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	SwRasterizer: Calculate specular_0 for fragment lighting.
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					 1 changed files with 98 additions and 17 deletions
				
			
		|  | @ -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); |     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) { | 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; |     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); |     auto normal = Math::QuaternionRotate(normquat, surface_normal); | ||||||
| 
 | 
 | ||||||
|     Math::Vec3<float> light_vector = {}; |     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
 |     // 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) { |     for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { | ||||||
|         unsigned num = lighting.light_enable.GetNum(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(); |         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) |         if (light_config.config.two_sided_diffuse) | ||||||
|             dot_product = std::abs(dot_product); |             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; |             size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||||
| 
 | 
 | ||||||
|             float sample_loc = scale * distance + bias; |             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 index_f = sample_loc - index_i; |  | ||||||
| 
 |  | ||||||
|             ASSERT_MSG(lut < g_state.lighting.luts.size(), "Out of range lut"); |  | ||||||
| 
 |  | ||||||
|             float lut_value = g_state.lighting.luts[lut][index_i].ToFloat(); |  | ||||||
|             float lut_diff = g_state.lighting.luts[lut][index_i].DiffToFloat(); |  | ||||||
| 
 |  | ||||||
|             dist_atten = lut_value + lut_diff * index_f; |  | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |         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; | ||||||
|  | 
 | ||||||
|  |             case LightingRegs::LightingLutInput::VH: | ||||||
|  |                 result = Math::Dot(norm_view, half_angle); | ||||||
|  |                 break; | ||||||
|  | 
 | ||||||
|  |             case LightingRegs::LightingLutInput::NV: | ||||||
|  |                 result = Math::Dot(normal, norm_view); | ||||||
|  |                 break; | ||||||
|  | 
 | ||||||
|  |             case LightingRegs::LightingLutInput::LN: | ||||||
|  |                 result = Math::Dot(light_vector, normal); | ||||||
|  |                 break; | ||||||
|  | 
 | ||||||
|  |             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(); |         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 { |     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(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, 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>() | ||||||
|     }; |     }; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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