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authorGravatar Subv2017-06-09 14:25:41 -0500
committerGravatar wwylele2017-07-11 19:39:15 +0300
commitbe25e78b07140cb745387f757001dd04b3b4cc64 (patch)
treed136030d3a3c2591f30318b23845b39aec5d25ed
parentSwRasterizer: Implement primary fragment color. (diff)
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SwRasterizer: Calculate specular_0 for fragment lighting.
-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
115 return std::make_tuple(x / z * half + half, y / z * half + half, addr); 115 return std::make_tuple(x / z * half + half, y / z * half + half, addr);
116} 116}
117 117
118
119float LookupLightingLut(size_t lut_index, float index) {
120 unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f));
121
122 float index_f = index - index_i;
123
124 ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
125
126 float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
127 float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
128
129 return lut_value + lut_diff * index_f;
130}
131
118std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { 132std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
119 const auto& lighting = g_state.regs.lighting; 133 const auto& lighting = g_state.regs.lighting;
120 134
@@ -133,9 +147,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
133 auto normal = Math::QuaternionRotate(normquat, surface_normal); 147 auto normal = Math::QuaternionRotate(normquat, surface_normal);
134 148
135 Math::Vec3<float> light_vector = {}; 149 Math::Vec3<float> light_vector = {};
136 Math::Vec3<float> diffuse_sum = {}; 150 Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
137 // TODO(Subv): Calculate specular 151 // TODO(Subv): Calculate specular
138 Math::Vec3<float> specular_sum = {}; 152 Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
139 153
140 for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { 154 for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
141 unsigned num = lighting.light_enable.GetNum(light_index); 155 unsigned num = lighting.light_enable.GetNum(light_index);
@@ -150,7 +164,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
150 164
151 light_vector.Normalize(); 165 light_vector.Normalize();
152 166
153 auto dot_product = Math::Dot(light_vector, normal); 167 auto LV_N = Math::Dot(light_vector, normal);
168 auto dot_product = LV_N;
154 169
155 if (light_config.config.two_sided_diffuse) 170 if (light_config.config.two_sided_diffuse)
156 dot_product = std::abs(dot_product); 171 dot_product = std::abs(dot_product);
@@ -165,26 +180,92 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
165 size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; 180 size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
166 181
167 float sample_loc = scale * distance + bias; 182 float sample_loc = scale * distance + bias;
168 unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(sample_loc * 256), 0.0f, 1.0f)); 183 dist_atten = LookupLightingLut(lut, sample_loc);
184 }
185
186 float clamp_highlights = 1.0f;
187
188 if (lighting.config0.clamp_highlights) {
189 if (LV_N <= 0.f)
190 clamp_highlights = 0.f;
191 else
192 clamp_highlights = 1.f;
193 }
194
195 auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
196 bool abs) -> float {
197
198 Math::Vec3<float> norm_view = view.Normalized();
199 Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
200 float result = 0.0f;
201
202 switch (input) {
203 case LightingRegs::LightingLutInput::NH:
204 result = Math::Dot(normal, half_angle);
205 break;
169 206
170 float index_f = sample_loc - index_i; 207 case LightingRegs::LightingLutInput::VH:
208 result = Math::Dot(norm_view, half_angle);
209 break;
171 210
172 ASSERT_MSG(lut < g_state.lighting.luts.size(), "Out of range lut"); 211 case LightingRegs::LightingLutInput::NV:
212 result = Math::Dot(normal, norm_view);
213 break;
173 214
174 float lut_value = g_state.lighting.luts[lut][index_i].ToFloat(); 215 case LightingRegs::LightingLutInput::LN:
175 float lut_diff = g_state.lighting.luts[lut][index_i].DiffToFloat(); 216 result = Math::Dot(light_vector, normal);
217 break;
176 218
177 dist_atten = lut_value + lut_diff * index_f; 219 default:
220 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
221 UNIMPLEMENTED();
222 result = 0.f;
223 }
224
225 if (abs) {
226 if (light_config.config.two_sided_diffuse)
227 result = std::abs(result);
228 else
229 result = std::max(result, 0.0f);
230 } else {
231 if (result < 0.f)
232 result += 2.f;
233
234 result /= 2.f;
235 }
236
237 return MathUtil::Clamp(result, 0.0f, 1.0f);
238 };
239
240 // Specular 0 component
241 float d0_lut_value = 1.0f;
242 if (lighting.config1.disable_lut_d0 == 0 &&
243 LightingRegs::IsLightingSamplerSupported(
244 lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
245
246 // Lookup specular "distribution 0" LUT value
247 float index = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
248
249 float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
250
251 d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index);
178 } 252 }
179 253
254 Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
255
256 // TODO(Subv): Specular 1
257 Math::Vec3<float> specular_1 = {};
258
180 auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); 259 auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
181 diffuse_sum += diffuse * dist_atten; 260 diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
261
262 specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
182 } 263 }
183 264
184 diffuse_sum += lighting.global_ambient.ToVec3f(); 265 diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
185 return { 266 return {
186 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>(), 267 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>(),
187 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>() 268 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>()
188 }; 269 };
189} 270}
190 271