Improve calculation of light colors (#1967)

* maintain precision until all lights are calculated

fixes lugia on the soul silver title screen

* small optimization

* small note

* small cleanup/notes

shouldn't need to check that every time, since the variable shouldn't be able to overflow

* hw doesn't cap difflevel at 255

Should it cap at all?
Can vtx colors overflow...?

* diffuse level appears to be shifted right by 9

fixes some minor inaccuracies

* improve specular lighting a little

* small improvement to diffuse lighting

fixes a few off by ones
- finding by azusa

* small tweaks

* handle overflows of diffuse lighting properly

-credits to azusa once more

* attempt at improving specular lighting calcs

still far from correct, but its a start.
fixes: https://github.com/melonDS-emu/melonDS/issues/1545

* meh

* improve specular lighting further

* add notes

* theory: add half vec instead of subt 1

* implement azusa's specular lighting algorithm

* fix minor edge case with spec lighting

* give proper credit in comments

* fix some bugs/misc tweaks

* more quirky overflow/underflow handling

* fix a spec lighting edgecase

remove some redundant parentheses

* fix an edge case with light vector calcs

* spec recip uses a different calc for light dir?

also remove a check that shouldn't be mathematically possible to trigger

* nvm that thing i thought couldn't trigger was required

also move reciprocal calc into the light vector calc function since i might as well now ig

* replace a bunch of stuff with much *much* simpler algorithms

* misc cleanup

PARENTHESES WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

* leave a note abt shininess table's default value being incorrect
This commit is contained in:
Jakly 2024-09-10 10:13:51 -04:00 committed by GitHub
parent 268c4f14c1
commit f719438a6e
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2 changed files with 73 additions and 45 deletions

