; l < 4; l++) {
|
|
lcutoff[l] = getFloat24(gstate.lcutoff[l]);
|
|
lconv[l] = getFloat24(gstate.lconv[l]);
|
|
int i = l * 3;
|
|
if (gstate.isLightChanEnabled(l)) {
|
|
lpos[i] = getFloat24(gstate.lpos[i]);
|
|
lpos[i + 1] = getFloat24(gstate.lpos[i + 1]);
|
|
lpos[i + 2] = getFloat24(gstate.lpos[i + 2]);
|
|
ldir[i] = getFloat24(gstate.ldir[i]);
|
|
ldir[i + 1] = getFloat24(gstate.ldir[i + 1]);
|
|
ldir[i + 2] = getFloat24(gstate.ldir[i + 2]);
|
|
latt[i] = getFloat24(gstate.latt[i]);
|
|
latt[i + 1] = getFloat24(gstate.latt[i + 1]);
|
|
latt[i + 2] = getFloat24(gstate.latt[i + 2]);
|
|
for (int t = 0; t < 3; t++) {
|
|
u32 data = gstate.lcolor[l * 3 + t] & 0xFFFFFF;
|
|
float r = (float)(data & 0xff) * (1.0f / 255.0f);
|
|
float g = (float)((data >> 8) & 0xff) * (1.0f / 255.0f);
|
|
float b = (float)(data >> 16) * (1.0f / 255.0f);
|
|
lcolor[t][l][0] = r;
|
|
lcolor[t][l][1] = g;
|
|
lcolor[t][l][2] = b;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &norm) {
|
|
Color4 in(colorIn);
|
|
|
|
const Color4 *ambient;
|
|
if (materialUpdate_ & 1)
|
|
ambient = ∈
|
|
else
|
|
ambient = &materialAmbient;
|
|
|
|
const Color4 *diffuse;
|
|
if (materialUpdate_ & 2)
|
|
diffuse = ∈
|
|
else
|
|
diffuse = &materialDiffuse;
|
|
|
|
const Color4 *specular;
|
|
if (materialUpdate_ & 4)
|
|
specular = ∈
|
|
else
|
|
specular = &materialSpecular;
|
|
|
|
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
|
|
Color4 lightSum1(0, 0, 0, 0);
|
|
|
|
for (int l = 0; l < 4; l++) {
|
|
// can we skip this light?
|
|
if (!gstate.isLightChanEnabled(l))
|
|
continue;
|
|
|
|
GELightType type = gstate.getLightType(l);
|
|
|
|
Vec3f toLight(0, 0, 0);
|
|
Vec3f lightDir(0, 0, 0);
|
|
|
|
if (type == GE_LIGHTTYPE_DIRECTIONAL)
|
|
toLight = Vec3f(&lpos[l * 3]); // lightdir is for spotlights
|
|
else
|
|
toLight = Vec3f(&lpos[l * 3]) - pos;
|
|
|
|
bool doSpecular = gstate.isUsingSpecularLight(l);
|
|
bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
|
|
|
|
float distanceToLight = toLight.Length();
|
|
float dot = 0.0f;
|
|
float angle = 0.0f;
|
|
float lightScale = 0.0f;
|
|
|
|
if (distanceToLight > 0.0f) {
|
|
toLight /= distanceToLight;
|
|
dot = Dot(toLight, norm);
|
|
}
|
|
// Clamp dot to zero.
|
|
if (dot < 0.0f) dot = 0.0f;
|
|
|
|
if (poweredDiffuse)
|
|
dot = powf(dot, specCoef_);
|
|
|
|
// Attenuation
|
|
switch (type) {
|
|
case GE_LIGHTTYPE_DIRECTIONAL:
|
|
lightScale = 1.0f;
|
|
break;
|
|
case GE_LIGHTTYPE_POINT:
|
|
lightScale = clamp(1.0f / (latt[l * 3] + latt[l * 3 + 1] * distanceToLight + latt[l * 3 + 2] * distanceToLight*distanceToLight), 0.0f, 1.0f);
|
|
break;
|
|
case GE_LIGHTTYPE_SPOT:
|
|
case GE_LIGHTTYPE_UNKNOWN:
|
|
lightDir = Vec3f(&ldir[l * 3]);
|
|
angle = Dot(toLight.Normalized(), lightDir.Normalized());
|
|
if (angle >= lcutoff[l])
|
|
lightScale = clamp(1.0f / (latt[l * 3] + latt[l * 3 + 1] * distanceToLight + latt[l * 3 + 2] * distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, lconv[l]);
|
|
break;
|
|
default:
|
|
// ILLEGAL
|
|
break;
|
|
}
|
|
|
|
Color4 lightDiff(lcolor[1][l], 0.0f);
|
|
Color4 diff = (lightDiff * *diffuse) * dot;
|
|
|
|
// Real PSP specular
|
|
Vec3f toViewer(0, 0, 1);
|
|
// Better specular
|
|
// Vec3f toViewer = (viewer - pos).Normalized();
|
|
|
|
if (doSpecular) {
|
|
Vec3f halfVec = (toLight + toViewer);
|
|
halfVec.Normalize();
|
|
|
|
dot = Dot(halfVec, norm);
|
|
if (dot > 0.0f) {
|
|
Color4 lightSpec(lcolor[2][l], 0.0f);
|
|
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
|
|
}
|
|
}
|
|
|
|
if (gstate.isLightChanEnabled(l)) {
|
|
Color4 lightAmbient(lcolor[0][l], 0.0f);
|
|
lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
|
|
}
|
|
}
|
|
|
|
// The colors must eventually be clamped, but we expect the caller to do that.
|
|
for (int i = 0; i < 4; i++) {
|
|
colorOut0[i] = lightSum0[i];
|
|
colorOut1[i] = lightSum1[i];
|
|
}
|
|
}
|