first attempt at lighting
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74f291757a
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4d401422af
160
GPU3D.cpp
160
GPU3D.cpp
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@ -178,6 +178,17 @@ u32 PolygonMode;
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s16 CurVertex[3];
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u8 VertexColor[3];
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s16 TexCoords[2];
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s16 Normal[3];
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s16 LightDirection[4][3];
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u8 LightColor[4][3];
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u8 MatDiffuse[3];
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u8 MatAmbient[3];
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u8 MatSpecular[3];
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u8 MatEmission[3];
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bool UseShininessTable;
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u8 ShininessTable[128];
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u32 PolygonAttr;
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u32 CurPolygonAttr;
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@ -780,14 +791,14 @@ void SubmitPolygon()
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poly->NumVertices += 2;
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}
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//if (c==4 && NumPolygons>340) printf("polygon:\n");
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for (int i = clipstart; i < c; i++)
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{
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CurVertexRAM[NumVertices] = clippedvertices[1][i];
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poly->Vertices[i] = &CurVertexRAM[NumVertices];
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NumVertices++;
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poly->NumVertices++;//if (c==4 && NumPolygons>340)printf(" - v%d: %08X %08X %08X\n", i, poly->Vertices[i]->Position[0], poly->Vertices[i]->Position[1],poly->Vertices[i]->Position[3]);
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poly->NumVertices++;
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}
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if (PolygonMode >= 2)
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@ -800,9 +811,7 @@ void SubmitVertex()
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{
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s64 vertex[4] = {(s64)CurVertex[0], (s64)CurVertex[1], (s64)CurVertex[2], 0x1000};
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Vertex* vertextrans = &TempVertexBuffer[VertexNumInPoly];
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if (PolygonMode==0&&NumPolygons>440&&false)printf("raw vertex %d: %08X %08X | %08X %08X %08X %08X\n",
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VertexNum, CurVertex[0], CurVertex[1],
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ClipMatrix[1],ClipMatrix[5],ClipMatrix[9],ClipMatrix[13]);
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UpdateClipMatrix();
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vertextrans->Position[0] = (vertex[0]*ClipMatrix[0] + vertex[1]*ClipMatrix[4] + vertex[2]*ClipMatrix[8] + vertex[3]*ClipMatrix[12]) >> 12;
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vertextrans->Position[1] = (vertex[0]*ClipMatrix[1] + vertex[1]*ClipMatrix[5] + vertex[2]*ClipMatrix[9] + vertex[3]*ClipMatrix[13]) >> 12;
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@ -815,8 +824,8 @@ if (PolygonMode==0&&NumPolygons>440&&false)printf("raw vertex %d: %08X %08X | %0
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if ((TexParam >> 30) == 3)
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{
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vertextrans->TexCoords[0] = (CurVertex[0]*TexMatrix[0] + CurVertex[1]*TexMatrix[4] + CurVertex[2]*TexMatrix[8] + 0x1000*TexCoords[0]) >> 12;
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vertextrans->TexCoords[1] = (CurVertex[0]*TexMatrix[1] + CurVertex[1]*TexMatrix[5] + CurVertex[2]*TexMatrix[9] + 0x1000*TexCoords[1]) >> 12;
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vertextrans->TexCoords[0] = (CurVertex[0]*TexMatrix[0] + CurVertex[1]*TexMatrix[4] + CurVertex[2]*TexMatrix[8] + 0x1000*TexCoords[0]) >> 20;
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vertextrans->TexCoords[1] = (CurVertex[0]*TexMatrix[1] + CurVertex[1]*TexMatrix[5] + CurVertex[2]*TexMatrix[9] + 0x1000*TexCoords[1]) >> 20;
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}
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else
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{
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@ -892,6 +901,71 @@ if (PolygonMode==0&&NumPolygons>440&&false)printf("raw vertex %d: %08X %08X | %0
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}
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}
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s32 CalculateLighting()
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{
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if ((TexParam >> 30) == 2)
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{
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TexCoords[0] = (Normal[0]*TexMatrix[0] + Normal[1]*TexMatrix[4] + Normal[2]*TexMatrix[8] + 0x200*TexCoords[0]) >> 17;
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TexCoords[1] = (Normal[0]*TexMatrix[1] + Normal[1]*TexMatrix[5] + Normal[2]*TexMatrix[9] + 0x200*TexCoords[1]) >> 17;
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}
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s32 normaltrans[3];
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normaltrans[0] = (Normal[0]*VecMatrix[0] + Normal[1]*VecMatrix[4] + Normal[2]*VecMatrix[8]) >> 12;
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normaltrans[1] = (Normal[0]*VecMatrix[1] + Normal[1]*VecMatrix[5] + Normal[2]*VecMatrix[9]) >> 12;
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normaltrans[2] = (Normal[0]*VecMatrix[2] + Normal[1]*VecMatrix[6] + Normal[2]*VecMatrix[10]) >> 12;
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VertexColor[0] = MatEmission[0];
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VertexColor[1] = MatEmission[1];
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VertexColor[2] = MatEmission[2];
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s32 c = 0;
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for (int i = 0; i < 4; i++)
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{
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if (!(CurPolygonAttr & (1<<i)))
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continue;
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s32 difflevel = (LightDirection[i][0]*normaltrans[0] +
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LightDirection[i][1]*normaltrans[1] +
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LightDirection[i][2]*normaltrans[2]) >> 10;
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difflevel = -difflevel;
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if (difflevel < 0) difflevel = 0;
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s32 shinelevel = (-(LightDirection[i][0]>>1)*normaltrans[0] -
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(LightDirection[i][1]>>1)*normaltrans[1] -
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((LightDirection[i][2]-0x200)>>1)*normaltrans[2]) >> 10;
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if (shinelevel < 0) shinelevel = 0;
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shinelevel = (shinelevel * shinelevel) >> 8;
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// checkme
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if (UseShininessTable)
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{
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if (shinelevel > 127) shinelevel = 127;
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shinelevel = ShininessTable[shinelevel];
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}
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VertexColor[0] += ((((MatSpecular[0]+1) * (LightColor[i][0]+1) * (shinelevel+1)) - 1) >> 13);
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VertexColor[0] += ((((MatDiffuse[0]+1) * (LightColor[i][0]+1) * (difflevel+1)) - 1) >> 13);
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VertexColor[0] += ((((MatAmbient[0]+1) * (LightColor[i][0]+1)) - 1) >> 5);
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VertexColor[1] += ((((MatSpecular[1]+1) * (LightColor[i][1]+1) * (shinelevel+1)) - 1) >> 13);
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VertexColor[1] += ((((MatDiffuse[1]+1) * (LightColor[i][1]+1) * (difflevel+1)) - 1) >> 13);
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VertexColor[1] += ((((MatAmbient[1]+1) * (LightColor[i][1]+1)) - 1) >> 5);
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VertexColor[2] += ((((MatSpecular[2]+1) * (LightColor[i][2]+1) * (shinelevel+1)) - 1) >> 13);
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VertexColor[2] += ((((MatDiffuse[2]+1) * (LightColor[i][2]+1) * (difflevel+1)) - 1) >> 13);
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VertexColor[2] += ((((MatAmbient[2]+1) * (LightColor[i][2]+1)) - 1) >> 5);
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if (VertexColor[0] > 31) VertexColor[0] = 31;
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if (VertexColor[1] > 31) VertexColor[1] = 31;
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if (VertexColor[2] > 31) VertexColor[2] = 31;
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c++;
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}
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// checkme: cycle count
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return c;
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}
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void CmdFIFOWrite(CmdFIFOEntry& entry)
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@ -1033,6 +1107,8 @@ void ExecuteCommand()
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}
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memcpy(PosMatrix, PosMatrixStack[PosMatrixStackPointer], 16*4);
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if (MatrixMode == 2)
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memcpy(VecMatrix, PosMatrix, 16*4);
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GXStat |= (1<<14);
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ClipMatrixDirty = true;
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}
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@ -1084,6 +1160,8 @@ void ExecuteCommand()
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}
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memcpy(PosMatrix, PosMatrixStack[addr], 16*4);
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if (MatrixMode == 2)
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memcpy(VecMatrix, PosMatrix, 16*4);
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ClipMatrixDirty = true;
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}
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break;
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@ -1243,9 +1321,11 @@ void ExecuteCommand()
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}
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break;
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case 0x21:
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// TODO: more cycles if lights are enabled
