// 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 "ppsspp_config.h" #include #include "Common/CPUDetect.h" #include "GPU/GPUState.h" #include "GPU/Software/Lighting.h" namespace Lighting { static inline Vec3f GetLightVec(u32 lparams[12], int light) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) __m128i values = _mm_loadu_si128((__m128i *)&lparams[3 * light]); __m128i from24 = _mm_slli_epi32(values, 8); return _mm_castsi128_ps(from24); #else return Vec3(getFloat24(lparams[3 * light]), getFloat24(lparams[3 * light + 1]), getFloat24(lparams[3 * light + 2])); #endif } static inline float pspLightPow(float v, float e) { if (e <= 0.0f || (std::isnan(e) && std::signbit(e))) { return 1.0f; } if (v > 0.0f) { return pow(v, e); } // Negative stays negative, so let's just return the original. return v; } static inline float GenerateLightCoord(VertexData &vertex, int light) { // TODO: Should specular lighting should affect this, too? Doesn't in GLES. Vec3 L = GetLightVec(gstate.lpos, light); // In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal). float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal); return (diffuse_factor + 1.0f) / 2.0f; } void GenerateLightST(VertexData &vertex) { // Always calculate texture coords from lighting results if environment mapping is active // This should be done even if lighting is disabled altogether. vertex.texturecoords.s() = GenerateLightCoord(vertex, gstate.getUVLS0()); vertex.texturecoords.t() = GenerateLightCoord(vertex, gstate.getUVLS1()); } void Process(VertexData& vertex, bool hasColor) { const int materialupdate = gstate.materialupdate & (hasColor ? 7 : 0); Vec4 mec = Vec4::FromRGBA(gstate.getMaterialEmissive()); Vec4 mac = (materialupdate & 1) ? vertex.color0 : Vec4::FromRGBA(gstate.getMaterialAmbientRGBA()); Vec4 ac = Vec4::FromRGBA(gstate.getAmbientRGBA()); // Ambient (whether vertex or material) rounds using the half offset method (like alpha blend.) const Vec4 ones = Vec4::AssignToAll(1); Vec4 ambient = ((mac * 2 + ones) * (ac * 2 + ones)) / 1024; Vec4 final_color = mec + ambient; Vec4 specular_color = Vec4::AssignToAll(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 L = GetLightVec(gstate.lpos, light); if (!gstate.isDirectionalLight(light)) { L -= vertex.worldpos; } // TODO: Should this normalize (0, 0, 0) to (0, 0, 1)? float d = L.NormalizeOr001(); float att = 1.0f; if (!gstate.isDirectionalLight(light)) { att = 1.0f / Dot(GetLightVec(gstate.latt, light), Vec3f(1.0f, d, d * d)); if (!(att > 0.0f)) att = 0.0f; else if (att > 1.0f) att = 1.0f; } float spot = 1.0f; if (gstate.isSpotLight(light)) { Vec3 dir = GetLightVec(gstate.ldir, light); float rawSpot = Dot(dir.Normalized(cpu_info.bSSE4_1), L); if (std::isnan(rawSpot)) rawSpot = std::signbit(rawSpot) ? 0.0f : 1.0f; float cutoff = getFloat24(gstate.lcutoff[light]); if (std::isnan(cutoff) && std::signbit(cutoff)) cutoff = 0.0f; if (rawSpot >= cutoff) { float conv = getFloat24(gstate.lconv[light]); spot = pspLightPow(rawSpot, conv); if (std::isnan(spot)) spot = 0.0f; } else { spot = 0.0f; } } // ambient lighting int attspot = (int)ceilf(256 * 2 * att * spot + 1); if (attspot > 512) attspot = 512; Vec4 lac = Vec4::FromRGBA(gstate.getLightAmbientColor(light)); Vec4 lambient = ((mac * 2 + ones) * (lac * 2 + ones) * attspot) / (1024 * 512); final_color += lambient; // diffuse lighting float diffuse_factor = Dot(L, vertex.worldnormal); if (gstate.isUsingPoweredDiffuseLight(light)) { float k = gstate.getMaterialSpecularCoef(); diffuse_factor = pspLightPow(diffuse_factor, k); } if (diffuse_factor > 0.0f) { int diffuse_attspot = (int)ceilf(256 * 2 * att * spot * diffuse_factor + 1); if (diffuse_attspot > 512) diffuse_attspot = 512; Vec4 ldc = Vec4::FromRGBA(gstate.getDiffuseColor(light)); Vec4 mdc = (materialupdate & 2) ? vertex.color0 : Vec4::FromRGBA(gstate.getMaterialDiffuse()); Vec4 ldiffuse = ((ldc * 2 + ones) * (mdc * 2 + ones) * diffuse_attspot) / (1024 * 512); final_color += ldiffuse; } if (gstate.isUsingSpecularLight(light) && diffuse_factor >= 0.0f) { Vec3 H = L + Vec3(0.f, 0.f, 1.f); float specular_factor = Dot(H.NormalizedOr001(cpu_info.bSSE4_1), vertex.worldnormal); float k = gstate.getMaterialSpecularCoef(); specular_factor = pspLightPow(specular_factor, k); if (specular_factor > 0.0f) { int specular_attspot = (int)ceilf(256 * 2 * att * spot * specular_factor + 1); if (specular_attspot > 512) specular_attspot = 512; Vec4 lsc = Vec4::FromRGBA(gstate.getSpecularColor(light)); Vec4 msc = (materialupdate & 4) ? vertex.color0 : Vec4::FromRGBA(gstate.getMaterialSpecular()); Vec4 lspecular = ((lsc * 2 + ones) * (msc * 2 + ones) * specular_attspot) / (1024 * 512); specular_color += lspecular; } } } if (gstate.isUsingSecondaryColor()) { vertex.color0 = final_color.Clamp(0, 255); vertex.color1 = specular_color.Clamp(0, 255).rgb(); } else { vertex.color0 = (final_color + specular_color).Clamp(0, 255); } } } // namespace