// 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/. #pragma once #include "Common/Math/CrossSIMD.h" #include "TransformUnit.h" namespace Lighting { struct State { struct { // Pre-normalized if directional. Vec4F32 pos; // Point and spot lights: the position minus the world translation, the light vector's constant term. Vec4F32 translated; Vec4F32 att; Vec4F32 spotDir; float spotDirRsqrt; float spotCutoff; float spotExp; Vec4 ambientColorFactor; Vec4 diffuseColorFactor; Vec4 specularColorFactor; struct { bool enabled : 1; bool spot : 1; bool directional : 1; bool poweredDiffuse : 1; bool ambient : 1; bool diffuse : 1; bool specular : 1; }; } lights[4]; struct { Vec4 ambientColorFactor; Vec4 diffuseColorFactor; Vec4 specularColorFactor; } material; Vec4 baseAmbientColorFactor; float specularExp; Vec4F32 viewDir; struct { bool colorForAmbient : 1; bool colorForDiffuse : 1; bool colorForSpecular : 1; bool setColor1 : 1; bool addColor1 : 1; bool usesWorldPos : 1; bool usesWorldNormal : 1; }; }; void ComputeState(State *state, bool hasColor0); // modelpos is (x, y, z, 1). worldnormal isn't normalized; normalRsqrt is its reciprocal length. void GenerateLightST(VertexData &vertex, Vec4F32 modelpos, Vec4F32 worldnormal, float normalRsqrt, Vec4F32 viewDir); void Process(VertexData &vertex, Vec4F32 modelpos, Vec4F32 worldnormal, float normalRsqrt, const State &state); }