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143 lines
3.8 KiB
C++
143 lines
3.8 KiB
C++
// $Id$
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#include <ssemath.h>
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#include <lightdesc.h>
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void LightDesc_t::RecalculateDerivedValues(void)
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{
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m_Flags=0;
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if (m_Attenuation0)
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m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
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if (m_Attenuation1)
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m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1;
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if (m_Attenuation2)
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m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2;
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if (m_Type==MATERIAL_LIGHT_SPOT)
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{
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m_ThetaDot=cos(m_Theta);
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m_PhiDot=cos(m_Phi);
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float spread=m_ThetaDot-m_PhiDot;
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if (spread>1.0e-10)
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{
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// note - this quantity is very sensitive to round off error. the sse
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// reciprocal approximation won't cut it here.
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OneOver_ThetaDot_Minus_PhiDot=1.0/spread;
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}
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else
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{
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// hard falloff instead of divide by zero
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OneOver_ThetaDot_Minus_PhiDot=1.0;
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}
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}
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m_RangeSquared=m_Range*m_Range;
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}
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void LightDesc_t::ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal,
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FourVectors &color, bool DoHalfLambert ) const
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{
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FourVectors delta;
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Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL));
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switch (m_Type)
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{
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case MATERIAL_LIGHT_POINT:
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case MATERIAL_LIGHT_SPOT:
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delta.DuplicateVector(m_Position);
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delta-=pos;
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break;
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case MATERIAL_LIGHT_DIRECTIONAL:
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delta.DuplicateVector(m_Direction);
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delta*=-1.0;
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break;
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default:
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delta.x = Four_Zeros;
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delta.y = Four_Zeros;
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delta.z = Four_Zeros;
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break;
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}
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__m128 dist2 = delta*delta;
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__m128 falloff;
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if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 )
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{
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falloff = MMReplicate(m_Attenuation0);
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}
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else
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falloff= Four_Epsilons;
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if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 )
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{
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falloff=_mm_add_ps(falloff,_mm_mul_ps(MMReplicate(m_Attenuation1),_mm_sqrt_ps(dist2)));
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}
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if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 )
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{
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falloff=_mm_add_ps(falloff,_mm_mul_ps(MMReplicate(m_Attenuation2),dist2));
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}
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falloff=_mm_rcp_ps(falloff);
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// Cull out light beyond this radius
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// now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format
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if (m_Range != 0.f)
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{
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__m128 RangeSquared=MMReplicate(m_RangeSquared); // !!speed!!
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falloff=_mm_and_ps(falloff,_mm_cmplt_ps(dist2,RangeSquared));
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}
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delta.VectorNormalizeFast();
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__m128 strength=delta*normal;
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if (DoHalfLambert)
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{
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strength=_mm_add_ps(_mm_mul_ps(strength,Four_PointFives),Four_PointFives);
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}
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else
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strength=_mm_max_ps(Four_Zeros,delta*normal);
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switch(m_Type)
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{
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case MATERIAL_LIGHT_POINT:
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// half-lambert
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break;
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case MATERIAL_LIGHT_SPOT:
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{
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__m128 dot2=_mm_sub_ps(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff
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__m128 cone_falloff_scale=_mm_mul_ps(MMReplicate(OneOver_ThetaDot_Minus_PhiDot),
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_mm_sub_ps(dot2,MMReplicate(m_PhiDot)));
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cone_falloff_scale=_mm_min_ps(cone_falloff_scale,Four_Ones);
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if ((m_Falloff!=0.0) && (m_Falloff!=1.0))
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{
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// !!speed!! could compute integer exponent needed by powsse and store in light
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cone_falloff_scale=PowSSE(cone_falloff_scale,m_Falloff);
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}
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strength=_mm_mul_ps(cone_falloff_scale,strength);
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// now, zero out lighting where dot2<phidot. This will mask out any invalid results
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// from pow function, etc
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__m128 OutsideMask=_mm_cmpgt_ps(dot2,MMReplicate(m_PhiDot)); // outside light cone?
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strength=_mm_and_ps(OutsideMask,strength);
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}
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break;
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case MATERIAL_LIGHT_DIRECTIONAL:
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break;
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default:
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break;
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}
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strength=_mm_mul_ps(strength,falloff);
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color.x=_mm_add_ps(color.x,_mm_mul_ps(strength,MMReplicate(m_Color.x)));
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color.y=_mm_add_ps(color.y,_mm_mul_ps(strength,MMReplicate(m_Color.y)));
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color.z=_mm_add_ps(color.z,_mm_mul_ps(strength,MMReplicate(m_Color.z)));
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}
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