/*************************************************************************** * Copyright (C) 2016 PCSX4ALL Team * * Copyright (C) 2010 Unai * * * * 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; either version 2 of the License, or * * (at your option) any later version. * * * * 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 for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. * ***************************************************************************/ #ifndef _OP_LIGHT_H_ #define _OP_LIGHT_H_ // GPU color operations for lighting calculations static void SetupLightLUT() { // 1024-entry lookup table that modulates 5-bit texture + 5-bit light value. // A light value of 15 does not modify the incoming texture color. // LightLUT[32*32] array is initialized to following values: // 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, // 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, // 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, // 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, // 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9,10,10,10,11,11, // 0, 0, 0, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9,10,10,10,11,11,12,12,13,13, // 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9,10,10,11,11,12,12,13,13,14,14,15,15, // 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 6, 7, 7, 8, 9, 9,10,10,11,11,12,12,13,14,14,15,15,16,16,17, // 0, 0, 1, 1, 2, 3, 3, 4, 5, 5, 6, 6, 7, 8, 8, 9,10,10,11,11,12,13,13,14,15,15,16,16,17,18,18,19, // 0, 0, 1, 2, 2, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9,10,11,11,12,13,13,14,15,15,16,17,17,18,19,19,20,21, // 0, 0, 1, 2, 3, 3, 4, 5, 6, 6, 7, 8, 9, 9,10,11,12,12,13,14,15,15,16,17,18,18,19,20,21,21,22,23, // 0, 0, 1, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9,10,11,12,13,13,14,15,16,17,17,18,19,20,21,21,22,23,24,25, // 0, 0, 1, 2, 3, 4, 5, 6, 7, 7, 8, 9,10,11,12,13,14,14,15,16,17,18,19,20,21,21,22,23,24,25,26,27, // 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29, // 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31, // 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,31, // 0, 1, 2, 3, 4, 5, 6, 7, 9,10,11,12,13,14,15,16,18,19,20,21,22,23,24,25,27,28,29,30,31,31,31,31, // 0, 1, 2, 3, 4, 5, 7, 8, 9,10,11,13,14,15,16,17,19,20,21,22,23,24,26,27,28,29,30,31,31,31,31,31, // 0, 1, 2, 3, 5, 6, 7, 8,10,11,12,13,15,16,17,18,20,21,22,23,25,26,27,28,30,31,31,31,31,31,31,31, // 0, 1, 2, 3, 5, 6, 7, 9,10,11,13,14,15,17,18,19,21,22,23,24,26,27,28,30,31,31,31,31,31,31,31,31, // 0, 1, 2, 4, 5, 6, 8, 9,11,12,13,15,16,17,19,20,22,23,24,26,27,28,30,31,31,31,31,31,31,31,31,31, // 0, 1, 2, 4, 5, 7, 8,10,11,12,14,15,17,18,20,21,23,24,25,27,28,30,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 4, 6, 7, 9,10,12,13,15,16,18,19,21,22,24,25,27,28,30,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 4, 6, 7, 9,10,12,14,15,17,18,20,21,23,25,26,28,29,31,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 4, 6, 8, 9,11,13,14,16,17,19,21,22,24,26,27,29,30,31,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 5, 6, 8,10,11,13,15,16,18,20,21,23,25,27,28,30,31,31,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 5, 7, 8,10,12,14,15,17,19,21,22,24,26,28,29,31,31,31,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 5, 7, 9,10,12,14,16,18,19,21,23,25,27,29,30,31,31,31,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 5, 7, 9,11,13,15,16,18,20,22,24,26,28,30,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31, // 0, 1, 3, 5, 7, 