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ppsspp/GPU/Common/TransformCommon.h
T
Henrik RydgårdandClaude Opus 5.5 333035df03 Lighting: Compute the GE's pow from the float's bits
Read as an integer, a float's bits are its log2 with the mantissa a
straight line between powers of two, scaled by 2^23, and writing an
integer back is the matching exp2. That's exactly the GE's
approximation, without log2/exp2/floor. pspPow now also returns 1 for
e <= 0 itself, so the callers drop their checks. Shader languages
without integers fall back to a true pow.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-09-30 15:47:16 -06:00

163 lines
5.1 KiB
C++

// 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 <cmath>
#include <cstring>
#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;
};