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authorSubv <subv2112@gmail.com>2017-06-09 21:25:41 +0200
committerwwylele <wwylele@gmail.com>2017-07-11 18:39:15 +0200
commitbe25e78b07140cb745387f757001dd04b3b4cc64 (patch)
treed136030d3a3c2591f30318b23845b39aec5d25ed
parentSwRasterizer: Implement primary fragment color. (diff)
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-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp107
1 files changed, 94 insertions, 13 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index 1ab41c2df..34b84b0af 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -115,6 +115,20 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
return std::make_tuple(x / z * half + half, y / z * half + half, addr);
}
+
+float LookupLightingLut(size_t lut_index, float index) {
+ unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f));
+
+ float index_f = index - index_i;
+
+ ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
+
+ float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
+ float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
+
+ return lut_value + lut_diff * index_f;
+}
+
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
const auto& lighting = g_state.regs.lighting;
@@ -133,9 +147,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
auto normal = Math::QuaternionRotate(normquat, surface_normal);
Math::Vec3<float> light_vector = {};
- Math::Vec3<float> diffuse_sum = {};
+ Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
// TODO(Subv): Calculate specular
- Math::Vec3<float> specular_sum = {};
+ Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
unsigned num = lighting.light_enable.GetNum(light_index);
@@ -150,7 +164,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
light_vector.Normalize();
- auto dot_product = Math::Dot(light_vector, normal);
+ auto LV_N = Math::Dot(light_vector, normal);
+ auto dot_product = LV_N;
if (light_config.config.two_sided_diffuse)
dot_product = std::abs(dot_product);
@@ -165,26 +180,92 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
float sample_loc = scale * distance + bias;
- unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(sample_loc * 256), 0.0f, 1.0f));
+ dist_atten = LookupLightingLut(lut, sample_loc);
+ }
+
+ float clamp_highlights = 1.0f;
+
+ if (lighting.config0.clamp_highlights) {
+ if (LV_N <= 0.f)
+ clamp_highlights = 0.f;
+ else
+ clamp_highlights = 1.f;
+ }
+
+ auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
+ bool abs) -> float {
+
+ Math::Vec3<float> norm_view = view.Normalized();
+ Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
+ float result = 0.0f;
+
+ switch (input) {
+ case LightingRegs::LightingLutInput::NH:
+ result = Math::Dot(normal, half_angle);
+ break;
- float index_f = sample_loc - index_i;
+ case LightingRegs::LightingLutInput::VH:
+ result = Math::Dot(norm_view, half_angle);
+ break;
- ASSERT_MSG(lut < g_state.lighting.luts.size(), "Out of range lut");
+ case LightingRegs::LightingLutInput::NV:
+ result = Math::Dot(normal, norm_view);
+ break;
- float lut_value = g_state.lighting.luts[lut][index_i].ToFloat();
- float lut_diff = g_state.lighting.luts[lut][index_i].DiffToFloat();
+ case LightingRegs::LightingLutInput::LN:
+ result = Math::Dot(light_vector, normal);
+ break;
- dist_atten = lut_value + lut_diff * index_f;
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
+ UNIMPLEMENTED();
+ result = 0.f;
+ }
+
+ if (abs) {
+ if (light_config.config.two_sided_diffuse)
+ result = std::abs(result);
+ else
+ result = std::max(result, 0.0f);
+ } else {
+ if (result < 0.f)
+ result += 2.f;
+
+ result /= 2.f;
+ }
+
+ return MathUtil::Clamp(result, 0.0f, 1.0f);
+ };
+
+ // Specular 0 component
+ float d0_lut_value = 1.0f;
+ if (lighting.config1.disable_lut_d0 == 0 &&
+ LightingRegs::IsLightingSamplerSupported(
+ lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
+
+ // Lookup specular "distribution 0" LUT value
+ float index = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
+
+ float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
+
+ d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index);
}
+ Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
+
+ // TODO(Subv): Specular 1
+ Math::Vec3<float> specular_1 = {};
+
auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
- diffuse_sum += diffuse * dist_atten;
+ diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
+
+ specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
}
- diffuse_sum += lighting.global_ambient.ToVec3f();
+ diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
return {
- Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, 255).Cast<u8>(),
- Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, 255).Cast<u8>()
+ Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(),
+ Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>()
};
}