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	SwRasterizer: Corrected the light LUT lookups.
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					 2 changed files with 48 additions and 33 deletions
				
			
		|  | @ -30,6 +30,11 @@ public: | |||
|         return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz), | ||||
|                 w * other.w - Dot(xyz, other.xyz)}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<T> Normalized() const { | ||||
|         T length = std::sqrt(xyz.Length2() + w * w); | ||||
|         return {xyz / length, w / length}; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| template <typename T> | ||||
|  |  | |||
|  | @ -115,20 +115,14 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v | |||
|     return std::make_tuple(x / z * half + half, y / z * half + half, addr); | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| float LookupLightingLut(size_t lut_index, float index) { | ||||
|     index *= 256; | ||||
| 
 | ||||
|     unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f)); | ||||
| 
 | ||||
|     float index_f = index - index_i; | ||||
| 
 | ||||
| float LookupLightingLut(size_t lut_index, u8 index, float delta) { | ||||
|     ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut"); | ||||
|     ASSERT_MSG(index < g_state.lighting.luts[0].size(), "Out of range index"); | ||||
| 
 | ||||
|     float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat(); | ||||
|     float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat(); | ||||
|     float lut_value = g_state.lighting.luts[lut_index][index].ToFloat(); | ||||
|     float lut_diff = g_state.lighting.luts[lut_index][index].DiffToFloat(); | ||||
| 
 | ||||
|     return lut_value + lut_diff * index_f / 256.f; | ||||
|     return lut_value + lut_diff * delta; | ||||
| } | ||||
| 
 | ||||
| std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { | ||||
|  | @ -145,8 +139,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|         UNIMPLEMENTED(); | ||||
|     } | ||||
| 
 | ||||
|     // TODO(Subv): Do we need to normalize the quaternion here?
 | ||||
|     auto normal = Math::QuaternionRotate(normquat, surface_normal); | ||||
|     // Use the normalized the quaternion when performing the rotation
 | ||||
|     auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal); | ||||
| 
 | ||||
|     Math::Vec3<float> light_vector = {}; | ||||
|     Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f}; | ||||
|  | @ -182,7 +176,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; | ||||
| 
 | ||||
|             float sample_loc = scale * distance + bias; | ||||
|             dist_atten = LookupLightingLut(lut, sample_loc); | ||||
| 
 | ||||
|             u8 lutindex = MathUtil::Clamp(floorf(sample_loc * 256.f), 0.0f, 255.0f); | ||||
|             float delta = sample_loc * 256 - lutindex; | ||||
|             dist_atten = LookupLightingLut(lut, lutindex, delta / 256.f); | ||||
|         } | ||||
| 
 | ||||
|         float clamp_highlights = 1.0f; | ||||
|  | @ -195,7 +192,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|         } | ||||
| 
 | ||||
|         auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, | ||||
|                               bool abs) -> float { | ||||
|                               bool abs) -> std::tuple<u8, float> { | ||||
| 
 | ||||
|             Math::Vec3<float> norm_view = view.Normalized(); | ||||
|             Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized(); | ||||
|  | @ -229,14 +226,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|                     result = std::abs(result); | ||||
|                 else | ||||
|                     result = std::max(result, 0.0f); | ||||
| 
 | ||||
|                 u8 lutindex = MathUtil::Clamp(floorf(result * 256.f), 0.0f, 255.0f); | ||||
|                 float delta = result * 256 - lutindex; | ||||
|                 return { lutindex, delta / 256.f }; | ||||
|             } else { | ||||
|                 if (result < 0.f) | ||||
|                     result += 2.f; | ||||
| 
 | ||||
|                 result /= 2.f; | ||||
|                 u8 tmpi = MathUtil::Clamp(floorf(result * 128.f), 0.0f, 127.0f); | ||||
|                 float delta = result * 128.f - tmpi; | ||||
|                 return { tmpi & 0xFF, delta / 128.f }; | ||||
|             } | ||||
| 
 | ||||
|             return MathUtil::Clamp(result, 0.0f, 1.0f); | ||||
|         }; | ||||
| 
 | ||||
|         // Specular 0 component
 | ||||
|  | @ -246,11 +244,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|                 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); | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = 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); | ||||
|             d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); | ||||
|  | @ -260,11 +260,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectRed)) { | ||||
| 
 | ||||
|             float index = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr); | ||||
| 
 | ||||
|             refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index); | ||||
|             refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta); | ||||
|         } else { | ||||
|             refl_value.x = 1.0f; | ||||
|         } | ||||
|  | @ -274,11 +276,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectGreen)) { | ||||
| 
 | ||||
|             float index = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg); | ||||
| 
 | ||||
|             refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index); | ||||
|             refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta); | ||||
|         } else { | ||||
|             refl_value.y = refl_value.x; | ||||
|         } | ||||
|  | @ -288,11 +292,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|             LightingRegs::IsLightingSamplerSupported(lighting.config0.config, | ||||
|                                                      LightingRegs::LightingSampler::ReflectBlue)) { | ||||
| 
 | ||||
|             float index = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb); | ||||
| 
 | ||||
|             refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index); | ||||
|             refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta); | ||||
|         } else { | ||||
|             refl_value.z = refl_value.x; | ||||
|         } | ||||
|  | @ -303,11 +309,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|                 lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) { | ||||
| 
 | ||||
|             // Lookup specular "distribution 1" LUT value
 | ||||
|             float index = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0); | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1); | ||||
| 
 | ||||
|             d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index); | ||||
|             d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta); | ||||
|         } | ||||
| 
 | ||||
|         Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); | ||||
|  | @ -317,11 +325,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu | |||
|                 lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) { | ||||
| 
 | ||||
|             // Lookup fresnel LUT value
 | ||||
|             float index = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0); | ||||
|             u8 index; | ||||
|             float delta; | ||||
|             std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0); | ||||
| 
 | ||||
|             float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr); | ||||
| 
 | ||||
|             float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index); | ||||
|             float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta); | ||||
| 
 | ||||
|             // Enabled for difffuse lighting alpha component
 | ||||
|             if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha || | ||||
|  |  | |||
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