forked from ShuriZma/suyu
SwRasterizer: Corrected the light LUT lookups.
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80b6fc592e
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f2d4d5c219
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@ -30,6 +30,11 @@ public:
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return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
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w * other.w - Dot(xyz, other.xyz)};
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}
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Quaternion<T> Normalized() const {
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T length = std::sqrt(xyz.Length2() + w * w);
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return {xyz / length, w / length};
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}
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};
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template <typename T>
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@ -115,20 +115,14 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
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return std::make_tuple(x / z * half + half, y / z * half + half, addr);
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}
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float LookupLightingLut(size_t lut_index, float index) {
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index *= 256;
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f));
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float index_f = index - index_i;
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float LookupLightingLut(size_t lut_index, u8 index, float delta) {
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ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
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ASSERT_MSG(index < g_state.lighting.luts[0].size(), "Out of range index");
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float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
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float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
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float lut_value = g_state.lighting.luts[lut_index][index].ToFloat();
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float lut_diff = g_state.lighting.luts[lut_index][index].DiffToFloat();
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return lut_value + lut_diff * index_f / 256.f;
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return lut_value + lut_diff * delta;
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}
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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@ -145,8 +139,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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UNIMPLEMENTED();
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}
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// TODO(Subv): Do we need to normalize the quaternion here?
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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// Use the normalized the quaternion when performing the rotation
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auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
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Math::Vec3<float> light_vector = {};
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Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
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@ -182,7 +176,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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float sample_loc = scale * distance + bias;
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dist_atten = LookupLightingLut(lut, sample_loc);
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u8 lutindex = MathUtil::Clamp(floorf(sample_loc * 256.f), 0.0f, 255.0f);
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float delta = sample_loc * 256 - lutindex;
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dist_atten = LookupLightingLut(lut, lutindex, delta / 256.f);
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}
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float clamp_highlights = 1.0f;
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@ -195,7 +192,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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}
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auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
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bool abs) -> float {
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bool abs) -> std::tuple<u8, float> {
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Math::Vec3<float> norm_view = view.Normalized();
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Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
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@ -229,14 +226,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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result = std::abs(result);
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else
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result = std::max(result, 0.0f);
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u8 lutindex = MathUtil::Clamp(floorf(result * 256.f), 0.0f, 255.0f);
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float delta = result * 256 - lutindex;
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return { lutindex, delta / 256.f };
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} else {
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if (result < 0.f)
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result += 2.f;
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result /= 2.f;
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u8 tmpi = MathUtil::Clamp(floorf(result * 128.f), 0.0f, 127.0f);
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float delta = result * 128.f - tmpi;
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return { tmpi & 0xFF, delta / 128.f };
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}
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return MathUtil::Clamp(result, 0.0f, 1.0f);
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};
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// Specular 0 component
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@ -246,11 +244,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
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// Lookup specular "distribution 0" LUT value
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float index = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
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d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index);
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d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta);
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}
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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@ -260,11 +260,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectRed)) {
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float index = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
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refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index);
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refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta);
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} else {
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refl_value.x = 1.0f;
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}
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@ -274,11 +276,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectGreen)) {
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float index = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
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refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index);
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refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta);
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} else {
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refl_value.y = refl_value.x;
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}
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@ -288,11 +292,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectBlue)) {
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float index = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
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refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index);
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refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta);
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} else {
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refl_value.z = refl_value.x;
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}
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@ -303,11 +309,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
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// Lookup specular "distribution 1" LUT value
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float index = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
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d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index);
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d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta);
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}
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Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
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@ -317,11 +325,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
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// Lookup fresnel LUT value
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float index = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
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float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index);
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float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta);
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// Enabled for difffuse lighting alpha component
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if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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