diff options
author | Subv <subv2112@gmail.com> | 2017-06-09 20:14:55 +0200 |
---|---|---|
committer | wwylele <wwylele@gmail.com> | 2017-07-11 18:39:15 +0200 |
commit | b2f472a2b1f36073b0070b81c08a666380ad180d (patch) | |
tree | 4357008f1dbc5644d31406e89e646e93c4724ded /src/video_core | |
parent | Merge pull request #2815 from mailwl/bossp (diff) | |
download | yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.tar yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.tar.gz yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.tar.bz2 yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.tar.lz yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.tar.xz yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.tar.zst yuzu-b2f472a2b1f36073b0070b81c08a666380ad180d.zip |
Diffstat (limited to 'src/video_core')
-rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 117 |
1 files changed, 113 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 512e81c08..1ab41c2df 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -13,6 +13,7 @@ #include "common/logging/log.h" #include "common/math_util.h" #include "common/microprofile.h" +#include "common/quaternion.h" #include "common/vector_math.h" #include "core/hw/gpu.h" #include "core/memory.h" @@ -114,6 +115,86 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v return std::make_tuple(x / z * half + half, y / z * half + half, addr); } +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; + + if (lighting.disable) + return {{}, {}}; + + // TODO(Subv): Bump mapping + Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; + + if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { + LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); + UNIMPLEMENTED(); + } + + // TODO(Subv): Do we need to normalize the quaternion here? + auto normal = Math::QuaternionRotate(normquat, surface_normal); + + Math::Vec3<float> light_vector = {}; + Math::Vec3<float> diffuse_sum = {}; + // TODO(Subv): Calculate specular + Math::Vec3<float> specular_sum = {}; + + for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { + unsigned num = lighting.light_enable.GetNum(light_index); + const auto& light_config = g_state.regs.lighting.light[num]; + + Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()}; + + if (light_config.config.directional) + light_vector = position; + else + light_vector = position + view; + + light_vector.Normalize(); + + auto dot_product = Math::Dot(light_vector, normal); + + if (light_config.config.two_sided_diffuse) + dot_product = std::abs(dot_product); + else + dot_product = std::max(dot_product, 0.0f); + + float dist_atten = 1.0f; + if (!lighting.IsDistAttenDisabled(num)) { + auto distance = (-view - position).Length(); + float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); + float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32(); + size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; + + float sample_loc = scale * distance + bias; + unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(sample_loc * 256), 0.0f, 1.0f)); + + 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; + } + + auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); + diffuse_sum += diffuse * dist_atten; + } + + diffuse_sum += lighting.global_ambient.ToVec3f(); + 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(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>() + }; +} + +static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) { + Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() }; + Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() }; + + return (Math::Dot(a, b) < 0.f); +} + MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); /** @@ -207,6 +288,15 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0; + // Flip the quaternions if they are opposite to prevent interpolating them over the wrong direction. + auto v1_quat = v1.quat; + auto v2_quat = v2.quat; + + if (AreQuaternionsOpposite(v0.quat, v1.quat)) + v1_quat = v1_quat * float24::FromFloat32(-1.0f); + if (AreQuaternionsOpposite(v0.quat, v2.quat)) + v2_quat = v2_quat * float24::FromFloat32(-1.0f); + auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w); auto textures = regs.texturing.GetTextures(); @@ -305,6 +395,21 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve 255), }; + Math::Quaternion<float> normquat{ + { + GetInterpolatedAttribute(v0.quat.x, v1_quat.x, v2_quat.x).ToFloat32(), + GetInterpolatedAttribute(v0.quat.y, v1_quat.y, v2_quat.y).ToFloat32(), + GetInterpolatedAttribute(v0.quat.z, v1_quat.z, v2_quat.z).ToFloat32() + }, + GetInterpolatedAttribute(v0.quat.w, v1_quat.w, v2_quat.w).ToFloat32(), + }; + + Math::Vec3<float> fragment_position{ + GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), + GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), + GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32() + }; + Math::Vec2<float24> uv[3]; uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v()); @@ -419,6 +524,11 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve regs.texturing.tev_combiner_buffer_color.a, }; + Math::Vec4<u8> primary_fragment_color; + Math::Vec4<u8> secondary_fragment_color; + + std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position); + for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) { const auto& tev_stage = tev_stages[tev_stage_index]; @@ -427,14 +537,13 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve auto GetSource = [&](Source source) -> Math::Vec4<u8> { switch (source) { case Source::PrimaryColor: + return primary_color; - // HACK: Until we implement fragment lighting, use primary_color case Source::PrimaryFragmentColor: - return primary_color; + return primary_fragment_color; - // HACK: Until we implement fragment lighting, use zero case Source::SecondaryFragmentColor: - return {0, 0, 0, 0}; + return secondary_fragment_color; case Source::Texture0: return texture_color[0]; |