mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-31 13:50:03 +00:00 
			
		
		
		
	SwRasterizer/Lighting: move to its own file
This commit is contained in:
		
							parent
							
								
									48b4105871
								
							
						
					
					
						commit
						eda28266fb
					
				
					 4 changed files with 271 additions and 240 deletions
				
			
		|  | @ -14,6 +14,7 @@ set(SRCS | |||
|             shader/shader.cpp | ||||
|             shader/shader_interpreter.cpp | ||||
|             swrasterizer/clipper.cpp | ||||
|             swrasterizer/fragment_lighting.cpp | ||||
|             swrasterizer/framebuffer.cpp | ||||
|             swrasterizer/proctex.cpp | ||||
|             swrasterizer/rasterizer.cpp | ||||
|  | @ -54,6 +55,7 @@ set(HEADERS | |||
|             shader/shader.h | ||||
|             shader/shader_interpreter.h | ||||
|             swrasterizer/clipper.h | ||||
|             swrasterizer/fragment_lighting.h | ||||
|             swrasterizer/framebuffer.h | ||||
|             swrasterizer/proctex.h | ||||
|             swrasterizer/rasterizer.h | ||||
|  |  | |||
							
								
								
									
										250
									
								
								src/video_core/swrasterizer/fragment_lighting.cpp
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										250
									
								
								src/video_core/swrasterizer/fragment_lighting.cpp
									
										
									
									
									
