mirror of https://git.suyu.dev/suyu/suyu
SwRasterizer: Calculate specular_0 for fragment lighting.
This commit is contained in:
parent
b2f472a2b1
commit
be25e78b07
|
@ -115,6 +115,20 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
|
||||||
return std::make_tuple(x / z * half + half, y / z * half + half, addr);
|
return std::make_tuple(x / z * half + half, y / z * half + half, addr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
float LookupLightingLut(size_t lut_index, float index) {
|
||||||
|
unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f));
|
||||||
|
|
||||||
|
float index_f = index - index_i;
|
||||||
|
|
||||||
|
ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
|
||||||
|
|
||||||
|
float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
|
||||||
|
float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
|
||||||
|
|
||||||
|
return lut_value + lut_diff * index_f;
|
||||||
|
}
|
||||||
|
|
||||||
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
|
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
|
||||||
const auto& lighting = g_state.regs.lighting;
|
const auto& lighting = g_state.regs.lighting;
|
||||||
|
|
||||||
|
@ -133,9 +147,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||||
auto normal = Math::QuaternionRotate(normquat, surface_normal);
|
auto normal = Math::QuaternionRotate(normquat, surface_normal);
|
||||||
|
|
||||||
Math::Vec3<float> light_vector = {};
|
Math::Vec3<float> light_vector = {};
|
||||||
Math::Vec3<float> diffuse_sum = {};
|
Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
|
||||||
// TODO(Subv): Calculate specular
|
// TODO(Subv): Calculate specular
|
||||||
Math::Vec3<float> specular_sum = {};
|
Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
|
||||||
|
|
||||||
for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
|
for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
|
||||||
unsigned num = lighting.light_enable.GetNum(light_index);
|
unsigned num = lighting.light_enable.GetNum(light_index);
|
||||||
|
@ -150,7 +164,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||||
|
|
||||||
light_vector.Normalize();
|
light_vector.Normalize();
|
||||||
|
|
||||||
auto dot_product = Math::Dot(light_vector, normal);
|
auto LV_N = Math::Dot(light_vector, normal);
|
||||||
|
auto dot_product = LV_N;
|
||||||
|
|
||||||
if (light_config.config.two_sided_diffuse)
|
if (light_config.config.two_sided_diffuse)
|
||||||
dot_product = std::abs(dot_product);
|
dot_product = std::abs(dot_product);
|
||||||
|
@ -165,26 +180,92 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||||
size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
|
size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
|
||||||
|
|
||||||
float sample_loc = scale * distance + bias;
|
float sample_loc = scale * distance + bias;
|
||||||
unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(sample_loc * 256), 0.0f, 1.0f));
|
dist_atten = LookupLightingLut(lut, sample_loc);
|
||||||
|
|
||||||
float index_f = sample_loc - index_i;
|
|
||||||
|
|
||||||
ASSERT_MSG(lut < g_state.lighting.luts.size(), "Out of range lut");
|
|
||||||
|
|
||||||
float lut_value = g_state.lighting.luts[lut][index_i].ToFloat();
|
|
||||||
float lut_diff = g_state.lighting.luts[lut][index_i].DiffToFloat();
|
|
||||||
|
|
||||||
dist_atten = lut_value + lut_diff * index_f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float clamp_highlights = 1.0f;
|
||||||
|
|
||||||
|
if (lighting.config0.clamp_highlights) {
|
||||||
|
if (LV_N <= 0.f)
|
||||||
|
clamp_highlights = 0.f;
|
||||||
|
else
|
||||||
|
clamp_highlights = 1.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
|
||||||
|
bool abs) -> float {
|
||||||
|
|
||||||
|
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 %d\n", (int)input);
|
||||||
|
UNIMPLEMENTED();
|
||||||
|
result = 0.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (abs) {
|
||||||
|
if (light_config.config.two_sided_diffuse)
|
||||||
|
result = std::abs(result);
|
||||||
|
else
|
||||||
|
result = std::max(result, 0.0f);
|
||||||
|
} else {
|
||||||
|
if (result < 0.f)
|
||||||
|
result += 2.f;
|
||||||
|
|
||||||
|
result /= 2.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
return MathUtil::Clamp(result, 0.0f, 1.0f);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Specular 0 component
|
||||||
|
float d0_lut_value = 1.0f;
|
||||||
|
if (lighting.config1.disable_lut_d0 == 0 &&
|
||||||
|
LightingRegs::IsLightingSamplerSupported(
|
||||||
|
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);
|
||||||
|
|
||||||
|
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
|
||||||
|
|
||||||
|
d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index);
|
||||||
|
}
|
||||||
|
|
||||||
|
Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
|
||||||
|
|
||||||
|
// TODO(Subv): Specular 1
|
||||||
|
Math::Vec3<float> specular_1 = {};
|
||||||
|
|
||||||
auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
||||||
diffuse_sum += diffuse * dist_atten;
|
diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
|
||||||
|
|
||||||
|
specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
diffuse_sum += lighting.global_ambient.ToVec3f();
|
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
|
||||||
return {
|
return {
|
||||||
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, 255).Cast<u8>(),
|
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>(),
|
||||||
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, 255).Cast<u8>()
|
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>()
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue