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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( | std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||||
|     const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, |     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; | ||||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; |     Math::Vec3<float> surface_tangent; | ||||||
| 
 | 
 | ||||||
|     if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { |     if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { | ||||||
|         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); |         Math::Vec3<float> perturbation = | ||||||
|         UNIMPLEMENTED(); |             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
 |     // Use the normalized the quaternion when performing the rotation
 | ||||||
|  |  | ||||||
|  | @ -13,6 +13,7 @@ namespace Pica { | ||||||
| 
 | 
 | ||||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | ||||||
|     const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, |     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
 | } // 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.y, v1.view.y, v2.view.y).ToFloat32(), | ||||||
|                     GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(), |                     GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(), | ||||||
|                 }; |                 }; | ||||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = |                 std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors( | ||||||
|                     ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view); |                     g_state.regs.lighting, g_state.lighting, normquat, view, texture_color); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); |             for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); | ||||||
|  |  | ||||||
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