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authorGravatar wwylele2017-08-02 22:20:40 +0300
committerGravatar wwylele2017-08-02 22:20:40 +0300
commiteda28266fb1f0eb96a2096cadb41b62db3dc2d2e (patch)
tree875028b167a4d779a56eab157a64feef79ce85d9 /src/video_core/swrasterizer/rasterizer.cpp
parentSwRasterizer/Lighting: reduce confusion (diff)
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SwRasterizer/Lighting: move to its own file
Diffstat (limited to 'src/video_core/swrasterizer/rasterizer.cpp')
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp241
1 files changed, 1 insertions, 240 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index aee630954..bc7e1c56c 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -24,6 +24,7 @@
24#include "video_core/regs_rasterizer.h" 24#include "video_core/regs_rasterizer.h"
25#include "video_core/regs_texturing.h" 25#include "video_core/regs_texturing.h"
26#include "video_core/shader/shader.h" 26#include "video_core/shader/shader.h"
27#include "video_core/swrasterizer/fragment_lighting.h"
27#include "video_core/swrasterizer/framebuffer.h" 28#include "video_core/swrasterizer/framebuffer.h"
28#include "video_core/swrasterizer/proctex.h" 29#include "video_core/swrasterizer/proctex.h"
29#include "video_core/swrasterizer/rasterizer.h" 30#include "video_core/swrasterizer/rasterizer.h"
@@ -115,246 +116,6 @@ 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); 116 return std::make_tuple(x / z * half + half, y / z * half + half, addr);
116} 117}
117 118
118static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
119 float delta) {
120 ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
121 ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index");
122
123 const auto& lut = lighting.luts[lut_index][index];
124
125 float lut_value = lut.ToFloat();
126 float lut_diff = lut.DiffToFloat();
127
128 return lut_value + lut_diff * delta;
129}
130
131std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
132 const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
133 const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
134
135 // TODO(Subv): Bump mapping
136 Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
137
138 if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
139 LOG_CRITICAL(HW_GPU, "unimplemented bump mapping");
140 UNIMPLEMENTED();
141 }
142
143 // Use the normalized the quaternion when performing the rotation
144 auto normal = Math::QuaternionRotate(normquat, surface_normal);
145
146 Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
147 Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
148
149 for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
150 unsigned num = lighting.light_enable.GetNum(light_index);
151 const auto& light_config = lighting.light[num];
152
153 Math::Vec3<float> refl_value = {};
154 Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
155 float16::FromRaw(light_config.y).ToFloat32(),
156 float16::FromRaw(light_config.z).ToFloat32()};
157 Math::Vec3<float> light_vector;
158
159 if (light_config.config.directional)
160 light_vector = position;
161 else
162 light_vector = position + view;
163
164 light_vector.Normalize();
165
166 float dist_atten = 1.0f;
167 if (!lighting.IsDistAttenDisabled(num)) {
168 auto distance = (-view - position).Length();
169 float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
170 float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
171 size_t lut =
172 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
173
174 float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f);
175
176 u8 lutindex =
177 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
178 float delta = sample_loc * 256 - lutindex;
179 dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
180 }
181
182 auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
183 LightingRegs::LightingScale scale_enum,
184 LightingRegs::LightingSampler sampler) {
185 Math::Vec3<float> norm_view = view.Normalized();
186 Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
187 float result = 0.0f;
188
189 switch (input) {
190 case LightingRegs::LightingLutInput::NH:
191 result = Math::Dot(normal, half_angle);
192 break;
193
194 case LightingRegs::LightingLutInput::VH:
195 result = Math::Dot(norm_view, half_angle);
196 break;
197
198 case LightingRegs::LightingLutInput::NV:
199 result = Math::Dot(normal, norm_view);
200 break;
201
202 case LightingRegs::LightingLutInput::LN:
203 result = Math::Dot(light_vector, normal);
204 break;
205
206 default:
207 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
208 UNIMPLEMENTED();
209 result = 0.0f;
210 }
211
212 u8 index;
213 float delta;
214
215 if (abs) {
216 if (light_config.config.two_sided_diffuse)
217 result = std::abs(result);
218 else
219 result = std::max(result, 0.0f);
220
221 float flr = std::floor(result * 256.0f);
222 index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
223 delta = result * 256 - index;
224 } else {
225 float flr = std::floor(result * 128.0f);
226 s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
227 delta = result * 128.0f - signed_index;
228 index = static_cast<u8>(signed_index);
229 }
230
231 float scale = lighting.lut_scale.GetScale(scale_enum);
232 return scale *
233 LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
234 };
235
236 // Specular 0 component
237 float d0_lut_value = 1.0f;
238 if (lighting.config1.disable_lut_d0 == 0 &&
239 LightingRegs::IsLightingSamplerSupported(
240 lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
241 d0_lut_value =
242 GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
243 lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
244 }
245
246 Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
247
248 // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
249 if (lighting.config1.disable_lut_rr == 0 &&
250 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
251 LightingRegs::LightingSampler::ReflectRed)) {
252 refl_value.x =
253 GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
254 lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
255 } else {
256 refl_value.x = 1.0f;
257 }
258
259 // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
260 if (lighting.config1.disable_lut_rg == 0 &&
261 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
262 LightingRegs::LightingSampler::ReflectGreen)) {
263 refl_value.y =
264 GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
265 lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
266 } else {
267 refl_value.y = refl_value.x;
268 }
269
270 // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
271 if (lighting.config1.disable_lut_rb == 0 &&
272 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
273 LightingRegs::LightingSampler::ReflectBlue)) {
274 refl_value.z =
275 GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
276 lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
277 } else {
278 refl_value.z = refl_value.x;
279 }
280
281 // Specular 1 component
282 float d1_lut_value = 1.0f;
283 if (lighting.config1.disable_lut_d1 == 0 &&
284 LightingRegs::IsLightingSamplerSupported(
285 lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
286 d1_lut_value =
287 GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
288 lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
289 }
290
291 Math::Vec3<float> specular_1 =
292 d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
293
294 // Fresnel
295 if (lighting.config1.disable_lut_fr == 0 &&
296 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
297 LightingRegs::LightingSampler::Fresnel)) {
298
299 float lut_value =
300 GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
301 lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
302
303 // Enabled for diffuse lighting alpha component
304 if (lighting.config0.fresnel_selector ==
305 LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
306 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
307 diffuse_sum.a() *= lut_value;
308 }
309
310 // Enabled for the specular lighting alpha component
311 if (lighting.config0.fresnel_selector ==
312 LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
313 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
314 specular_sum.a() *= lut_value;
315 }
316 }
317
318 auto dot_product = Math::Dot(light_vector, normal);
319
320 // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
321 // product.
322 float clamp_highlights = 1.0f;
323 if (lighting.config0.clamp_highlights) {
324 if (dot_product <= 0.0f)
325 clamp_highlights = 0.0f;
326 else
327 clamp_highlights = 1.0f;
328 }
329
330 if (light_config.config.two_sided_diffuse)
331 dot_product = std::abs(dot_product);
332 else
333 dot_product = std::max(dot_product, 0.0f);
334
335 auto diffuse =
336 light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
337 diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
338
339 specular_sum +=
340 Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f);
341 }
342
343 diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
344
345 auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
346 MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
347 MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
348 MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
349 .Cast<u8>();
350 auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
351 MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
352 MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
353 MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
354 .Cast<u8>();
355 return {diffuse, specular};
356}
357
358MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); 119MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
359 120
360/** 121/**