										Normal file
									
								
							|  | @ -0,0 +1,250 @@ | |||
| // Copyright 2017 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #include "common/math_util.h" | ||||
| #include "video_core/swrasterizer/fragment_lighting.h" | ||||
| 
 | ||||
| namespace Pica { | ||||
| 
 | ||||
| static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index, | ||||
|                                float delta) { | ||||
|     ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut"); | ||||
|     ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index"); | ||||
| 
 | ||||
|     const auto& lut = lighting.luts[lut_index][index]; | ||||
| 
 | ||||
|     float lut_value = lut.ToFloat(); | ||||
|     float lut_diff = lut.DiffToFloat(); | ||||
| 
 | ||||
|     return lut_value + lut_diff * delta; | ||||
| } | ||||
| 
 | ||||
| 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) { | ||||
| 
 | ||||
|     // TODO(Subv): Bump mapping
 | ||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; | ||||
| 
 | ||||
|     if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { | ||||
|         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); | ||||
|         UNIMPLEMENTED(); | ||||
|     } | ||||
| 
 | ||||
|     // Use the normalized the quaternion when performing the rotation
 | ||||
|     auto normal = Math::QuaternionRotate(normquat, surface_normal); | ||||
| 
 | ||||
|     Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
|     Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
| 
 | ||||
|     for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { | ||||
|         unsigned num = lighting.light_enable.GetNum(light_index); | ||||
|         const auto& light_config = lighting.light[num]; | ||||
| 
 | ||||
|         Math::Vec3<float> refl_value = {}; | ||||
|         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.y).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.z).ToFloat32()}; | ||||
|         Math::Vec3<float> light_vector; | ||||
| 
 | ||||
|         if (light_config.config.directional) | ||||
|             light_vector = position; | ||||
|         else | ||||
|             light_vector = position + view; | ||||
| 
 | ||||
|         light_vector.Normalize(); | ||||
| 
 | ||||
|         float dist_atten = 1.0f; | ||||
|         if (!lighting.IsDistAttenDisabled(num)) { | ||||
|             auto distance = (-view - position).Length(); | ||||
|             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32(); | ||||
|             size_t lut = | ||||
|                 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||
| 
 | ||||
|             float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f); | ||||
| 
 | ||||
|             u8 lutindex = | ||||
|                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f)); | ||||
|             float delta = sample_loc * 256 - lutindex; | ||||
|             dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta); | ||||
|         } | ||||
| 
 | ||||
|         auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs, | ||||
|                                LightingRegs::LightingScale scale_enum, | ||||
|                                LightingRegs::LightingSampler sampler) { | ||||
|             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 %u\n", static_cast<u32>(input)); | ||||
|                 UNIMPLEMENTED(); | ||||
|                 result = 0.0f; | ||||
|             } | ||||
| 
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
| 
 | ||||
|             if (abs) { | ||||
|                 if (light_config.config.two_sided_diffuse) | ||||
|                     result = std::abs(result); | ||||
|                 else | ||||
|                     result = std::max(result, 0.0f); | ||||
| 
 | ||||
|                 float flr = std::floor(result * 256.0f); | ||||
|                 index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); | ||||
|                 delta = result * 256 - index; | ||||
|             } else { | ||||
|                 float flr = std::floor(result * 128.0f); | ||||
|                 s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||
|                 delta = result * 128.0f - signed_index; | ||||
|                 index = static_cast<u8>(signed_index); | ||||
|             } | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(scale_enum); | ||||
|             return scale * | ||||
|                    LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta); | ||||
|         }; | ||||
| 
 | ||||
|         // Specular 0 component
 | ||||
|         float d0_lut_value = 1.0f; | ||||
|         if (lighting.config1.disable_lut_d0 == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported( | ||||
|                 lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) { | ||||
|             d0_lut_value = | ||||
|                 GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0, | ||||
|                             lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); | ||||
| 
 | ||||
|         // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
 | ||||
|         if (lighting.config1.disable_lut_rr == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectRed)) { | ||||
|             refl_value.x = | ||||
|                 GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0, | ||||
|                             lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed); | ||||
|         } else { | ||||
|             refl_value.x = 1.0f; | ||||
|         } | ||||
| 
 | ||||
|         // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
 | ||||
|         if (lighting.config1.disable_lut_rg == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectGreen)) { | ||||
|             refl_value.y = | ||||
|                 GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0, | ||||
|                             lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen); | ||||
|         } else { | ||||
|             refl_value.y = refl_value.x; | ||||
|         } | ||||
| 
 | ||||
|         // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
 | ||||
|         if (lighting.config1.disable_lut_rb == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectBlue)) { | ||||
|             refl_value.z = | ||||
|                 GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0, | ||||
|                             lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue); | ||||
|         } else { | ||||
|             refl_value.z = refl_value.x; | ||||
|         } | ||||
| 
 | ||||
|         // Specular 1 component
 | ||||
|         float d1_lut_value = 1.0f; | ||||
|         if (lighting.config1.disable_lut_d1 == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported( | ||||
|                 lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) { | ||||
|             d1_lut_value = | ||||
|                 GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0, | ||||
|                             lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_1 = | ||||
|             d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||
| 
 | ||||
|         // Fresnel
 | ||||
|         if (lighting.config1.disable_lut_fr == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::Fresnel)) { | ||||
| 
 | ||||
|             float lut_value = | ||||
|                 GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0, | ||||
|                             lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel); | ||||
| 
 | ||||
|             // Enabled for diffuse lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == | ||||
|                     LightingRegs::LightingFresnelSelector::PrimaryAlpha || | ||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||
|                 diffuse_sum.a() *= lut_value; | ||||
|             } | ||||
| 
 | ||||
|             // Enabled for the specular lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == | ||||
|                     LightingRegs::LightingFresnelSelector::SecondaryAlpha || | ||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||
|                 specular_sum.a() *= lut_value; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         auto dot_product = Math::Dot(light_vector, normal); | ||||
| 
 | ||||
|         // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
 | ||||
|         // product.
 | ||||
|         float clamp_highlights = 1.0f; | ||||
|         if (lighting.config0.clamp_highlights) { | ||||
|             if (dot_product <= 0.0f) | ||||
|                 clamp_highlights = 0.0f; | ||||
|             else | ||||
|                 clamp_highlights = 1.0f; | ||||
|         } | ||||
| 
 | ||||
|         if (light_config.config.two_sided_diffuse) | ||||
|             dot_product = std::abs(dot_product); | ||||
|         else | ||||
|             dot_product = std::max(dot_product, 0.0f); | ||||
| 
 | ||||
|         auto diffuse = | ||||
|             light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); | ||||
|         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); | ||||
| 
 | ||||
|         specular_sum += | ||||
|             Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f); | ||||
|     } | ||||
| 
 | ||||
|     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); | ||||
| 
 | ||||
|     auto diffuse = 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>(); | ||||
|     auto specular = 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>(); | ||||
|     return {diffuse, specular}; | ||||
| } | ||||
| 
 | ||||
| } // namespace Pica
 | ||||
							
