// Copyright (c) 2014- 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 #include #include "Common/CommonTypes.h" #include "GPU/Math3D.h" #include "GPU/GPU.h" #include "GPU/GPUState.h" struct Color4 { float r, g, b, a; Color4() : r(0), g(0), b(0), a(0) { } Color4(float _r, float _g, float _b, float _a = 1.0f) : r(_r), g(_g), b(_b), a(_a) { } Color4(const float in[4]) { r = in[0]; g = in[1]; b = in[2]; a = in[3]; } Color4(const float in[3], float alpha) { r = in[0]; g = in[1]; b = in[2]; a = alpha; } const float &operator [](int i) const { return *(&r + i); } Color4 operator *(float f) const { return Color4(f*r, f*g, f*b, f*a); } Color4 operator *(const Color4 &c) const { return Color4(r*c.r, g*c.g, b*c.b, a*c.a); } Color4 operator +(const Color4 &c) const { return Color4(r + c.r, g + c.g, b + c.b, a + c.a); } void operator +=(const Color4 &c) { r += c.r; g += c.g; b += c.b; a += c.a; } void GetFromRGB(u32 col) { b = ((col >> 16) & 0xff) * (1.0f / 255.0f); g = ((col >> 8) & 0xff) * (1.0f / 255.0f); r = ((col >> 0) & 0xff) * (1.0f / 255.0f); } void GetFromA(u32 col) { a = (col & 0xff) * (1.0f / 255.0f); } }; // The GE's pow() for specular, powered diffuse and the spot exponent: 1 for e <= 0, else 0 for // x <= 0. Otherwise exp2(e * log2(x)) with log2 and exp2 each a straight line between powers of two // (Mitchell's approximation), which is what reading a float's bits as an integer gives: exponent // plus mantissa, scaled by 2^23. Matches hardware within one step of 255 (gpu/lighting/specular). inline float PSPLightPow(float x, float e) { if (!(x > 0.0f)) { return e > 0.0f ? 0.0f : 1.0f; } int32_t ix; memcpy(&ix, &x, sizeof(ix)); float t = (e > 0.0f ? e : 0.0f) * (float)(ix - 0x3F800000) + 1065353216.0f; // Also turns NaN into 0, and stays below infinity's bits. t = t >= 0.0f ? (t < 2139095039.0f ? t : 2139095039.0f) : 0.0f; int32_t iy = (int32_t)t; float y; memcpy(&y, &iy, sizeof(y)); return y; } // The GE only uses the top 4 bits of the specular coefficient's mantissa. inline float PSPSpecularCoef(float e) { u32 bits; memcpy(&bits, &e, sizeof(bits)); bits &= 0xFFF80000; memcpy(&e, &bits, sizeof(bits)); return e; } // The viewer is at infinity along view space +z, so in world space it's the view matrix's third column. inline Vec3f PSPViewDirection(const float viewMatrix[12]) { return Vec3f(viewMatrix[2], viewMatrix[5], viewMatrix[8]).NormalizedOr001(false); } inline Vec3f NormalizedOr000(const Vec3f &v) { float len2 = v.Length2(); return len2 > 0.0f ? v * (1.0f / sqrtf(len2)) : Vec3f(0.0f, 0.0f, 0.0f); } // Shade mapping (environment map UV gen) coordinate from light l: (N.L + 1) / 2, with L the light's // direction as lighting sees it (a zero vector stays zero), or the half vector if the light does // specular. Lighting and light enables don't matter (gpu/lighting/shademap). inline float PSPShadeMapCoord(int l, const Vec3f &worldpos, const Vec3f &worldnormal, const Vec3f &viewDir) { Vec3f L(getFloat24(gstate.lpos[l * 3]), getFloat24(gstate.lpos[l * 3 + 1]), getFloat24(gstate.lpos[l * 3 + 2])); if (gstate.getLightType(l) != GE_LIGHTTYPE_DIRECTIONAL) { L -= worldpos; } L = NormalizedOr000(L); if (gstate.isUsingSpecularLight(l)) { L = NormalizedOr000(L + viewDir); } return (Dot(L, worldnormal) + 1.0f) * 0.5f; } // Convenient way to do precomputation to save the parts of the lighting calculation // that's common between the many vertices of a draw call. class Lighter { public: Lighter(int vertType); void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], const Vec3f &pos, const Vec3f &normal); private: inline Vec3f Vec3fFromGE(const u32 *values) const { float x = getFloat24(values[0]); float y = getFloat24(values[1]); float z = getFloat24(values[2]); return Vec3f(x, y, z); } Color4 globalAmbient; Color4 materialEmissive; Color4 materialAmbient; Color4 materialDiffuse; Color4 materialSpecular; float specCoef_; Vec3f viewDir_; bool doShadeMapping_; int materialUpdate_; // Converted light parameters Vec3f lpos[4]; // Used by shade UV mapping Vec3f ldir[4]; Vec3f latt[4]; float lcutoff[4]; float lconv[4]; float lcolor[3][4][3]; }; // PSP compatible format so we can use the end of the pipeline in beziers etc // 8 + 4 + 12 + 12 = 36 bytes struct SimpleVertex { float uv[2]; union { u8 color[4]; u32_le color_32; }; Vec3Packedf nrm; Vec3Packedf pos; };