SwRasterizer: Calculate specular_0 for fragment lighting.

This commit is contained in:
Subv 2017-06-09 14:25:41 -05:00 committed by wwylele
parent b2f472a2b1
commit be25e78b07
1 changed files with 98 additions and 17 deletions

View File

@ -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>()
}; };
} }