								
								
									
										18
									
								
								src/video_core/swrasterizer/fragment_lighting.h
									
										
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								src/video_core/swrasterizer/fragment_lighting.h
									
										
									
									
									
										Normal file
									
								
							|  | @ -0,0 +1,18 @@ | |||
| // Copyright 2017 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <tuple> | ||||
| #include "common/quaternion.h" | ||||
| #include "common/vector_math.h" | ||||
| #include "video_core/pica_state.h" | ||||
| 
 | ||||
| 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); | ||||
| 
 | ||||
| } // namespace Pica
 | ||||
|  | @ -24,6 +24,7 @@ | |||
| #include "video_core/regs_rasterizer.h" | ||||
| #include "video_core/regs_texturing.h" | ||||
| #include "video_core/shader/shader.h" | ||||
| #include "video_core/swrasterizer/fragment_lighting.h" | ||||
| #include "video_core/swrasterizer/framebuffer.h" | ||||
| #include "video_core/swrasterizer/proctex.h" | ||||
| #include "video_core/swrasterizer/rasterizer.h" | ||||
|  | @ -115,246 +116,6 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v | |||
|     return std::make_tuple(x / z * half + half, y / z * half + half, addr); | ||||
| } | ||||
| 
 | ||||
| static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index, | ||||
|                                float delta) { | ||||
|     ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut"); | ||||
|     ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index"); | ||||
| 
 | ||||
|     const auto& lut = lighting.luts[lut_index][index]; | ||||
| 
 | ||||
|     float lut_value = lut.ToFloat(); | ||||
|     float lut_diff = lut.DiffToFloat(); | ||||
| 
 | ||||
|     return lut_value + lut_diff * delta; | ||||
| } | ||||
| 
 | ||||
| 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) { | ||||
| 
 | ||||
|     // TODO(Subv): Bump mapping
 | ||||
|     Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; | ||||
| 
 | ||||
|     if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { | ||||
|         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); | ||||
|         UNIMPLEMENTED(); | ||||
|     } | ||||
| 
 | ||||
|     // Use the normalized the quaternion when performing the rotation
 | ||||
|     auto normal = Math::QuaternionRotate(normquat, surface_normal); | ||||
| 
 | ||||
|     Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
|     Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
| 
 | ||||
|     for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { | ||||
|         unsigned num = lighting.light_enable.GetNum(light_index); | ||||
|         const auto& light_config = lighting.light[num]; | ||||
| 
 | ||||
|         Math::Vec3<float> refl_value = {}; | ||||
|         Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.y).ToFloat32(), | ||||
|                                       float16::FromRaw(light_config.z).ToFloat32()}; | ||||
|         Math::Vec3<float> light_vector; | ||||
| 
 | ||||
|         if (light_config.config.directional) | ||||
|             light_vector = position; | ||||
|         else | ||||
|             light_vector = position + view; | ||||
| 
 | ||||
|         light_vector.Normalize(); | ||||
| 
 | ||||
|         float dist_atten = 1.0f; | ||||
|         if (!lighting.IsDistAttenDisabled(num)) { | ||||
|             auto distance = (-view - position).Length(); | ||||
|             float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); | ||||
|             float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32(); | ||||
|             size_t lut = | ||||
|                 static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||
| 
 | ||||
|             float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f); | ||||
| 
 | ||||
|             u8 lutindex = | ||||
|                 static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f)); | ||||
|             float delta = sample_loc * 256 - lutindex; | ||||
|             dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta); | ||||
|         } | ||||
| 
 | ||||
|         auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs, | ||||
|                                LightingRegs::LightingScale scale_enum, | ||||
|                                LightingRegs::LightingSampler sampler) { | ||||
|             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 %u\n", static_cast<u32>(input)); | ||||
|                 UNIMPLEMENTED(); | ||||
|                 result = 0.0f; | ||||
|             } | ||||
| 
 | ||||
|             u8 index; | ||||
|             float delta; | ||||
| 
 | ||||
|             if (abs) { | ||||
|                 if (light_config.config.two_sided_diffuse) | ||||
|                     result = std::abs(result); | ||||
|                 else | ||||
|                     result = std::max(result, 0.0f); | ||||
| 
 | ||||
|                 float flr = std::floor(result * 256.0f); | ||||
|                 index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); | ||||
|                 delta = result * 256 - index; | ||||
|             } else { | ||||
|                 float flr = std::floor(result * 128.0f); | ||||
|                 s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); | ||||
|                 delta = result * 128.0f - signed_index; | ||||
|                 index = static_cast<u8>(signed_index); | ||||
