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	SwRasterizer/Lighting: implement bump mapping
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					 3 changed files with 27 additions and 8 deletions
				
			
		|  | @ -22,14 +22,32 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut | |||
| 
 | ||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||
|     const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, | ||||
|     const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | ||||
|     const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view, | ||||
|     const Math::Vec4<u8> (&texture_color)[4]) { | ||||
| 
 | ||||
|     // TODO(Subv): Bump mapping
 | ||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; | ||||
|     Math::Vec3<float> surface_normal; | ||||
|     Math::Vec3<float> surface_tangent; | ||||
| 
 | ||||
|     if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { | ||||
|         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); | ||||
|         UNIMPLEMENTED(); | ||||
|         Math::Vec3<float> perturbation = | ||||
|             texture_color[lighting.config0.bump_selector].xyz().Cast<float>() / 127.5f - | ||||
|             Math::MakeVec(1.0f, 1.0f, 1.0f); | ||||
|         if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { | ||||
|             if (!lighting.config0.disable_bump_renorm) { | ||||
|                 const float z_square = 1 - perturbation.xy().Length2(); | ||||
|                 perturbation.z = std::sqrt(std::max(z_square, 0.0f)); | ||||
|             } | ||||
|             surface_normal = perturbation; | ||||
|             surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f); | ||||
|         } else if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { | ||||
|             surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f); | ||||
|             surface_tangent = perturbation; | ||||
|         } else { | ||||
|             LOG_ERROR(HW_GPU, "Unknown bump mode %u", lighting.config0.bump_mode.Value()); | ||||
|         } | ||||
|     } else { | ||||
|         surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f); | ||||
|         surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f); | ||||
|     } | ||||
| 
 | ||||
|     // Use the normalized the quaternion when performing the rotation
 | ||||
|  |  | |||
|  | @ -13,6 +13,7 @@ namespace Pica { | |||
| 
 | ||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||
|     const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, | ||||
|     const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view); | ||||
|     const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view, | ||||
|     const Math::Vec4<u8> (&texture_color)[4]); | ||||
| 
 | ||||
| } // namespace Pica
 | ||||
|  |  | |||
|  | @ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                     GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), | ||||
|                     GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(), | ||||
|                 }; | ||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = | ||||
|                     ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view); | ||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors( | ||||
|                     g_state.regs.lighting, g_state.lighting, normquat, view, texture_color); | ||||
|             } | ||||
| 
 | ||||
|             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); | ||||
|  |  | |||
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