diff options
Diffstat (limited to 'src/video_core/swrasterizer')
-rw-r--r-- | src/video_core/swrasterizer/clipper.cpp | 15 | ||||
-rw-r--r-- | src/video_core/swrasterizer/lighting.cpp | 278 | ||||
-rw-r--r-- | src/video_core/swrasterizer/lighting.h | 18 | ||||
-rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 29 | ||||
-rw-r--r-- | src/video_core/swrasterizer/rasterizer.h | 6 |
5 files changed, 334 insertions, 12 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp index 6fb923756..cdbc71502 100644 --- a/src/video_core/swrasterizer/clipper.cpp +++ b/src/video_core/swrasterizer/clipper.cpp @@ -95,6 +95,17 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu static const size_t MAX_VERTICES = 9; static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2}; static_vector<Vertex, MAX_VERTICES> buffer_b; + + auto FlipQuaternionIfOpposite = [](auto& a, const auto& b) { + if (Math::Dot(a, b) < float24::Zero()) + a = -a; + }; + + // Flip the quaternions if they are opposite to prevent interpolating them over the wrong + // direction. + FlipQuaternionIfOpposite(buffer_a[1].quat, buffer_a[0].quat); + FlipQuaternionIfOpposite(buffer_a[2].quat, buffer_a[0].quat); + auto* output_list = &buffer_a; auto* input_list = &buffer_b; @@ -114,10 +125,6 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu {Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON }}; - // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii) - // drop the whole primitive instead of clipping the primitive properly. We should test if - // this happens on the 3DS, too. - // Simple implementation of the Sutherland-Hodgman clipping algorithm. // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here) for (auto edge : clipping_edges) { diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp new file mode 100644 index 000000000..39a3e396d --- /dev/null +++ b/src/video_core/swrasterizer/lighting.cpp @@ -0,0 +1,278 @@ +// Copyright 2017 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "common/math_util.h" +#include "video_core/swrasterizer/lighting.h" + +namespace Pica { + +static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index, + float delta) { + ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut"); + ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index"); + + const auto& lut = lighting.luts[lut_index][index]; + + float lut_value = lut.ToFloat(); + float lut_diff = lut.DiffToFloat(); + + return lut_value + lut_diff * delta; +} + +std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( + const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, + const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { + + // 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(); + } + + // Use the normalized the quaternion when performing the rotation + auto normal = Math::QuaternionRotate(normquat, surface_normal); + + Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; + Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; + + 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 = lighting.light[num]; + + Math::Vec3<float> refl_value = {}; + Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), + float16::FromRaw(light_config.y).ToFloat32(), + float16::FromRaw(light_config.z).ToFloat32()}; + Math::Vec3<float> light_vector; + + if (light_config.config.directional) + light_vector = position; + else + light_vector = position + view; + + light_vector.Normalize(); + + Math::Vec3<float> norm_view = view.Normalized(); + Math::Vec3<float> half_vector = norm_view + light_vector; + + 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_bias).ToFloat32(); + size_t lut = + static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; + + float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f); + + u8 lutindex = + static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f)); + float delta = sample_loc * 256 - lutindex; + dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta); + } + + auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs, + LightingRegs::LightingScale scale_enum, + LightingRegs::LightingSampler sampler) { + float result = 0.0f; + + switch (input) { + case LightingRegs::LightingLutInput::NH: + result = Math::Dot(normal, half_vector.Normalized()); + break; + + case LightingRegs::LightingLutInput::VH: + result = Math::Dot(norm_view, half_vector.Normalized()); + break; + + case LightingRegs::LightingLutInput::NV: + result = Math::Dot(normal, norm_view); + break; + + case LightingRegs::LightingLutInput::LN: + result = Math::Dot(light_vector, normal); + break; + + case LightingRegs::LightingLutInput::SP: { + Math::Vec3<s32> spot_dir{light_config.spot_x.Value(), light_config.spot_y.Value(), + light_config.spot_z.Value()}; + result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f); + break; + } + default: + LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input)); + UNIMPLEMENTED(); + result = 0.0f; + } + + u8 index; + float delta; + + if (abs) { + if (light_config.config.two_sided_diffuse) + result = std::abs(result); + else + result = std::max(result, 0.0f); + + float flr = std::floor(result * 256.0f); + index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f)); + delta = result * 256 - index; + } else { + float flr = std::floor(result * 128.0f); + s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f)); + delta = result * 128.0f - signed_index; + index = static_cast<u8>(signed_index); + } + + float scale = lighting.lut_scale.GetScale(scale_enum); + return scale * + LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta); + }; + + // If enabled, compute spot light attenuation value + float spot_atten = 1.0f; + if (!lighting.IsSpotAttenDisabled(num) && + LightingRegs::IsLightingSamplerSupported( + lighting.config0.config, LightingRegs::LightingSampler::SpotlightAttenuation)) { + auto