ppsspp/GPU/Software/Lighting.cpp

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// 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<float> mec = Vec3<float>(gstate.getMaterialEmissiveR(), gstate.getMaterialEmissiveG(), gstate.getMaterialEmissiveB())/255.f;
Vec3<float> mac = (gstate.materialupdate&1)
? Vec3<float>(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;
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for (unsigned int light = 0; light < 4; ++light) {
if (!gstate.isLightChanEnabled(light))
continue;
Vec3<float> ldc = Vec3<float>(gstate.getDiffuseColorR(light), gstate.getDiffuseColorG(light), gstate.getDiffuseColorB(light))/255.f;
Vec3<float> mdc = (gstate.materialupdate&2)
? Vec3<float>(gstate.getMaterialDiffuseR(), gstate.getMaterialDiffuseG(), gstate.getMaterialDiffuseB())/255.f
: vertex.color0.rgb();
Vec3<float> L = Vec3<float>(getFloat24(gstate.lpos[3*light]&0xFFFFFF), getFloat24(gstate.lpos[3*light+1]&0xFFFFFF),getFloat24(gstate.lpos[3*light+2]&0xFFFFFF));
L -= vertex.worldpos;
float factor = Dot(L,vertex.normal) / L.Length() / vertex.worldpos.Length();
vertex.color0.r() += ldc.r() * mdc.r() * factor;
vertex.color0.g() += ldc.g() * mdc.g() * factor;
vertex.color0.b() += ldc.b() * mdc.b() * factor;
}
// Currently only implementing ambient+diffuse lighting, so secondary color is always zero anyway
//if (!gstate.isUsingSecondaryColor())
{
vertex.color1 = Vec3<float>(0.f, 0.f, 0.f);
}
}
} // namespace