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	swrasterizer: implement shadow map sampling
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					 2 changed files with 41 additions and 5 deletions
				
			
		|  | @ -158,7 +158,12 @@ struct TexturingRegs { | |||
|         return address * 8; | ||||
|     } | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x3); | ||||
|     union { | ||||
|         BitField<0, 1, u32> orthographic; // 0: enable perspective divide
 | ||||
|         BitField<1, 23, u32> bias;        // 23-bit fraction
 | ||||
|     } shadow; | ||||
| 
 | ||||
|     INSERT_PADDING_WORDS(0x2); | ||||
|     BitField<0, 4, TextureFormat> texture0_format; | ||||
|     BitField<0, 1, u32> fragment_lighting_enable; | ||||
|     INSERT_PADDING_WORDS(0x1); | ||||
|  |  | |||
|  | @ -74,7 +74,8 @@ static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4> | |||
| }; | ||||
| 
 | ||||
| /// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
 | ||||
| static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w, | ||||
| static std::tuple<float24, float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, | ||||
|                                                                      float24 w, | ||||
|                                                                      const TexturingRegs& regs) { | ||||
|     const float abs_u = std::abs(u.ToFloat32()); | ||||
|     const float abs_v = std::abs(v.ToFloat32()); | ||||
|  | @ -112,8 +113,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v | |||
|         x = u; | ||||
|         z = w; | ||||
|     } | ||||
|     float24 z_abs = float24::FromFloat32(std::abs(z.ToFloat32())); | ||||
|     const float24 half = float24::FromFloat32(0.5f); | ||||
|     return std::make_tuple(x / z * half + half, y / z * half + half, addr); | ||||
|     return std::make_tuple(x / z * half + half, y / z * half + half, z_abs, addr); | ||||
| } | ||||
| 
 | ||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||
|  | @ -331,13 +333,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                 // Only unit 0 respects the texturing type (according to 3DBrew)
 | ||||
|                 // TODO: Refactor so cubemaps and shadowmaps can be handled
 | ||||
|                 PAddr texture_address = texture.config.GetPhysicalAddress(); | ||||
|                 float24 shadow_z; | ||||
|                 if (i == 0) { | ||||
|                     switch (texture.config.type) { | ||||
|                     case TexturingRegs::TextureConfig::Texture2D: | ||||
|                         break; | ||||
|                     case TexturingRegs::TextureConfig::ShadowCube: | ||||
|                     case TexturingRegs::TextureConfig::TextureCube: { | ||||
|                         auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||
|                         std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing); | ||||
|                         std::tie(u, v, shadow_z, texture_address) = | ||||
|                             ConvertCubeCoord(u, v, w, regs.texturing); | ||||
|                         break; | ||||
|                     } | ||||
|                     case TexturingRegs::TextureConfig::Projection2D: { | ||||
|  | @ -346,6 +351,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                         v /= tc0_w; | ||||
|                         break; | ||||
|                     } | ||||
|                     case TexturingRegs::TextureConfig::Shadow2D: { | ||||
|                         auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||
|                         if (!regs.texturing.shadow.orthographic) { | ||||
|                             u /= tc0_w; | ||||
|                             v /= tc0_w; | ||||
|                         } | ||||
| 
 | ||||
|                         shadow_z = float24::FromFloat32(std::abs(tc0_w.ToFloat32())); | ||||
|                         break; | ||||
|                     } | ||||
|                     default: | ||||
|                         // TODO: Change to LOG_ERROR when more types are handled.
 | ||||
|                         LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type); | ||||
|  | @ -394,6 +409,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|                     // TODO: Apply the min and mag filters to the texture
 | ||||
|                     texture_color[i] = Texture::LookupTexture(texture_data, s, t, info); | ||||
|                 } | ||||
| 
 | ||||
|                 if (i == 0 && (texture.config.type == TexturingRegs::TextureConfig::Shadow2D || | ||||
|                                texture.config.type == TexturingRegs::TextureConfig::ShadowCube)) { | ||||
| 
 | ||||
|                     s32 z_int = static_cast<s32>(std::min(shadow_z.ToFloat32(), 1.0f) * 0xFFFFFF); | ||||
|                     z_int -= regs.texturing.shadow.bias << 1; | ||||
|                     auto& color = texture_color[i]; | ||||
|                     s32 z_ref = (color.w << 16) | (color.z << 8) | color.y; | ||||
|                     u8 density; | ||||
|                     if (z_ref >= z_int) { | ||||
|                         density = color.x; | ||||
|                     } else { | ||||
|                         density = 0; | ||||
|                     } | ||||
|                     texture_color[i] = {density, density, density, density}; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             // sample procedural texture
 | ||||
|  |  | |||
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