VideoSoftware: Improve fog range adjustment by using less magic and more comments.

This commit is contained in:
NeoBrainX 2013-03-26 00:56:34 +01:00
parent 3ab4e35582
commit 0994a5828d
4 changed files with 30 additions and 12 deletions

View File

@ -686,8 +686,9 @@ union FogRangeKElement
u32 LO : 12;
u32 regid : 8;
};
// TODO: Which scaling coefficient should we use here? This is just a guess!
float GetValue(int i) { return (i ? HI : LO) / 32.f; }
float GetValue(int i) { return (i ? HI : LO) / 256.f; }
u32 HEX;
};
@ -697,7 +698,7 @@ struct FogRangeParams
{
struct
{
u32 Center : 10;
u32 Center : 10; // viewport center + 342
u32 Enabled : 1;
u32 unused : 13;
u32 regid : 8;

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@ -20,6 +20,7 @@
#include "Tev.h"
#include "EfbInterface.h"
#include "TextureSampler.h"
#include "XFMemLoader.h"
#include "SWPixelEngine.h"
#include "SWStatistics.h"
#include "SWVideoConfig.h"
@ -750,12 +751,19 @@ void Tev::Draw()
if(bpmem.fogRange.Base.Enabled)
{
// TODO: Check if this is correct (especially the magic values)
float offset = Position[0] - bpmem.fogRange.Base.Center + 324.f;
int index = 9 - std::abs(Position[0] - bpmem.fogRange.Base.Center + 324) / (162/5);
float k = bpmem.fogRange.K[index/2].GetValue(index%2);
float x_adjust = sqrt(offset*offset/162.f/162.f + k*k)/k;
ze *= x_adjust;
// TODO: This is untested and should definitely be checked against real hw.
// - No idea if offset is really normalized against the viewport width or against the projection matrix or yet something else
// - scaling of the "k" coefficient isn't clear either.
// First, calculate the offset from the viewport center (normalized to 0..1)
float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)swxfregs.viewport.wd;
// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
int index = 9 - std::abs(offset) * 9.f;
index = (index < 0) ? 0 : (index > 9) ? 9 : 0; // TODO: Shouldn't be necessary!
// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
float k = bpmem.fogRange.K[index/2].GetValue(index%2) * 4.f;
float x_adjust = sqrt(offset*offset + k*k)/k;
ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
}
ze -= bpmem.fog.c_proj_fsel.GetC();

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@ -88,13 +88,13 @@ void TransformPosition(const InputVertexData *src, OutputVertexData *dst)
const float* mat = (const float*)&swxfregs.posMatrices[src->posMtx * 4];
MultiplyVec3Mat34(src->position, mat, dst->mvPosition);
if (swxfregs.projection[6] == 0)
if (swxfregs.projection.type == GX_PERSPECTIVE)
{
MultipleVec3Perspective(dst->mvPosition, swxfregs.projection, dst->projectedPosition);
MultipleVec3Perspective(dst->mvPosition, swxfregs.projection.rawProjection, dst->projectedPosition);
}
else
{
MultipleVec3Ortho(dst->mvPosition, swxfregs.projection, dst->projectedPosition);
MultipleVec3Ortho(dst->mvPosition, swxfregs.projection.rawProjection, dst->projectedPosition);
}
}

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@ -85,6 +85,9 @@ struct Light
#define LIGHTATTN_NONE 2
#define LIGHTATTN_DIR 3
#define GX_PERSPECTIVE 0
#define GX_ORTHOGRAPHIC 1
union LitChannel
{
struct
@ -160,6 +163,12 @@ struct Viewport
float farZ;
};
struct Projection
{
float rawProjection[6];
u32 type; // only GX_PERSPECTIVE or GX_ORTHOGRAPHIC are allowed
};
union TexMtxInfo
{
struct
@ -218,7 +227,7 @@ struct XFRegisters
TXFMatrixIndexA MatrixIndexA; // 0x1018
TXFMatrixIndexB MatrixIndexB; // 0x1019
Viewport viewport; // 0x101a - 0x101f
float projection[7]; // 0x1020 - 0x1026
Projection projection; // 0x1020 - 0x1026
u32 unk8[24]; // 0x1027 - 0x103e
u32 numTexGens; // 0x103f
TexMtxInfo texMtxInfo[8]; // 0x1040 - 0x1047