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2026-03-01 12:16:08 +08:00

144 lines
3.5 KiB
C++

/* SCE CONFIDENTIAL
PlayStation(R)3 Programmer Tool Runtime Library 430.001
* Copyright (C) 2007 Sony Computer Entertainment Inc.
* All Rights Reserved.
*/
/* common headers */
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <spu_intrinsics.h>
#include <cell/spurs.h>
#include <spu_printf.h>
#include <cell/dma.h>
#include <cell/spurs/job_queue.h>
#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);
}