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