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-rw-r--r--src/video_core/swrasterizer/lighting.cpp308
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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 const Math::Vec4<u8> (&texture_color)[4]) {
27
28 Math::Vec3<float> surface_normal;
29 Math::Vec3<float> surface_tangent;
30
31 if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
32 Math::Vec3<float> perturbation =
33 texture_color[lighting.config0.bump_selector].xyz().Cast<float>() / 127.5f -
34 Math::MakeVec(1.0f, 1.0f, 1.0f);
35 if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
36 if (!lighting.config0.disable_bump_renorm) {
37 const float z_square = 1 - perturbation.xy().Length2();
38 perturbation.z = std::sqrt(std::max(z_square, 0.0f));
39 }
40 surface_normal = perturbation;
41 surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
42 } else if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
43 surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
44 surface_tangent = perturbation;
45 } else {
46 LOG_ERROR(HW_GPU, "Unknown bump mode %u", lighting.config0.bump_mode.Value());
47 }
48 } else {
49 surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
50 surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
51 }
52
53 // Use the normalized the quaternion when performing the rotation
54 auto normal = Math::QuaternionRotate(normquat, surface_normal);
55 auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
56
57 Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
58 Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
59
60 for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
61 unsigned num = lighting.light_enable.GetNum(light_index);
62 const auto& light_config = lighting.light[num];
63
64 Math::Vec3<float> refl_value = {};
65 Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
66 float16::FromRaw(light_config.y).ToFloat32(),
67 float16::FromRaw(light_config.z).ToFloat32()};
68 Math::Vec3<float> light_vector;
69
70 if (light_config.config.directional)
71 light_vector = position;
72 else
73 light_vector = position + view;
74
75 light_vector.Normalize();
76
77 Math::Vec3<float> norm_view = view.Normalized();
78 Math::Vec3<float> half_vector = norm_view + light_vector;
79
80 float dist_atten = 1.0f;
81 if (!lighting.IsDistAttenDisabled(num)) {
82 auto distance = (-view - position).Length();
83 float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
84 float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
85 size_t lut =
86 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
87
88 float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f);
89
90 u8 lutindex =
91 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
92 float delta = sample_loc * 256 - lutindex;
93 dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
94 }
95
96 auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
97 LightingRegs::LightingScale scale_enum,
98 LightingRegs::LightingSampler sampler) {
99 float result = 0.0f;
100
101 switch (input) {
102 case LightingRegs::LightingLutInput::NH:
103 result = Math::Dot(normal, half_vector.Normalized());
104 break;
105
106 case LightingRegs::LightingLutInput::VH:
107 result = Math::Dot(norm_view, half_vector.Normalized());
108 break;
109
110 case LightingRegs::LightingLutInput::NV:
111 result = Math::Dot(normal, norm_view);
112 break;
113
114 case LightingRegs::LightingLutInput::LN:
115 result = Math::Dot(light_vector, normal);
116 break;
117
118 case LightingRegs::LightingLutInput::SP: {
119 Math::Vec3<s32> spot_dir{light_config.spot_x.Value(), light_config.spot_y.Value(),
120 light_config.spot_z.Value()};
121 result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
122 break;
123 }
124 case LightingRegs::LightingLutInput::CP:
125 if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
126 const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
127 const Math::Vec3<float> half_vector_proj =
128 norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
129 result = Math::Dot(half_vector_proj, tangent);
130 } else {
131 result = 0.0f;
132 }
133 break;
134 default:
135 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
136 UNIMPLEMENTED();
137 result = 0.0f;
138 }
139
140 u8 index;
141 float delta;
142
143 if (abs) {
144 if (light_config.config.two_sided_diffuse)
145 result = std::abs(result);
146 else
147 result = std::max(result, 0.0f);
148
149 float flr = std::floor(result * 256.0f);
150 index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
151 delta = result * 256 - index;
152 } else {
153 float flr = std::floor(result * 128.0f);
154 s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
155 delta = result * 128.0f - signed_index;
156 index = static_cast<u8>(signed_index);
157 }
158
159 float scale = lighting.lut_scale.GetScale(scale_enum);
160 return scale *
161 LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
162 };
163
164 // If enabled, compute spot light attenuation value
165 float spot_atten = 1.0f;
166 if (!lighting.IsSpotAttenDisabled(num) &&
167 LightingRegs::IsLightingSamplerSupported(