View File

@ -274,6 +274,8 @@ void GPU3D::Reset() noexcept
memset(MatEmission, 0, sizeof(MatSpecular));
UseShininessTable = false;
// Shininess table seems to be uninitialized garbage, at least on n3dsxl hw?
// Also doesn't seem to be cleared properly unless the system is fully powered off?
memset(ShininessTable, 0, sizeof(ShininessTable));
PolygonAttr = 0;
@ -1459,67 +1461,86 @@ void GPU3D::CalculateLighting() noexcept
TexCoords[1] = RawTexCoords[1] + (((s64)Normal[0]*TexMatrix[1] + (s64)Normal[1]*TexMatrix[5] + (s64)Normal[2]*TexMatrix[9]) >> 21);
}
s32 normaltrans[3];
normaltrans[0] = (Normal[0]*VecMatrix[0] + Normal[1]*VecMatrix[4] + Normal[2]*VecMatrix[8]) >> 12;
normaltrans[1] = (Normal[0]*VecMatrix[1] + Normal[1]*VecMatrix[5] + Normal[2]*VecMatrix[9]) >> 12;
normaltrans[2] = (Normal[0]*VecMatrix[2] + Normal[1]*VecMatrix[6] + Normal[2]*VecMatrix[10]) >> 12;
VertexColor[0] = MatEmission[0];
VertexColor[1] = MatEmission[1];
VertexColor[2] = MatEmission[2];
s32 normaltrans[3]; // should be 1 bit sign 10 bits frac
normaltrans[0] = ((Normal[0]*VecMatrix[0] + Normal[1]*VecMatrix[4] + Normal[2]*VecMatrix[8]) << 9) >> 21;
normaltrans[1] = ((Normal[0]*VecMatrix[1] + Normal[1]*VecMatrix[5] + Normal[2]*VecMatrix[9]) << 9) >> 21;
normaltrans[2] = ((Normal[0]*VecMatrix[2] + Normal[1]*VecMatrix[6] + Normal[2]*VecMatrix[10]) << 9) >> 21;
s32 c = 0;
u32 vtxbuff[3] =
{
(u32)MatEmission[0] << 14,
(u32)MatEmission[1] << 14,
(u32)MatEmission[2] << 14
};
for (int i = 0; i < 4; i++)
{
if (!(CurPolygonAttr & (1<<i)))
continue;
// overflow handling (for example, if the normal length is >1)
// according to some hardware tests
// * diffuse level is saturated to 255
// * shininess level mirrors back to 0 and is ANDed with 0xFF, that before being squared
// TODO: check how it behaves when the computed shininess is >=0x200
// (credit to azusa for working out most of the details of the diff. algorithm, and essentially the entire spec. algorithm)
// calculate dot product
// bottom 9 bits are discarded after multiplying and before adding
s32 dot = ((LightDirection[i][0]*normaltrans[0]) >> 9) +
((LightDirection[i][1]*normaltrans[1]) >> 9) +
((LightDirection[i][2]*normaltrans[2]) >> 9);
s32 difflevel = (-(LightDirection[i][0]*normaltrans[0] +
LightDirection[i][1]*normaltrans[1] +
LightDirection[i][2]*normaltrans[2])) >> 10;
if (difflevel < 0) difflevel = 0;
else if (difflevel > 255) difflevel = 255;
s32 shinelevel;
if (dot > 0)
{
// -- diffuse lighting --
// convert dot to signed 11 bit int
// then we truncate the result of the multiplications to an unsigned 20 bits before adding to the vtx color
s32 diffdot = (dot << 21) >> 21;
vtxbuff[0] += (MatDiffuse[0] * LightColor[i][0] * diffdot) & 0xFFFFF;
vtxbuff[1] += (MatDiffuse[1] * LightColor[i][1] * diffdot) & 0xFFFFF;
vtxbuff[2] += (MatDiffuse[2] * LightColor[i][2] * diffdot) & 0xFFFFF;
s32 shinelevel = -(((LightDirection[i][0]>>1)*normaltrans[0] +
(LightDirection[i][1]>>1)*normaltrans[1] +
((LightDirection[i][2]-0x200)>>1)*normaltrans[2]) >> 10);
if (shinelevel < 0) shinelevel = 0;
else if (shinelevel > 255) shinelevel = (0x100 - shinelevel) & 0xFF;
shinelevel = ((shinelevel * shinelevel) >> 7) - 0x100; // really (2*shinelevel*shinelevel)-1
if (shinelevel < 0) shinelevel = 0;
// -- specular lighting --
// reuse the dot product from diffuse lighting
dot += normaltrans[2];
// convert to s11, then square it, and truncate to 10 bits
dot = (dot << 21) >> 21;
dot = ((dot * dot) >> 10) & 0x3FF;
// multiply dot and reciprocal, the subtract '1'
shinelevel = ((dot * SpecRecip[i]) >> 8) - (1<<9);
if (shinelevel < 0) shinelevel = 0;
else
{
// sign extend to convert to signed 14 bit integer
shinelevel = (shinelevel << 18) >> 18;
if (shinelevel < 0) shinelevel = 0; // for some reason there seems to be a redundant check for <0?
else if (shinelevel > 0x1FF) shinelevel = 0x1FF;
}
}
else shinelevel = 0;
// convert shinelevel to use for lookup in the shininess table if enabled.
if (UseShininessTable)
{
// checkme
shinelevel >>= 1;
shinelevel >>= 2;
shinelevel = ShininessTable[shinelevel];
shinelevel <<= 1;
}
VertexColor[0] += ((MatSpecular[0] * LightColor[i][0] * shinelevel) >> 13);
VertexColor[0] += ((MatDiffuse[0] * LightColor[i][0] * difflevel) >> 13);
VertexColor[0] += ((MatAmbient[0] * LightColor[i][0]) >> 5);
VertexColor[1] += ((MatSpecular[1] * LightColor[i][1] * shinelevel) >> 13);
VertexColor[1] += ((MatDiffuse[1] * LightColor[i][1] * difflevel) >> 13);
VertexColor[1] += ((MatAmbient[1] * LightColor[i][1]) >> 5);
VertexColor[2] += ((MatSpecular[2] * LightColor[i][2] * shinelevel) >> 13);
VertexColor[2] += ((MatDiffuse[2] * LightColor[i][2] * difflevel) >> 13);
VertexColor[2] += ((MatAmbient[2] * LightColor[i][2]) >> 5);
if (VertexColor[0] > 31) VertexColor[0] = 31;
if (VertexColor[1] > 31) VertexColor[1] = 31;
if (VertexColor[2] > 31) VertexColor[2] = 31;
// Note: ambient seems to be a plain bitshift
vtxbuff[0] += ((MatSpecular[0] * shinelevel) + (MatAmbient[0] << 9)) * LightColor[i][0];
vtxbuff[1] += ((MatSpecular[1] * shinelevel) + (MatAmbient[1] << 9)) * LightColor[i][1];
vtxbuff[2] += ((MatSpecular[2] * shinelevel) + (MatAmbient[2] << 9)) * LightColor[i][2];
c++;
}
VertexColor[0] = (vtxbuff[0] >> 14 > 31) ? 31 : (vtxbuff[0] >> 14);
VertexColor[1] = (vtxbuff[1] >> 14 > 31) ? 31 : (vtxbuff[1] >> 14);
VertexColor[2] = (vtxbuff[2] >> 14 > 31) ? 31 : (vtxbuff[2] >> 14);
if (c < 1) c = 1;
NormalPipeline = 7;
AddCycles(c);
@ -2012,9 +2033,15 @@ void GPU3D::ExecuteCommand() noexcept
dir[0] = (s16)((entry.Param & 0x000003FF) << 6) >> 6;
dir[1] = (s16)((entry.Param & 0x000FFC00) >> 4) >> 6;
dir[2] = (s16)((entry.Param & 0x3FF00000) >> 14) >> 6;
LightDirection[l][0] = (dir[0]*VecMatrix[0] + dir[1]*VecMatrix[4] + dir[2]*VecMatrix[8]) >> 12;
LightDirection[l][1] = (dir[0]*VecMatrix[1] + dir[1]*VecMatrix[5] + dir[2]*VecMatrix[9]) >> 12;
LightDirection[l][2] = (dir[0]*VecMatrix[2] + dir[1]*VecMatrix[6] + dir[2]*VecMatrix[10]) >> 12;
// the order of operations here is very specific: discard bottom 12 bits -> negate -> then sign extend to convert to 11 bit signed int
// except for when used to calculate the specular reciprocal; then it's: sign extend -> discard lsb -> negate.
LightDirection[l][0] = (-((dir[0]*VecMatrix[0] + dir[1]*VecMatrix[4] + dir[2]*VecMatrix[8] ) >> 12) << 21) >> 21;
LightDirection[l][1] = (-((dir[0]*VecMatrix[1] + dir[1]*VecMatrix[5] + dir[2]*VecMatrix[9] ) >> 12) << 21) >> 21;
LightDirection[l][2] = (-((dir[0]*VecMatrix[2] + dir[1]*VecMatrix[6] + dir[2]*VecMatrix[10]) >> 12) << 21) >> 21;
s32 den = -(((dir[0]*VecMatrix[2] + dir[1]*VecMatrix[6] + dir[2]*VecMatrix[10]) << 9) >> 21) + (1<<9);
if (den == 0) SpecRecip[l] = 0;
else SpecRecip[l] = (1<<18) / den;
}
AddCycles(5);
break;

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@ -286,6 +286,7 @@ public:
s16 Normal[3] {};
s16 LightDirection[4][3] {};
s32 SpecRecip[4] {};
u8 LightColor[4][3] {};
u8 MatDiffuse[3] {};
u8 MatAmbient[3] {};