// $Id$
#include <ssemath.h>
#include <lightdesc.h>
void LightDesc_t::RecalculateDerivedValues(void)
{
m_Flags=0;
if (m_Attenuation0)
m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
if (m_Attenuation1)
m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1;
if (m_Attenuation2)
m_Flags|=LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2;
if (m_Type==MATERIAL_LIGHT_SPOT)
{
m_ThetaDot=cos(m_Theta);
m_PhiDot=cos(m_Phi);
float spread=m_ThetaDot-m_PhiDot;
if (spread>1.0e-10)
{
// note - this quantity is very sensitive to round off error. the sse
// reciprocal approximation won't cut it here.
OneOver_ThetaDot_Minus_PhiDot=1.0/spread;
}
else
{
// hard falloff instead of divide by zero
OneOver_ThetaDot_Minus_PhiDot=1.0;
}
}
m_RangeSquared=m_Range*m_Range;
}
void LightDesc_t::ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal,
FourVectors &color, bool DoHalfLambert ) const
{
FourVectors delta;
Assert((m_Type==MATERIAL_LIGHT_POINT) || (m_Type==MATERIAL_LIGHT_SPOT) || (m_Type==MATERIAL_LIGHT_DIRECTIONAL));
switch (m_Type)
{
case MATERIAL_LIGHT_POINT:
case MATERIAL_LIGHT_SPOT:
delta.DuplicateVector(m_Position);
delta-=pos;
break;
case MATERIAL_LIGHT_DIRECTIONAL:
delta.DuplicateVector(m_Direction);
delta*=-1.0;
break;
}
__m128 dist2 = delta*delta;
__m128 falloff;
if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 )
{
falloff = MMReplicate(m_Attenuation0);
}
else
falloff= Four_Epsilons;
if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 )
{
falloff=_mm_add_ps(falloff,_mm_mul_ps(MMReplicate(m_Attenuation1),_mm_sqrt_ps(dist2)));
}
if( m_Flags & LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 )
{
falloff=_mm_add_ps(falloff,_mm_mul_ps(MMReplicate(m_Attenuation2),dist2));
}
falloff=_mm_rcp_ps(falloff);
// Cull out light beyond this radius
// now, zero out elements for which dist2 was > range^2. !!speed!! lights should store dist^2 in sse format
if (m_Range != 0.f)
{
__m128 RangeSquared=MMReplicate(m_RangeSquared); // !!speed!!
falloff=_mm_and_ps(falloff,_mm_cmplt_ps(dist2,RangeSquared));
}
delta.VectorNormalizeFast();
__m128 strength=delta*normal;
if (DoHalfLambert)
{
strength=_mm_add_ps(_mm_mul_ps(strength,Four_PointFives),Four_PointFives);
}
else
strength=_mm_max_ps(Four_Zeros,delta*normal);
switch(m_Type)
{
case MATERIAL_LIGHT_POINT:
// half-lambert
break;
case MATERIAL_LIGHT_SPOT:
{
__m128 dot2=_mm_sub_ps(Four_Zeros,delta*m_Direction); // dot position with spot light dir for cone falloff
__m128 cone_falloff_scale=_mm_mul_ps(MMReplicate(OneOver_ThetaDot_Minus_PhiDot),
_mm_sub_ps(dot2,MMReplicate(m_PhiDot)));
cone_falloff_scale=_mm_min_ps(cone_falloff_scale,Four_Ones);
if ((m_Falloff!=0.0) && (m_Falloff!=1.0))
{
// !!speed!! could compute integer exponent needed by powsse and store in light
cone_falloff_scale=PowSSE(cone_falloff_scale,m_Falloff);
}
strength=_mm_mul_ps(cone_falloff_scale,strength);
// now, zero out lighting where dot2<phidot. This will mask out any invalid results
// from pow function, etc
__m128 OutsideMask=_mm_cmpgt_ps(dot2,MMReplicate(m_PhiDot)); // outside light cone?
strength=_mm_and_ps(OutsideMask,strength);
}
break;
case MATERIAL_LIGHT_DIRECTIONAL:
break;
}
strength=_mm_mul_ps(strength,falloff);
color.x=_mm_add_ps(color.x,_mm_mul_ps(strength,MMReplicate(m_Color.x)));
color.y=_mm_add_ps(color.y,_mm_mul_ps(strength,MMReplicate(m_Color.y)));
color.z=_mm_add_ps(color.z,_mm_mul_ps(strength,MMReplicate(m_Color.z)));
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
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