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authorGravatar Weiyi Wang2017-08-09 18:54:29 +0300
committerGravatar GitHub2017-08-09 18:54:29 +0300
commit792dee47a7b520cb2a8d7cf43cc184c17394708f (patch)
tree35b14f184d95834bed51d3fda5c9662355e8b7f7 /src/video_core/swrasterizer/lighting.cpp
parentMerge pull request #2856 from wwylele/shader-share (diff)
parentSwRasterizer/Lighting: shorten file name (diff)
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Merge pull request #2822 from wwylele/sw_lighting-2
Implement fragment lighting in the sw renderer (take 2)
Diffstat (limited to 'src/video_core/swrasterizer/lighting.cpp')
-rw-r--r--src/video_core/swrasterizer/lighting.cpp250
1 files changed, 250 insertions, 0 deletions
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp
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1// Copyright 2017 Citra Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#include "common/math_util.h"
6#include "video_core/swrasterizer/lighting.h"
7
8namespace Pica {
9
10static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
11 float delta) {
12 ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
13 ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index");
14
15 const auto& lut = lighting.luts[lut_index][index];
16
17 float lut_value = lut.ToFloat();
18 float lut_diff = lut.DiffToFloat();
19
20 return lut_value + lut_diff * delta;
21}
22
23std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
24 const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
25 const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
26
27 // TODO(Subv): Bump mapping
28 Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
29
30 if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
31 LOG_CRITICAL(HW_GPU, "unimplemented bump mapping");
32 UNIMPLEMENTED();
33 }
34
35 // Use the normalized the quaternion when performing the rotation
36 auto normal = Math::QuaternionRotate(normquat, surface_normal);
37
38 Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
39 Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
40
41 for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
42 unsigned num = lighting.light_enable.GetNum(light_index);
43 const auto& light_config = lighting.light[num];
44
45 Math::Vec3<float> refl_value = {};
46 Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
47 float16::FromRaw(light_config.y).ToFloat32(),
48 float16::FromRaw(light_config.z).ToFloat32()};
49 Math::Vec3<float> light_vector;
50
51 if (light_config.config.directional)
52 light_vector = position;
53 else
54 light_vector = position + view;
55
56 light_vector.Normalize();
57
58 float dist_atten = 1.0f;
59 if (!lighting.IsDistAttenDisabled(num)) {
60 auto distance = (-view - position).Length();
61 float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
62 float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
63 size_t lut =
64 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
65
66 float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f);
67
68 u8 lutindex =
69 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
70 float delta = sample_loc * 256 - lutindex;
71 dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
72 }
73
74 auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
75 LightingRegs::LightingScale scale_enum,
76 LightingRegs::LightingSampler sampler) {
77 Math::Vec3<float> norm_view = view.Normalized();
78 Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
79 float result = 0.0f;
80
81 switch (input) {
82 case LightingRegs::LightingLutInput::NH:
83 result = Math::Dot(normal, half_angle);
84 break;
85
86 case LightingRegs::LightingLutInput::VH:
87 result = Math::Dot(norm_view, half_angle);
88 break;
89
90 case LightingRegs::LightingLutInput::NV:
91 result = Math::Dot(normal, norm_view);
92 break;
93
94 case LightingRegs::LightingLutInput::LN:
95 result = Math::Dot(light_vector, normal);
96 break;
97
98 default:
99 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
100 UNIMPLEMENTED();
101 result = 0.0f;
102 }
103
104 u8 index;
105 float delta;
106
107 if (abs) {
108 if (light_config.config.two_sided_diffuse)
109 result = std::abs(result);
110 else
111 result = std::max(result, 0.0f);
112
113 float flr = std::floor(result * 256.0f);
114 index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
115 delta = result * 256 - index;
116 } else {
117 float flr = std::floor(result * 128.0f);
118 s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
119 delta = result * 128.0f - signed_index;
120 index = static_cast<u8>(signed_index);
121 }
122
123 float scale = lighting.lut_scale.GetScale(scale_enum);
124 return scale *
125 LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
126 };
127
128 // Specular 0 component
129 float d0_lut_value = 1.0f;
130 if (lighting.config1.disable_lut_d0 == 0 &&
131 LightingRegs::IsLightingSamplerSupported(
132 lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
133 d0_lut_value =
134 GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
135 lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
136 }
137
138 Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
139
140 // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
141 if (lighting.config1.disable_lut_rr == 0 &&
142 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
143 LightingRegs::LightingSampler::ReflectRed)) {
144 refl_value.x =
145 GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
146 lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
147 } else {
148 refl_value.x = 1.0f;
149 }
150
151 // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
152 if (lighting.config1.disable_lut_rg == 0 &&
153 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
154 LightingRegs::LightingSampler::ReflectGreen)) {
155 refl_value.y =
156 GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
157 lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
158 } else {
159 refl_value.y = refl_value.x;
160 }
161
162 // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
163 if (lighting.config1.disable_lut_rb == 0 &&
164 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
165 LightingRegs::LightingSampler::ReflectBlue)) {
166 refl_value.z =
167 GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
168 lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
169 } else {
170 refl_value.z = refl_value.x;
171 }
172
173 // Specular 1 component
174 float d1_lut_value = 1.0f;
175 if (lighting.config1.disable_lut_d1 == 0 &&
176 LightingRegs::IsLightingSamplerSupported(
177 lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
178 d1_lut_value =
179 GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
180 lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
181 }
182
183 Math::Vec3<float> specular_1 =
184 d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
185
186 // Fresnel
187 if (lighting.config1.disable_lut_fr == 0 &&
188 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
189 LightingRegs::LightingSampler::Fresnel)) {
190
191 float lut_value =
192 GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
193 lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
194
195 // Enabled for diffuse lighting alpha component
196 if (lighting.config0.fresnel_selector ==
197 LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
198 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
199 diffuse_sum.a() *= lut_value;
200 }
201
202 // Enabled for the specular lighting alpha component
203 if (lighting.config0.fresnel_selector ==
204 LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
205 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
206 specular_sum.a() *= lut_value;
207 }
208 }
209
210 auto dot_product = Math::Dot(light_vector, normal);
211
212 // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
213 // product.
214 float clamp_highlights = 1.0f;
215 if (lighting.config0.clamp_highlights) {
216 if (dot_product <= 0.0f)
217 clamp_highlights = 0.0f;
218 else
219 clamp_highlights = 1.0f;
220 }
221
222 if (light_config.config.two_sided_diffuse)
223 dot_product = std::abs(dot_product);
224 else
225 dot_product = std::max(dot_product, 0.0f);
226
227 auto diffuse =
228 light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
229 diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
230
231 specular_sum +=
232 Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f);
233 }
234
235 diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
236
237 auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
238 MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
239 MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
240 MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
241 .Cast<u8>();
242 auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
243 MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
244 MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
245 MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
246 .Cast<u8>();
247 return {diffuse, specular};
248}
249
250} // namespace Pica