9,11,13,15,17,19,21,23,25,27,29,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31 for (int j=0; j < 32; ++j) { for (int i=0; i < 32; ++i) { int val = i * j / 16; if (val > 31) val = 31; gpu_unai.LightLUT[(j*32) + i] = val; } } } //////////////////////////////////////////////////////////////////////////////// // Create packed Gouraud fixed-pt 8.3:8.3:8.2 rgb triplet // // INPUT: // 'r','g','b' are 8.10 fixed-pt color components (r shown here) // 'r' input: --------------rrrrrrrrXXXXXXXXXX // ^ bit 31 // RETURNS: // u32 output: rrrrrrrrXXXggggggggXXXbbbbbbbbXX // ^ bit 31 // Where 'r,g,b' are integer bits of colors, 'X' fixed-pt, and '-' don't care //////////////////////////////////////////////////////////////////////////////// GPU_INLINE u32 gpuPackGouraudCol(u32 r, u32 g, u32 b) { return ((u32)(b>> 8)&(0x03ff )) | ((u32)(g<< 3)&(0x07ff<<10)) | ((u32)(r<<14)&(0x07ff<<21)); } //////////////////////////////////////////////////////////////////////////////// // Create packed increment for Gouraud fixed-pt 8.3:8.3:8.2 rgb triplet // // INPUT: // Sign-extended 8.10 fixed-pt r,g,b color increment values (only dr is shown) // 'dr' input: ssssssssssssssrrrrrrrrXXXXXXXXXX // ^ bit 31 // RETURNS: // u32 output: rrrrrrrrXXXggggggggXXXbbbbbbbbXX // ^ bit 31 // Where 'r,g,b' are integer bits of colors, 'X' fixed-pt, and 's' sign bits // // NOTE: The correctness of this code/method has not been fully verified, // having been merely factored out from original code in // poly-drawing functions. Feel free to check/improve it -senquack //////////////////////////////////////////////////////////////////////////////// GPU_INLINE u32 gpuPackGouraudColInc(s32 dr, s32 dg, s32 db) { u32 dr_tmp = (u32)(dr << 14)&(0xffffffff<<21); if (dr < 0) dr_tmp += 1<<21; u32 dg_tmp = (u32)(dg << 3)&(0xffffffff<<10); if (dg < 0) dg_tmp += 1<<10; u32 db_tmp = (u32)(db >> 8)&(0xffffffff ); if (db < 0) db_tmp += 1<< 0; return db_tmp + dg_tmp + dr_tmp; } //////////////////////////////////////////////////////////////////////////////// // Extract bgr555 color from Gouraud u32 fixed-pt 8.3:8.3:8.2 rgb triplet // // INPUT: // 'gCol' input: rrrrrrrrXXXggggggggXXXbbbbbbbbXX // ^ bit 31 // RETURNS: // u16 output: 0bbbbbgggggrrrrr // ^ bit 16 // Where 'r,g,b' are integer bits of colors, 'X' fixed-pt, and '0' zero //////////////////////////////////////////////////////////////////////////////// GPU_INLINE uint_fast16_t gpuLightingRGBGeneric(u32 gCol) { return ((gCol<< 5)&0x7C00) | ((gCol>>11)&0x03E0) | (gCol>>27); } //////////////////////////////////////////////////////////////////////////////// // Convert packed Gouraud u32 fixed-pt 8.3:8.3:8.2 rgb triplet in 'gCol' // to padded u32 5.4:5.4:5.4 bgr fixed-pt triplet, suitable for use // with HQ 24-bit lighting/quantization. // // INPUT: // 'gCol' input: rrrrrrrrXXXggggggggXXXbbbbbbbbXX // ^ bit 31 // RETURNS: // u32 output: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX // ^ bit 31 // Where 'X' are fixed-pt bits, '0' zero-padding, and '-' is don't care //////////////////////////////////////////////////////////////////////////////// GPU_INLINE u32 gpuLightingRGB24(u32 gCol) { return ((gCol<<19) & (0x1FF<<20)) | ((gCol>> 2) & (0x1FF<<10)) | (gCol>>23); } //////////////////////////////////////////////////////////////////////////////// // Apply fast (low-precision) 5-bit lighting to bgr555 texture color: // // INPUT: // 'r5','g5','b5' are unsigned 5-bit color values, value of 15 // is midpoint that doesn't modify that component of texture // 'uSrc' input: -bbbbbgggggrrrrr // ^ bit 16 // RETURNS: // u16 output: 0bbbbbgggggrrrrr // Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care //////////////////////////////////////////////////////////////////////////////// GPU_INLINE uint_fast16_t gpuLightingTXTGeneric(uint_fast16_t uSrc, u8 r5, u8 g5, u8 b5) { return (gpu_unai.LightLUT[((uSrc&0x7C00)>>5) | b5] << 10) | (gpu_unai.LightLUT[ (uSrc&0x03E0) | g5] << 5) | (gpu_unai.LightLUT[((uSrc&0x001F)<<5) | r5] ); } //////////////////////////////////////////////////////////////////////////////// // Apply fast (low-precision) 5-bit Gouraud lighting to bgr555 texture color: // // INPUT: // 'gCol' is a packed Gouraud u32 fixed-pt 8.3:8.3:8.2 rgb triplet, value of // 15.0 is midpoint that does not modify color of texture // gCol input : rrrrrXXXXXXgggggXXXXXXbbbbbXXXXX // ^ bit 31 // 'uSrc' input: -bbbbbgggggrrrrr // ^ bit 16 // RETURNS: // u16 output: 0bbbbbgggggrrrrr // Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care //////////////////////////////////////////////////////////////////////////////// GPU_INLINE uint_fast16_t gpuLightingTXTGouraudGeneric(uint_fast16_t uSrc, u32 gCol) { return (gpu_unai.LightLUT[((uSrc&0x7C00)>>5) | ((gCol>> 5)&0x1F)]<<10) | (gpu_unai.LightLUT[ (uSrc&0x03E0) | ((gCol>>16)&0x1F)]<< 5) | (gpu_unai.LightLUT[((uSrc&0x001F)<<5) | (gCol>>27) ] ); } //////////////////////////////////////////////////////////////////////////////// // Apply high-precision 8-bit lighting to bgr555 texture color, // returning a padded u32 5.4:5.4:5.4 bgr fixed-pt triplet // suitable for use with HQ 24-bit lighting/quantization. // // INPUT: // 'r8','g8','b8' are unsigned 8-bit color component values, value of // 127 is midpoint that doesn't modify that component of texture // // uSrc input: -bbbbbgggggrrrrr // ^ bit 16 // RETURNS: // u32 output: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX // ^ bit 31 // Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care //////////////////////////////////////////////////////////////////////////////// GPU_INLINE u32 gpuLightingTXT24(uint_fast16_t uSrc, u8 r8, u8 g8, u8 b8) { uint_fast16_t r1 = uSrc&0x001F; uint_fast16_t g1 = uSrc&0x03E0; uint_fast16_t b1 = uSrc&0x7C00; uint_fast16_t r2 = r8; uint_fast16_t g2 = g8; uint_fast16_t b2 = b8; u32 r3 = r1 * r2; if (r3 & 0xFFFFF000) r3 = ~0xFFFFF000; u32 g3 = g1 * g2; if (g3 & 0xFFFE0000) g3 = ~0xFFFE0000; u32 b3 = b1 * b2; if (b3 & 0xFFC00000) b3 = ~0xFFC00000; return ((r3>> 3) ) | ((g3>> 8)<<10) | ((b3>>13)<<20); } //////////////////////////////////////////////////////////////////////////////// // Apply high-precision 8-bit lighting to bgr555 texture color in 'uSrc', // returning a padded u32 5.4:5.4:5.4 bgr fixed-pt triplet // suitable for use with HQ 24-bit lighting/quantization. // // INPUT: // 'uSrc' input: -bbbbbgggggrrrrr // ^ bit 16 // 'gCol' input: rrrrrrrrXXXggggggggXXXbbbbbbbbXX // ^ bit 31 // RETURNS: // u32 output: 000bbbbbXXXX0gggggXXXX0rrrrrXXXX // ^ bit 31 // Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care //////////////////////////////////////////////////////////////////////////////// GPU_INLINE u32 gpuLightingTXT24Gouraud(uint_fast16_t uSrc, u32 gCol) { uint_fast16_t r1 = uSrc&0x001F; uint_fast16_t g1 = uSrc&0x03E0; uint_fast16_t b1 = uSrc&0x7C00; uint_fast16_t r2 = (gCol>>24) & 0xFF; uint_fast16_t g2 = (gCol>>13) & 0xFF; uint_fast16_t b2 = (gCol>> 2) & 0xFF; u32 r3 = r1 * r2; if (r3 & 0xFFFFF000) r3 = ~0xFFFFF000; u32 g3 = g1 * g2; if (g3 & 0xFFFE0000) g3 = ~0xFFFE0000; u32 b3 = b1 * b2; if (b3 & 0xFFC00000) b3 = ~0xFFC00000; return ((r3>> 3) ) | ((g3>> 8)<<10) | ((b3>>13)<<20); } #endif //_OP_LIGHT_H_