mirror of
https://github.com/hrydgard/ppsspp.git
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8a6e8066bf
No need to keep it expanded at 4x the space for both colors.
289 lines
9.9 KiB
C++
289 lines
9.9 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 "ppsspp_config.h"
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#include <cmath>
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#include "Common/Common.h"
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#include "Common/CPUDetect.h"
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#include "GPU/GPUState.h"
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#include "GPU/Software/Lighting.h"
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namespace Lighting {
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static inline Vec3f GetLightVec(u32 lparams[12], int light) {
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#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
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__m128i values = _mm_loadu_si128((__m128i *)&lparams[3 * light]);
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__m128i from24 = _mm_slli_epi32(values, 8);
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return _mm_castsi128_ps(from24);
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#else
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return Vec3<float>(getFloat24(lparams[3 * light]), getFloat24(lparams[3 * light + 1]), getFloat24(lparams[3 * light + 2]));
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#endif
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}
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static inline float pspLightPow(float v, float e) {
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if (v > 0.0f) {
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return pow(v, e);
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}
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// Negative stays negative, so let's just return the original.
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return v;
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}
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static inline Vec4<int> LightColorFactor(const Vec4<int> &expanded, const Vec4<int> &ones) {
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#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
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return _mm_add_epi32(_mm_slli_epi32(expanded.ivec, 1), ones.ivec);
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#else
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return expanded * 2 + ones;
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#endif
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}
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static inline Vec4<int> LightColorFactor(uint32_t c, const Vec4<int> &ones) {
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return LightColorFactor(Vec4<int>::FromRGBA(c), ones);
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}
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static inline bool IsLargerThanHalf(const Vec4<int> &v) {
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#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
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__m128i add23 = _mm_add_epi32(v.ivec, _mm_shuffle_epi32(v.ivec, _MM_SHUFFLE(3, 2, 3, 2)));
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__m128i add1 = _mm_add_epi32(add23, _mm_shuffle_epi32(add23, _MM_SHUFFLE(1, 1, 1, 1)));
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return _mm_cvtsi128_si32(add1) > 4;
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#else
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bool larger = false;
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for (int i = 0; i < 3; ++i)
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larger = v[i] > 1;
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return larger;
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#endif
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}
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void ComputeState(State *state, bool hasColor0) {
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const Vec4<int> ones = Vec4<int>::AssignToAll(1);
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bool anyAmbient = false;
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bool anyDiffuse = false;
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bool anySpecular = false;
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for (int light = 0; light < 4; ++light) {
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auto &lstate = state->lights[light];
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lstate.enabled = gstate.isLightChanEnabled(light);
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if (!lstate.enabled)
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continue;
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lstate.spot = gstate.isSpotLight(light);
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lstate.directional = gstate.isDirectionalLight(light);
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lstate.poweredDiffuse = gstate.isUsingPoweredDiffuseLight(light);
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lstate.specular = gstate.isUsingSpecularLight(light);
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lstate.ambientColorFactor = LightColorFactor(gstate.getLightAmbientColor(light), ones);
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lstate.ambient = IsLargerThanHalf(lstate.ambientColorFactor);
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anyAmbient = anyAmbient || lstate.ambient;
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lstate.diffuseColorFactor = LightColorFactor(gstate.getDiffuseColor(light), ones);
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lstate.diffuse = IsLargerThanHalf(lstate.diffuseColorFactor);
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anyDiffuse = anyDiffuse || lstate.diffuse;
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if (lstate.specular) {
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lstate.specularColorFactor = LightColorFactor(gstate.getSpecularColor(light), ones);
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lstate.specular = IsLargerThanHalf(lstate.specularColorFactor);
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anySpecular = anySpecular || lstate.specular;
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}
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lstate.pos = GetLightVec(gstate.lpos, light);