168 lighting.config0.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
169 auto lut = LightingRegs::SpotlightAttenuationSampler(num);
170 spot_atten = GetLutValue(lighting.lut_input.sp, lighting.abs_lut_input.disable_sp == 0,
171 lighting.lut_scale.sp, lut);
172 }
173
174 // Specular 0 component
175 float d0_lut_value = 1.0f;
176 if (lighting.config1.disable_lut_d0 == 0 &&
177 LightingRegs::IsLightingSamplerSupported(
178 lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
179 d0_lut_value =
180 GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
181 lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
182 }
183
184 Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
185
186 // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
187 if (lighting.config1.disable_lut_rr == 0 &&
188 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
189 LightingRegs::LightingSampler::ReflectRed)) {
190 refl_value.x =
191 GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
192 lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
193 } else {
194 refl_value.x = 1.0f;
195 }
196
197 // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
198 if (lighting.config1.disable_lut_rg == 0 &&
199 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
200 LightingRegs::LightingSampler::ReflectGreen)) {
201 refl_value.y =
202 GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
203 lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
204 } else {
205 refl_value.y = refl_value.x;
206 }
207
208 // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
209 if (lighting.config1.disable_lut_rb == 0 &&
210 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
211 LightingRegs::LightingSampler::ReflectBlue)) {
212 refl_value.z =
213 GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
214 lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
215 } else {
216 refl_value.z = refl_value.x;
217 }
218
219 // Specular 1 component
220 float d1_lut_value = 1.0f;
221 if (lighting.config1.disable_lut_d1 == 0 &&
222 LightingRegs::IsLightingSamplerSupported(
223 lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
224 d1_lut_value =
225 GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
226 lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
227 }
228
229 Math::Vec3<float> specular_1 =
230 d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
231
232 // Fresnel
233 // Note: only the last entry in the light slots applies the Fresnel factor
234 if (light_index == lighting.max_light_index && lighting.config1.disable_lut_fr == 0 &&
235 LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
236 LightingRegs::LightingSampler::Fresnel)) {
237
238 float lut_value =
239 GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
240 lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
241
242 // Enabled for diffuse lighting alpha component
243 if (lighting.config0.fresnel_selector ==
244 LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
245 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
246 diffuse_sum.a() = lut_value;
247 }
248
249 // Enabled for the specular lighting alpha component
250 if (lighting.config0.fresnel_selector ==
251 LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
252 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
253 specular_sum.a() = lut_value;
254 }
255 }
256
257 auto dot_product = Math::Dot(light_vector, normal);
258
259 // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
260 // product.
261 float clamp_highlights = 1.0f;
262 if (lighting.config0.clamp_highlights) {
263 if (dot_product <= 0.0f)
264 clamp_highlights = 0.0f;
265 else
266 clamp_highlights = 1.0f;
267 }
268
269 if (light_config.config.two_sided_diffuse)
270 dot_product = std::abs(dot_product);
271 else
272 dot_product = std::max(dot_product, 0.0f);
273
274 if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
275 float geo_factor = half_vector.Length2();
276 geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);
277 if (light_config.config.geometric_factor_0) {
278 specular_0 *= geo_factor;
279 }
280 if (light_config.config.geometric_factor_1) {
281 specular_1 *= geo_factor;
282 }
283 }
284
285 auto diffuse =
286 light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
287 diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
288
289 specular_sum += Math::MakeVec(
290 (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
291 }
292
293 diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
294
295 auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
296 MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
297 MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
298 MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
299 .Cast<u8>();
300 auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
301 MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
302 MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
303 MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
304 .Cast<u8>();
305 return std::make_tuple(diffuse, specular);
306}
307
308} // namespace Pica