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// TODO also texcoords if needed
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case 0x21: // normal
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Normal[0] = (s16)((ExecParams[0] & 0x000003FF) << 6) >> 6;
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Normal[1] = (s16)((ExecParams[0] & 0x000FFC00) >> 4) >> 6;
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Normal[2] = (s16)((ExecParams[0] & 0x3FF00000) >> 14) >> 6;
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CycleCount += CalculateLighting();
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break;
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case 0x22: // texcoord
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@ -1309,6 +1389,66 @@ void ExecuteCommand()
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TexPalette = ExecParams[0] & 0x1FFF;
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break;
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case 0x30: // diffuse/ambient material
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MatDiffuse[0] = ExecParams[0] & 0x1F;
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MatDiffuse[1] = (ExecParams[0] >> 5) & 0x1F;
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MatDiffuse[2] = (ExecParams[0] >> 10) & 0x1F;
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MatAmbient[0] = (ExecParams[0] >> 16) & 0x1F;
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MatAmbient[1] = (ExecParams[0] >> 21) & 0x1F;
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MatAmbient[2] = (ExecParams[0] >> 26) & 0x1F;
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if (ExecParams[0] & 0x8000)
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{
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VertexColor[0] = MatDiffuse[0];
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VertexColor[1] = MatDiffuse[1];
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VertexColor[2] = MatDiffuse[2];
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}
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break;
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case 0x31: // specular/emission material
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MatSpecular[0] = ExecParams[0] & 0x1F;
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MatSpecular[1] = (ExecParams[0] >> 5) & 0x1F;
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MatSpecular[2] = (ExecParams[0] >> 10) & 0x1F;
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MatEmission[0] = (ExecParams[0] >> 16) & 0x1F;
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MatEmission[1] = (ExecParams[0] >> 21) & 0x1F;
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MatEmission[2] = (ExecParams[0] >> 26) & 0x1F;
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UseShininessTable = (ExecParams[0] & 0x8000) != 0;
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break;
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case 0x32: // light direction
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{
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u32 l = ExecParams[0] >> 30;
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s16 dir[3];
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dir[0] = (s16)((ExecParams[0] & 0x000003FF) << 6) >> 6;
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dir[1] = (s16)((ExecParams[0] & 0x000FFC00) >> 4) >> 6;
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dir[2] = (s16)((ExecParams[0] & 0x3FF00000) >> 14) >> 6;
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LightDirection[l][0] = (dir[0]*VecMatrix[0] + dir[1]*VecMatrix[4] + dir[2]*VecMatrix[8]) >> 12;
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LightDirection[l][1] = (dir[0]*VecMatrix[1] + dir[1]*VecMatrix[5] + dir[2]*VecMatrix[9]) >> 12;
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LightDirection[l][2] = (dir[0]*VecMatrix[2] + dir[1]*VecMatrix[6] + dir[2]*VecMatrix[10]) >> 12;
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}
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break;
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case 0x33: // light color
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{
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u32 l = ExecParams[0] >> 30;
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LightColor[l][0] = ExecParams[0] & 0x1F;
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LightColor[l][1] = (ExecParams[0] >> 5) & 0x1F;
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LightColor[l][2] = (ExecParams[0] >> 10) & 0x1F;
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}
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break;
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case 0x34: // shininess table
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{
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for (int i = 0; i < 128; i += 4)
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{
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u32 val = ExecParams[i >> 2];
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ShininessTable[i + 0] = val & 0xFF;
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ShininessTable[i + 1] = (val >> 8) & 0xFF;
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ShininessTable[i + 2] = (val >> 16) & 0xFF;
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ShininessTable[i + 3] = val >> 24;
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}
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}
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break;
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case 0x40: // begin polygons
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PolygonMode = ExecParams[0] & 0x3;
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VertexNum = 0;
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