ppsspp/GPU/Software/Lighting.cpp

152 lines
6.1 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 "../GPUState.h"
#include "Lighting.h"
namespace Lighting {
void Process(VertexData& vertex)
{
if (!gstate.isLightingEnabled())
return;
Vec3<int> mec = Vec3<int>(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB());
Vec3<int> mac = (gstate.materialupdate&1)
? Vec3<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB())
: vertex.color0.rgb();
Vec3<int> final_color = mec + mac * Vec3<int>(gstate.getAmbientR(), gstate.getAmbientG(), gstate.getAmbientB()) / 255;
Vec3<int> specular_color(0, 0, 0);
for (unsigned int light = 0; light < 4; ++light) {
if (!gstate.isLightChanEnabled(light))
continue;
// L = vector from vertex to light source
// TODO: Should transfer the light positions to world/view space for these calculations
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));
L -= vertex.worldpos;
float d = L.Length();
float lka = getFloat24(gstate.latt[3*light]&0xFFFFFF);
float lkb = getFloat24(gstate.latt[3*light+1]&0xFFFFFF);
float lkc = getFloat24(gstate.latt[3*light+2]&0xFFFFFF);
float att = 1.f;
if (!gstate.isDirectionalLight(light)) {
att = 1.f / (lka + lkb * d + lkc * d * d);
if (att > 1.f) att = 1.f;
if (att < 0.f) att = 0.f;
}
float spot = 1.f;
if (gstate.isSpotLight(light)) {
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));
float _spot = Dot(-L,dir) / d / dir.Length();
float cutoff = getFloat24(gstate.lcutoff[light]&0xFFFFFF);
if (_spot > cutoff) {
spot = _spot;
float conv = getFloat24(gstate.lconv[light]&0xFFFFFF);
spot = pow(_spot, conv);
} else {
spot = 0.f;
}
}
// ambient lighting
Vec3<int> lac = Vec3<int>(gstate.getLightAmbientColorR(light), gstate.getLightAmbientColorG(light), gstate.getLightAmbientColorB(light));
final_color.r() += att * spot * lac.r() * mac.r() / 255;
final_color.g() += att * spot * lac.g() * mac.g() / 255;
final_color.b() += att * spot * lac.b() * mac.b() / 255;
// diffuse lighting
Vec3<int> ldc = Vec3<int>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light));
Vec3<int> mdc = (gstate.materialupdate&2)
? Vec3<int>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())
: vertex.color0.rgb();
float diffuse_factor = Dot(L,vertex.worldnormal) / d / vertex.worldnormal.Length();
if (gstate.isUsingPoweredDiffuseLight(light)) {
float k = getFloat24(gstate.materialspecularcoef&0xFFFFFF);
diffuse_factor = pow(diffuse_factor, k);
}
if (diffuse_factor > 0.f) {
final_color.r() += att * spot * ldc.r() * mdc.r() * diffuse_factor / 255;
final_color.g() += att * spot * ldc.g() * mdc.g() * diffuse_factor / 255;
final_color.b() += att * spot * ldc.b() * mdc.b() * diffuse_factor / 255;
}
if (gstate.isUsingSpecularLight(light)) {
Vec3<float> E(0.f, 0.f, 1.f);
Mat3x3<float> view_matrix(gstate.viewMatrix);
Vec3<float> worldE = view_matrix.Inverse() * (E - Vec3<float>(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]));
Vec3<float> H = worldE / worldE.Length() + L / L.Length();
Vec3<int> lsc = Vec3<int>(gstate.getSpecularColorR(light), gstate.getSpecularColorG(light), gstate.getSpecularColorB(light));
Vec3<int> msc = (gstate.materialupdate&4)
? Vec3<int>(gstate.getMaterialSpecularR(), gstate.getMaterialSpecularG(), gstate.getMaterialSpecularB())
: vertex.color0.rgb();
float specular_factor = Dot(H,vertex.worldnormal) / H.Length() / vertex.worldnormal.Length();
float k = getFloat24(gstate.materialspecularcoef&0xFFFFFF);
specular_factor = pow(specular_factor, k);
/*if (specular_factor > 0.f)*/ {
specular_color.r() += att * spot * lsc.r() * msc.r() * specular_factor / 255;
specular_color.g() += att * spot * lsc.g() * msc.g() * specular_factor / 255;
specular_color.b() += att * spot * lsc.b() * msc.b() * specular_factor / 255;
}
}
}
vertex.color0.r() = final_color.r();
vertex.color0.g() = final_color.g();
vertex.color0.b() = final_color.b();
if (!gstate.isUsingSecondaryColor())
{
vertex.color1 = specular_color;
} else {
vertex.color0.r() += specular_color.r();
vertex.color0.g() += specular_color.g();
vertex.color0.b() += specular_color.b();
vertex.color1 = Vec3<int>(0, 0, 0);
}
int maa = (gstate.materialupdate&1) ? gstate.getMaterialAmbientA() : vertex.color0.a();
vertex.color0.a() = gstate.getAmbientA() * maa / 255;
if (vertex.color0.r() > 255) vertex.color0.r() = 255;
if (vertex.color0.g() > 255) vertex.color0.g() = 255;
if (vertex.color0.b() > 255) vertex.color0.b() = 255;
if (vertex.color0.a() > 255) vertex.color0.a() = 255;
if (vertex.color1.r() > 255) vertex.color1.r() = 255;
if (vertex.color1.g() > 255) vertex.color1.g() = 255;
if (vertex.color1.b() > 255) vertex.color1.b() = 255;
if (vertex.color0.r() < 0) vertex.color0.r() = 0;
if (vertex.color0.g() < 0) vertex.color0.g() = 0;
if (vertex.color0.b() < 0) vertex.color0.b() = 0;
if (vertex.color0.a() < 0) vertex.color0.a() = 0;
if (vertex.color1.r() < 0) vertex.color1.r() = 0;
if (vertex.color1.g() < 0) vertex.color1.g() = 0;
if (vertex.color1.b() < 0) vertex.color1.b() = 0;
}
} // namespace