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author | Jannik Vogel <email@jannikvogel.de> | 2016-05-11 13:39:56 +0200 |
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committer | Jannik Vogel <email@jannikvogel.de> | 2016-06-07 00:06:28 +0200 |
commit | ebee2513a9389e6e79baebcd8431e1a3495d58a6 (patch) | |
tree | 2045c8a2cc8beec6a99368633b31b076159d3136 | |
parent | Pica: Add fog state (diff) | |
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-rw-r--r-- | src/video_core/rasterizer.cpp | 73 |
1 files changed, 52 insertions, 21 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 65168f05a..a84170094 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -398,6 +398,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, float24::FromFloat32(static_cast<float>(w2))); float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates); + // interpolated_z = z / w + float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + + v1.screenpos[2].ToFloat32() * w1 + + v2.screenpos[2].ToFloat32() * w2) / wsum; + + // Not fully accurate. About 3 bits in precision are missing. + // Z-Buffer (z / w * scale + offset) + float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); + float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); + float depth = interpolated_z_over_w * depth_scale + depth_offset; + + // Potentially switch to W-Buffer + if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { + // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w) + depth *= interpolated_w_inverse.ToFloat32() * wsum; + } + + // Clamp the result + depth = MathUtil::Clamp(depth, 0.0f, 1.0f); + // Perspective correct attribute interpolation: // Attribute values cannot be calculated by simple linear interpolation since // they are not linear in screen space. For example, when interpolating a @@ -833,6 +853,38 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, continue; } + // Apply fog combiner + // Not fully accurate. We'd have to know what data type is used to + // store the depth etc. Using float for now until we know more + // about Pica datatypes + if (regs.fog_mode == Regs::FogMode::Fog) { + const Math::Vec3<u8> fog_color = { + static_cast<u8>(regs.fog_color.r.Value()), + static_cast<u8>(regs.fog_color.g.Value()), + static_cast<u8>(regs.fog_color.b.Value()), + }; + + // Get index into fog LUT + float fog_index; + if (g_state.regs.fog_flip) { + fog_index = (1.0f - depth) * 128.0f; + } else { + fog_index = depth * 128.0f; + } + + // Generate clamped fog factor from LUT for given fog index + float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f); + float fog_f = fog_index - fog_i; + const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)]; + float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / 2047.0f; // This is signed fixed point 1.11 + fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f); + + // Blend the fog + for (unsigned i = 0; i < 3; i++) { + combiner_output[i] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i]; + } + } + u8 old_stencil = 0; auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) { @@ -887,27 +939,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, } } - // interpolated_z = z / w - float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 + - v1.screenpos[2].ToFloat32() * w1 + - v2.screenpos[2].ToFloat32() * w2) / wsum; - - // Not fully accurate. About 3 bits in precision are missing. - // Z-Buffer (z / w * scale + offset) - float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32(); - float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32(); - float depth = interpolated_z_over_w * depth_scale + depth_offset; - - // Potentially switch to W-Buffer - if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) { - - // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w) - depth *= interpolated_w_inverse.ToFloat32() * wsum; - } - - // Clamp the result - depth = MathUtil::Clamp(depth, 0.0f, 1.0f); - // Convert float to integer unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); u32 z = (u32)(depth * ((1 << num_bits) - 1)); |