diff options
Diffstat (limited to 'src/video_core/swrasterizer')
| -rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 107 | 
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>()      };  }  | 