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if (lstate.directional)
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lstate.pos.NormalizeOr001();
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else
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lstate.att = GetLightVec(gstate.latt, light);
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if (lstate.spot) {
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lstate.spotDir = GetLightVec(gstate.ldir, light);
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lstate.spotDir.Normalize();
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lstate.spotCutoff = getFloat24(gstate.lcutoff[light]);
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if (std::isnan(lstate.spotCutoff) && std::signbit(lstate.spotCutoff))
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lstate.spotCutoff = 0.0f;
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lstate.spotExp = getFloat24(gstate.lconv[light]);
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if (lstate.spotExp <= 0.0f)
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lstate.spotExp = 0.0f;
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else if (std::isnan(lstate.spotExp))
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lstate.spotExp = std::signbit(lstate.spotExp) ? 0.0f : INFINITY;
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}
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}
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const int materialupdate = gstate.materialupdate & (hasColor0 ? 7 : 0);
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state->colorForAmbient = (materialupdate & 1) != 0;
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state->colorForDiffuse = (materialupdate & 2) != 0;
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state->colorForSpecular = (materialupdate & 4) != 0;
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if (!state->colorForAmbient) {
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state->material.ambientColorFactor = LightColorFactor(gstate.getMaterialAmbientRGBA(), ones);
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if (!IsLargerThanHalf(state->material.ambientColorFactor) && anyAmbient) {
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for (int i = 0; i < 4; ++i)
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state->lights[i].ambient = false;
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}
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}
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if (anyDiffuse && !state->colorForDiffuse) {
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state->material.diffuseColorFactor = LightColorFactor(gstate.getMaterialDiffuse(), ones);
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if (!IsLargerThanHalf(state->material.diffuseColorFactor)) {
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anyDiffuse = false;
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for (int i = 0; i < 4; ++i)
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state->lights[i].diffuse = false;
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}
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}
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if (anySpecular && !state->colorForSpecular) {
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state->material.specularColorFactor = LightColorFactor(gstate.getMaterialSpecular(), ones);
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if (!IsLargerThanHalf(state->material.specularColorFactor)) {
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anySpecular = false;
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for (int i = 0; i < 4; ++i)
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state->lights[i].specular = false;
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}
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}
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if (anyDiffuse || anySpecular) {
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state->specularExp = gstate.getMaterialSpecularCoef();
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if (state->specularExp <= 0.0f)
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state->specularExp = 0.0f;
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else if (std::isnan(state->specularExp))
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state->specularExp = std::signbit(state->specularExp) ? 0.0f : INFINITY;
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}
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state->baseAmbientColorFactor = LightColorFactor(gstate.getAmbientRGBA(), ones);
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state->setColor1 = gstate.isUsingSecondaryColor() && anySpecular;
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state->addColor1 = !gstate.isUsingSecondaryColor() && anySpecular;
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}
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static inline float GenerateLightCoord(VertexData &vertex, const WorldCoords &worldnormal, int light) {
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// TODO: Should specular lighting should affect this, too? Doesn't in GLES.
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Vec3<float> L = GetLightVec(gstate.lpos, light);
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// In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal).
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float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), worldnormal);
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return (diffuse_factor + 1.0f) / 2.0f;
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}
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void GenerateLightST(VertexData &vertex, const WorldCoords &worldnormal) {
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// Always calculate texture coords from lighting results if environment mapping is active
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// This should be done even if lighting is disabled altogether.
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vertex.texturecoords.s() = GenerateLightCoord(vertex, worldnormal, gstate.getUVLS0());
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vertex.texturecoords.t() = GenerateLightCoord(vertex, worldnormal, gstate.getUVLS1());
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}
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void Process(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const State &state) {
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// Lighting blending rounds using the half offset method (like alpha blend.)
