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Merge pull request #2822 from wwylele/sw_lighting-2
Merge pull request #2822 from wwylele/sw_lighting-2
Implement fragment lighting in the sw renderer (take 2)nce_cpp
committed by
GitHub
8 changed files with 315 additions and 9 deletions
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5src/common/quaternion.h
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7src/common/vector_math.h
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2src/video_core/CMakeLists.txt
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2src/video_core/pica_state.h
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11src/video_core/swrasterizer/clipper.cpp
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250src/video_core/swrasterizer/lighting.cpp
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18src/video_core/swrasterizer/lighting.h
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29src/video_core/swrasterizer/rasterizer.cpp
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/math_util.h"
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#include "video_core/swrasterizer/lighting.h"
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namespace Pica { |
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static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index, |
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float delta) { |
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ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut"); |
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ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index"); |
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const auto& lut = lighting.luts[lut_index][index]; |
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float lut_value = lut.ToFloat(); |
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float lut_diff = lut.DiffToFloat(); |
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return lut_value + lut_diff * delta; |
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} |
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( |
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const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, |
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { |
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// TODO(Subv): Bump mapping
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Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; |
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if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { |
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LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); |
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UNIMPLEMENTED(); |
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} |
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// Use the normalized the quaternion when performing the rotation
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auto normal = Math::QuaternionRotate(normquat, surface_normal); |
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Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; |
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Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; |
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { |
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unsigned num = lighting.light_enable.GetNum(light_index); |
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const auto& light_config = lighting.light[num]; |
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Math::Vec3<float> refl_value = {}; |
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Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), |
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float16::FromRaw(light_config.y).ToFloat32(), |
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float16::FromRaw(light_config.z).ToFloat32()}; |
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Math::Vec3<float> light_vector; |
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if (light_config.config.directional) |
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light_vector = position; |
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else |
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light_vector = position + view; |
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light_vector.Normalize(); |
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float dist_atten = 1.0f; |
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if (!lighting.IsDistAttenDisabled(num)) { |
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auto distance = (-view - position).Length(); |
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float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); |
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float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32(); |
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size_t lut = |
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static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; |
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float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f); |
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u8 lutindex = |
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static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f)); |
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float delta = sample_loc * 256 - lutindex; |
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dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta); |
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} |
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auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs, |
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LightingRegs::LightingScale scale_enum, |
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LightingRegs::LightingSampler sampler) { |
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Math::Vec3<float> norm_view = view.Normalized(); |
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Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized(); |
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float result = 0.0f; |
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switch (input) { |
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case LightingRegs::LightingLutInput::NH: |
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result = Math::Dot(normal, half_angle); |
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break; |
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case LightingRegs::LightingLutInput::VH: |
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result = Math::Dot(norm_view, half_angle); |
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break; |
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case LightingRegs::LightingLutInput::NV: |
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result = Math::Dot(normal, norm_view); |
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break; |
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case LightingRegs::LightingLutInput::LN: |
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result = Math::Dot(light_vector, normal); |
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break; |
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default: |
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); |
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UNIMPLEMENTED(); |
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result = 0.0f; |
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} |
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u8 index; |
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float delta; |
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if (abs) { |
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if (light_config.config.two_sided_diffuse) |
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result = std::abs(result); |
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else |
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result = std::max(result, 0.0f); |
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float flr = std::floor(result * 256.0f); |
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index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); |
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delta = result * 256 - index; |
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} else { |
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float flr = std::floor(result * 128.0f); |
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s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); |
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delta = result * 128.0f - signed_index; |
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index = static_cast<u8>(signed_index); |
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} |
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float scale = lighting.lut_scale.GetScale(scale_enum); |
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return scale * |
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LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta); |
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}; |
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// Specular 0 component
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float d0_lut_value = 1.0f; |
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if (lighting.config1.disable_lut_d0 == 0 && |
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LightingRegs::IsLightingSamplerSupported( |
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lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) { |
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d0_lut_value = |
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GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0, |
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lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0); |
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} |
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); |
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// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
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if (lighting.config1.disable_lut_rr == 0 && |
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config, |
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LightingRegs::LightingSampler::ReflectRed)) { |
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refl_value.x = |
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GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0, |
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lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed); |
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} else { |
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refl_value.x = 1.0f; |
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} |
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// If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
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if (lighting.config1.disable_lut_rg == 0 && |
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config, |
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LightingRegs::LightingSampler::ReflectGreen)) { |
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refl_value.y = |
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GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0, |
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lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen); |
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} else { |
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refl_value.y = refl_value.x; |
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} |
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// If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
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if (lighting.config1.disable_lut_rb == 0 && |
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config, |
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LightingRegs::LightingSampler::ReflectBlue)) { |
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refl_value.z = |
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GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0, |
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lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue); |
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} else { |
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refl_value.z = refl_value.x; |
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} |
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// Specular 1 component
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float d1_lut_value = 1.0f; |
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if (lighting.config1.disable_lut_d1 == 0 && |
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LightingRegs::IsLightingSamplerSupported( |
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lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) { |
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d1_lut_value = |
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GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0, |
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lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1); |
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} |
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Math::Vec3<float> specular_1 = |
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d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); |
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// Fresnel
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if (lighting.config1.disable_lut_fr == 0 && |
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config, |
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LightingRegs::LightingSampler::Fresnel)) { |
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float lut_value = |
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GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0, |
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lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel); |
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector == |
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LightingRegs::LightingFresnelSelector::PrimaryAlpha || |
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { |
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diffuse_sum.a() *= lut_value; |
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} |
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// Enabled for the specular lighting alpha component
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if (lighting.config0.fresnel_selector == |
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LightingRegs::LightingFresnelSelector::SecondaryAlpha || |
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { |
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specular_sum.a() *= lut_value; |
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} |
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} |
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auto dot_product = Math::Dot(light_vector, normal); |
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// Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
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// product.
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float clamp_highlights = 1.0f; |
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if (lighting.config0.clamp_highlights) { |
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if (dot_product <= 0.0f) |
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clamp_highlights = 0.0f; |
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else |
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clamp_highlights = 1.0f; |
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} |
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if (light_config.config.two_sided_diffuse) |
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dot_product = std::abs(dot_product); |
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else |
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dot_product = std::max(dot_product, 0.0f); |
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auto diffuse = |
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); |
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diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); |
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specular_sum += |
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Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f); |
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} |
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); |
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auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, |
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MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, |
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MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, |
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MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255) |
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.Cast<u8>(); |
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auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, |
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MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, |
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MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, |
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MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255) |
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.Cast<u8>(); |
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return {diffuse, specular}; |
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} |
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} // namespace Pica
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@ -0,0 +1,18 @@ |
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// Copyright 2017 Citra Emulator Project |
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// Licensed under GPLv2 or any later version |
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// Refer to the license.txt file included. |
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#pragma once |
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#include <tuple> |
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#include "common/quaternion.h" |
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#include "common/vector_math.h" |
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#include "video_core/pica_state.h" |
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namespace Pica { |
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( |
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const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, |
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view); |
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} // namespace Pica |
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