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https://github.com/hrydgard/ppsspp.git
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a23c9e6a41
This might align better for simd anyway, but should also prevent any memory over-reads. See #14353.
98 lines
2.7 KiB
C++
98 lines
2.7 KiB
C++
// Copyright (c) 2014- 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 <cstring>
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#include "Common/CommonTypes.h"
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#include "Core/Reporting.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Math3D.h"
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struct Color4 {
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float r, g, b, a;
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Color4() : r(0), g(0), b(0), a(0) { }
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Color4(float _r, float _g, float _b, float _a = 1.0f)
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: r(_r), g(_g), b(_b), a(_a) {
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}
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Color4(const float in[4]) { r = in[0]; g = in[1]; b = in[2]; a = in[3]; }
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Color4(const float in[3], float alpha) { r = in[0]; g = in[1]; b = in[2]; a = alpha; }
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const float &operator [](int i) const { return *(&r + i); }
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Color4 operator *(float f) const {
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return Color4(f*r, f*g, f*b, f*a);
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}
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Color4 operator *(const Color4 &c) const {
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return Color4(r*c.r, g*c.g, b*c.b, a*c.a);
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}
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Color4 operator +(const Color4 &c) const {
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return Color4(r + c.r, g + c.g, b + c.b, a + c.a);
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}
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void operator +=(const Color4 &c) {
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r += c.r;
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g += c.g;
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b += c.b;
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a += c.a;
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}
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void GetFromRGB(u32 col) {
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b = ((col >> 16) & 0xff) * (1.0f / 255.0f);
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g = ((col >> 8) & 0xff) * (1.0f / 255.0f);
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r = ((col >> 0) & 0xff) * (1.0f / 255.0f);
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}
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void GetFromA(u32 col) {
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a = (col & 0xff) * (1.0f / 255.0f);
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}
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};
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// Convenient way to do precomputation to save the parts of the lighting calculation
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// that's common between the many vertices of a draw call.
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class Lighter {
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public:
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Lighter(int vertType);
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void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &normal);
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private:
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inline Vec3f Vec3fFromGE(const u32 *values) const {
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float x = getFloat24(values[0]);
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float y = getFloat24(values[1]);
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float z = getFloat24(values[2]);
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return Vec3f(x, y, z);
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}
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Color4 globalAmbient;
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Color4 materialEmissive;
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Color4 materialAmbient;
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Color4 materialDiffuse;
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Color4 materialSpecular;
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float specCoef_;
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// Vec3f viewer_;
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bool doShadeMapping_;
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int materialUpdate_;
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// Converted light parameters
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Vec3f lpos[4]; // Used by shade UV mapping
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Vec3f ldir[4];
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Vec3f latt[4];
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float lcutoff[4];
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float lconv[4];
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float lcolor[3][4][3];
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};
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