|             } | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(scale_enum); | ||||
|             return scale * | ||||
|                    LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta); | ||||
|         }; | ||||
| 
 | ||||
|         // Specular 0 component
 | ||||
|         float d0_lut_value = 1.0f; | ||||
|         if (lighting.config1.disable_lut_d0 == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported( | ||||
|                 lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) { | ||||
|             d0_lut_value = | ||||
|                 GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0, | ||||
|                             lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); | ||||
| 
 | ||||
|         // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
 | ||||
|         if (lighting.config1.disable_lut_rr == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectRed)) { | ||||
|             refl_value.x = | ||||
|                 GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0, | ||||
|                             lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed); | ||||
|         } else { | ||||
|             refl_value.x = 1.0f; | ||||
|         } | ||||
| 
 | ||||
|         // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
 | ||||
|         if (lighting.config1.disable_lut_rg == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectGreen)) { | ||||
|             refl_value.y = | ||||
|                 GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0, | ||||
|                             lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen); | ||||
|         } else { | ||||
|             refl_value.y = refl_value.x; | ||||
|         } | ||||
| 
 | ||||
|         // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
 | ||||
|         if (lighting.config1.disable_lut_rb == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectBlue)) { | ||||
|             refl_value.z = | ||||
|                 GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0, | ||||
|                             lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue); | ||||
|         } else { | ||||
|             refl_value.z = refl_value.x; | ||||
|         } | ||||
| 
 | ||||
|         // Specular 1 component
 | ||||
|         float d1_lut_value = 1.0f; | ||||
|         if (lighting.config1.disable_lut_d1 == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported( | ||||
|                 lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) { | ||||
|             d1_lut_value = | ||||
|                 GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0, | ||||
|                             lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_1 = | ||||
|             d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||
| 
 | ||||
|         // Fresnel
 | ||||
|         if (lighting.config1.disable_lut_fr == 0 && | ||||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::Fresnel)) { | ||||
| 
 | ||||
|             float lut_value = | ||||
|                 GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0, | ||||
|                             lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel); | ||||
| 
 | ||||
|             // Enabled for diffuse lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == | ||||
|                     LightingRegs::LightingFresnelSelector::PrimaryAlpha || | ||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||
|                 diffuse_sum.a() *= lut_value; | ||||
|             } | ||||
| 
 | ||||
|             // Enabled for the specular lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == | ||||
|                     LightingRegs::LightingFresnelSelector::SecondaryAlpha || | ||||
|                 lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { | ||||
|                 specular_sum.a() *= lut_value; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         auto dot_product = Math::Dot(light_vector, normal); | ||||
| 
 | ||||
|         // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
 | ||||
|         // product.
 | ||||
|         float clamp_highlights = 1.0f; | ||||
|         if (lighting.config0.clamp_highlights) { | ||||
|             if (dot_product <= 0.0f) | ||||
|                 clamp_highlights = 0.0f; | ||||
|             else | ||||
|                 clamp_highlights = 1.0f; | ||||
|         } | ||||
| 
 | ||||
|         if (light_config.config.two_sided_diffuse) | ||||
|             dot_product = std::abs(dot_product); | ||||
|         else | ||||
|             dot_product = std::max(dot_product, 0.0f); | ||||
| 
 | ||||
|         auto diffuse = | ||||
|             light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); | ||||
|         diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); | ||||
| 
 | ||||
|         specular_sum += | ||||
|             Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.0f); | ||||
|     } | ||||
| 
 | ||||
|     diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); | ||||
| 
 | ||||
|     auto diffuse = 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>(); | ||||
|     auto specular = 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>(); | ||||
|     return {diffuse, specular}; | ||||
| } | ||||
| 
 | ||||
| MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); | ||||
| 
 | ||||
| /**
 | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue