// 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 mec = Vec3(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB())/255.f; Vec3 mac = (gstate.materialupdate&1) ? Vec3(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB())/255.f : vertex.color0.rgb(); vertex.color0.r() = mec.r() + mac.r() * gstate.getAmbientR()/255.f; vertex.color0.g() = mec.g() + mac.g() * gstate.getAmbientG()/255.f; vertex.color0.b() = mec.b() + mac.b() * gstate.getAmbientB()/255.f; float maa = (gstate.materialupdate&1) ? gstate.getMaterialAmbientA()/255.f : vertex.color0.a(); vertex.color0.a() = gstate.getAmbientA()/255.f * maa; // Currently only implementing ambient lighting, so secondary color is always zero anyway //if (!gstate.isUsingSecondaryColor()) { vertex.color1 = Vec3(0.f, 0.f, 0.f); } } } // namespace