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	Rasterizer: Implement fog
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					 1 changed files with 52 additions and 21 deletions
				
			
		|  | @ -398,6 +398,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                                                 float24::FromFloat32(static_cast<float>(w2))); | ||||
|             float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates); | ||||
| 
 | ||||
|             // interpolated_z = z / w
 | ||||
|             float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + | ||||
|                                            v1.screenpos[2].ToFloat32() * w1 + | ||||
|                                            v2.screenpos[2].ToFloat32() * w2) / wsum; | ||||
| 
 | ||||
|             // Not fully accurate. About 3 bits in precision are missing.
 | ||||
|             // Z-Buffer (z / w * scale + offset)
 | ||||
|             float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); | ||||
|             float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); | ||||
|             float depth = interpolated_z_over_w * depth_scale + depth_offset; | ||||
| 
 | ||||
|             // Potentially switch to W-Buffer
 | ||||
|             if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||
|                 // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 | ||||
|                 depth *= interpolated_w_inverse.ToFloat32() * wsum; | ||||
|             } | ||||
| 
 | ||||
|             // Clamp the result
 | ||||
|             depth = MathUtil::Clamp(depth, 0.0f, 1.0f); | ||||
| 
 | ||||
|             // Perspective correct attribute interpolation:
 | ||||
|             // Attribute values cannot be calculated by simple linear interpolation since
 | ||||
|             // they are not linear in screen space. For example, when interpolating a
 | ||||
|  | @ -833,6 +853,38 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                     continue; | ||||
|             } | ||||
| 
 | ||||
|             // Apply fog combiner
 | ||||
|             // Not fully accurate. We'd have to know what data type is used to
 | ||||
|             // store the depth etc. Using float for now until we know more
 | ||||
|             // about Pica datatypes
 | ||||
|             if (regs.fog_mode == Regs::FogMode::Fog) { | ||||
|                 const Math::Vec3<u8> fog_color = { | ||||
|                     static_cast<u8>(regs.fog_color.r.Value()), | ||||
|                     static_cast<u8>(regs.fog_color.g.Value()), | ||||
|                     static_cast<u8>(regs.fog_color.b.Value()), | ||||
|                 }; | ||||
| 
 | ||||
|                 // Get index into fog LUT
 | ||||
|                 float fog_index; | ||||
|                 if (g_state.regs.fog_flip) { | ||||
|                     fog_index = (1.0f - depth) * 128.0f; | ||||
|                 } else { | ||||
|                     fog_index = depth * 128.0f; | ||||
|                 } | ||||
| 
 | ||||
|                 // Generate clamped fog factor from LUT for given fog index
 | ||||
|                 float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f); | ||||
|                 float fog_f = fog_index - fog_i; | ||||
|                 const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)]; | ||||
|                 float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / 2047.0f; // This is signed fixed point 1.11
 | ||||
|                 fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f); | ||||
| 
 | ||||
|                 // Blend the fog
 | ||||
|                 for (unsigned i = 0; i < 3; i++) { | ||||
|                     combiner_output[i] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i]; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             u8 old_stencil = 0; | ||||
| 
 | ||||
|             auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) { | ||||
|  | @ -887,27 +939,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             // interpolated_z = z / w
 | ||||
|             float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + | ||||
|                                            v1.screenpos[2].ToFloat32() * w1 + | ||||
|                                            v2.screenpos[2].ToFloat32() * w2) / wsum; | ||||
| 
 | ||||
|             // Not fully accurate. About 3 bits in precision are missing.
 | ||||
|             // Z-Buffer (z / w * scale + offset)
 | ||||
|             float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); | ||||
|             float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); | ||||
|             float depth = interpolated_z_over_w * depth_scale + depth_offset; | ||||
| 
 | ||||
|             // Potentially switch to W-Buffer
 | ||||
|             if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { | ||||
| 
 | ||||
|                 // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 | ||||
|                 depth *= interpolated_w_inverse.ToFloat32() * wsum; | ||||
|             } | ||||
| 
 | ||||
|             // Clamp the result
 | ||||
|             depth = MathUtil::Clamp(depth, 0.0f, 1.0f); | ||||
| 
 | ||||
|             // Convert float to integer
 | ||||
|             unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); | ||||
|             u32 z = (u32)(depth * ((1 << num_bits) - 1)); | ||||
|  |  | |||
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