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const Vec4<int> ones = Vec4<int>::AssignToAll(1);
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Vec4<int> colorFactor;
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if (state.colorForAmbient || state.colorForDiffuse || state.colorForSpecular)
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colorFactor = LightColorFactor(vertex.color0, ones);
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Vec4<int> mec = Vec4<int>::FromRGBA(gstate.getMaterialEmissive());
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Vec4<int> mac = state.colorForAmbient ? colorFactor : state.material.ambientColorFactor;
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Vec4<int> ambient = (mac * state.baseAmbientColorFactor) / 1024;
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Vec4<int> final_color = mec + ambient;
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Vec4<int> specular_color = Vec4<int>::AssignToAll(0);
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for (unsigned int light = 0; light < 4; ++light) {
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const auto &lstate = state.lights[light];
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if (!lstate.enabled)
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continue;
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// L = vector from vertex to light source
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// TODO: Should transfer the light positions to world/view space for these calculations?
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Vec3<float> L = lstate.pos;
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float att = 1.0f;
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if (!lstate.directional) {
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L -= worldpos;
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// TODO: Should this normalize (0, 0, 0) to (0, 0, 1)?
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float d = L.NormalizeOr001();
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att = 1.0f / Dot(lstate.att, Vec3f(1.0f, d, d * d));
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if (!(att > 0.0f))
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att = 0.0f;
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else if (att > 1.0f)
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att = 1.0f;
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}
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float spot = 1.0f;
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if (lstate.spot) {
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float rawSpot = Dot(lstate.spotDir, L);
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if (std::isnan(rawSpot))
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rawSpot = std::signbit(rawSpot) ? 0.0f : 1.0f;
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if (rawSpot >= lstate.spotCutoff) {
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spot = pspLightPow(rawSpot, lstate.spotExp);
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if (std::isnan(spot))
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spot = 0.0f;
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} else {
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spot = 0.0f;
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}
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}
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// ambient lighting
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if (lstate.ambient) {
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int attspot = (int)ceilf(256 * 2 * att * spot + 1);
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if (attspot > 512)
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attspot = 512;
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Vec4<int> lambient = (mac * lstate.ambientColorFactor * attspot) / (1024 * 512);
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final_color += lambient;
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}
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// diffuse lighting
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float diffuse_factor;
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if (lstate.diffuse || lstate.specular) {
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diffuse_factor = Dot(L, worldnormal);
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if (lstate.poweredDiffuse) {
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diffuse_factor = pspLightPow(diffuse_factor, state.specularExp);
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}
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}
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if (lstate.diffuse && diffuse_factor > 0.0f) {
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int diffuse_attspot = (int)ceilf(256 * 2 * att * spot * diffuse_factor + 1);
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if (diffuse_attspot > 512)
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diffuse_attspot = 512;
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Vec4<int> mdc = state.colorForDiffuse ? colorFactor : state.material.diffuseColorFactor;
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Vec4<int> ldiffuse = (lstate.diffuseColorFactor * mdc * diffuse_attspot) / (1024 * 512);
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final_color += ldiffuse;
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}
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if (lstate.specular && diffuse_factor >= 0.0f) {
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Vec3<float> H = L + Vec3<float>(0.f, 0.f, 1.f);
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float specular_factor = Dot(H.NormalizedOr001(cpu_info.bSSE4_1), worldnormal);
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specular_factor = pspLightPow(specular_factor, state.specularExp);
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if (specular_factor > 0.0f) {
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int specular_attspot = (int)ceilf(256 * 2 * att * spot * specular_factor + 1);
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if (specular_attspot > 512)
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specular_attspot = 512;
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Vec4<int> msc = state.colorForSpecular ? colorFactor : state.material.specularColorFactor;
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Vec4<int> lspecular = (lstate.specularColorFactor * msc * specular_attspot) / (1024 * 512);
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specular_color += lspecular;
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}
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}
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}
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if (state.setColor1) {
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vertex.color0 = final_color.Clamp(0, 255).ToRGBA();
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vertex.color1 = specular_color.Clamp(0, 255).rgb().ToRGB();
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} else if (state.addColor1) {
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vertex.color0 = (final_color + specular_color).Clamp(0, 255).ToRGBA();
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} else {
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vertex.color0 = final_color.Clamp(0, 255).ToRGBA();
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}
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}
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} // namespace
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