/* SCE CONFIDENTIAL PlayStation(R)3 Programmer Tool Runtime Library 430.001 * Copyright (C) 2007 Sony Computer Entertainment Inc. * All Rights Reserved. */ /* common headers */ #include #include #include #include #include #include #include #include #include "..\Common\DmaData.h" #include "GameRenderer_updateLightTexture.h" static const bool sc_verbose = false; CellSpursJobContext2* g_pSpursJobContext; void updateLightTexture(GameRenderer_updateLightTexture_dataIn& dataIn) { // 4J - we've added separate light textures for all dimensions, and this loop to update them all here for(int j = 0; j < 3; j++ ) { int lightPixels[16*16]; GameRenderer_updateLightTexture_dataIn::LevelData& levelDataIn = dataIn.m_levelData[j]; if (levelDataIn.m_valid == false) continue; for (int i = 0; i < 256; i++) { float darken = levelDataIn.m_skyDarken * 0.95f + 0.05f; float sky = levelDataIn.m_brightnessRamp[i / 16] * darken; float block = levelDataIn.m_brightnessRamp[i % 16] * (dataIn.blr * 0.1f + 1.5f); if (levelDataIn.m_lightningBoltTime > 0) { sky = levelDataIn.m_brightnessRamp[i / 16]; } float rs = sky * (levelDataIn.m_skyDarken * 0.65f + 0.35f); float gs = sky * (levelDataIn.m_skyDarken * 0.65f + 0.35f); float bs = sky; /* * float dr = darken; dr = dr - dr * dr; System.out.println(dr); if (dr > 0) { * gs += dr * 0.5f; rs += dr; } */ // rs = gs = bs; float rb = block; float gb = block * ((block * 0.6f + 0.4f) * 0.6f + 0.4f); float bb = block * ((block * block) * 0.6f + 0.4f); float _r = (rs + rb); float _g = (gs + gb); float _b = (bs + bb); _r = _r * 0.96f + 0.03f; _g = _g * 0.96f + 0.03f; _b = _b * 0.96f + 0.03f; if (levelDataIn.m_dimensionID == 1) { _r = (0.22f + rb * 0.75f); _g = (0.28f + gb * 0.75f); _b = (0.25f + bb * 0.75f); } float brightness = 0.0f; // 4J - TODO - was mc->options->gamma; if (_r > 1) _r = 1; if (_g > 1) _g = 1; if (_b > 1) _b = 1; float ir = 1 - _r; float ig = 1 - _g; float ib = 1 - _b; ir = 1 - (ir * ir * ir * ir); ig = 1 - (ig * ig * ig * ig); ib = 1 - (ib * ib * ib * ib); _r = _r * (1 - brightness) + ir * brightness; _g = _g * (1 - brightness) + ig * brightness; _b = _b * (1 - brightness) + ib * brightness; _r = _r * 0.96f + 0.03f; _g = _g * 0.96f + 0.03f; _b = _b * 0.96f + 0.03f; if (_r > 1) _r = 1; if (_g > 1) _g = 1; if (_b > 1) _b = 1; if (_r < 0) _r = 0; if (_g < 0) _g = 0; if (_b < 0) _b = 0; int a = 255; int r = (int) (_r * 255); int g = (int) (_g * 255); int b = (int) (_b * 255); lightPixels[i] = r << 24 | g << 16 | b << 8 | a; } DmaData_SPU::putAndWait(lightPixels, (uintptr_t)levelDataIn.m_lightPixelsOutput, 16*16*sizeof(int)); } } void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob) { // CellSpursTaskId idTask = cellSpursGetTaskId(); unsigned int idSpu = cellSpursGetCurrentSpuId(); if(sc_verbose) spu_printf("GameRenderer_updateLightTexture [SPU#%u] start\n", idSpu); g_pSpursJobContext = pContext; uint32_t eaDataIn = pJob->workArea.userData[0]; GameRenderer_updateLightTexture_dataIn dataIn; DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(GameRenderer_updateLightTexture_dataIn)); updateLightTexture(dataIn); if(sc_verbose) spu_printf("GameRenderer_updateLightTexture [SPU#%u] exit\n", idSpu); }