lut = LightingRegs::SpotlightAttenuationSampler(num); + spot_atten = GetLutValue(lighting.lut_input.sp, lighting.abs_lut_input.disable_sp == 0, + lighting.lut_scale.sp, lut); + } + + // Specular 0 component + float d0_lut_value = 1.0f; + if (lighting.config1.disable_lut_d0 == 0 && + LightingRegs::IsLightingSamplerSupported( + lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) { + d0_lut_value = + GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0, + lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0); + } + + Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); + + // If enabled, lookup ReflectRed value, otherwise, 1.0 is used + if (lighting.config1.disable_lut_rr == 0 && + LightingRegs::IsLightingSamplerSupported(lighting.config0.config, + LightingRegs::LightingSampler::ReflectRed)) { + refl_value.x = + GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0, + lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed); + } else { + refl_value.x = 1.0f; + } + + // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used + if (lighting.config1.disable_lut_rg == 0 && + LightingRegs::IsLightingSamplerSupported(lighting.config0.config, + LightingRegs::LightingSampler::ReflectGreen)) { + refl_value.y = + GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0, + lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen); + } else { + refl_value.y = refl_value.x; + } + + // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used + if (lighting.config1.disable_lut_rb == 0 && + LightingRegs::IsLightingSamplerSupported(lighting.config0.config, + LightingRegs::LightingSampler::ReflectBlue)) { + refl_value.z = + GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0, + lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue); + } else { + refl_value.z = refl_value.x; + } + + // Specular 1 component + float d1_lut_value = 1.0f; + if (lighting.config1.disable_lut_d1 == 0 && + LightingRegs::IsLightingSamplerSupported( + lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) { + d1_lut_value = + GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0, + lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1); + } + + Math::Vec3<float> specular_1 = + d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); + + // Fresnel + if (lighting.config1.disable_lut_fr == 0 && + LightingRegs::IsLightingSamplerSupported(lighting.config0.config, + LightingRegs::LightingSampler::Fresnel)) { + + float lut_value = + GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0, + lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel); + + // Enabled for diffuse lighting alpha component + if (lighting.config0.fresnel_selector == + LightingRegs::LightingFresnelSelector::PrimaryAlpha || + lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { + diffuse_sum.a() *= lut_value; + } + + // Enabled for the specular lighting alpha component + if (lighting.config0.fresnel_selector == + LightingRegs::LightingFresnelSelector::SecondaryAlpha || + lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) { + specular_sum.a() *= lut_value; + } + } + + auto dot_product = Math::Dot(light_vector, normal); + + // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot + // product. + float clamp_highlights = 1.0f; + if (lighting.config0.clamp_highlights) { + if (dot_product <= 0.0f) + clamp_highlights = 0.0f; + else + clamp_highlights = 1.0f; + } + + if (light_config.config.two_sided_diffuse) + dot_product = std::abs(dot_product); + else + dot_product = std::max(dot_product, 0.0f); + + if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) { + float geo_factor = half_vector.Length2(); + geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f); + if (light_config.config.geometric_factor_0) { + specular_0 *= geo_factor; + } + if (light_config.config.geometric_factor_1) { + specular_1 *= geo_factor; + } + } + + auto diffuse = + light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); + diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f); + + specular_sum += Math::MakeVec( + (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f); + } + + diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); + + auto diffuse = 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>(); + auto specular = 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>(); + return std::make_tuple(diffuse, specular); +} + +} // namespace Pica diff --git a/src/video_core/swrasterizer/lighting.h b/src/video_core/swrasterizer/lighting.h new file mode 100644 index 000000000..438dca926 --- /dev/null +++ b/src/video_core/swrasterizer/lighting.h @@ -0,0 +1,18 @@ +// Copyright 2017 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include <tuple> +#include "common/quaternion.h" +#include "common/vector_math.h" +#include "video_core/pica_state.h" + +namespace Pica { + +std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( + const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, + const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view); + +} // namespace Pica diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 512e81c08..fdc1df199 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" @@ -24,6 +25,7 @@ #include "video_core/regs_texturing.h" #include "video_core/shader/shader.h" #include "video_core/swrasterizer/framebuffer.h" +#include "video_core/swrasterizer/lighting.h" #include "video_core/swrasterizer/proctex.h" #include "video_core/swrasterizer/rasterizer.h" #include "video_core/swrasterizer/texturing.h" @@ -419,6 +421,26 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve regs.texturing.tev_combiner_buffer_color.a, }; + Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0}; + Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; + + if (!g_state.regs.lighting.disable) { + Math::Quaternion<float> normquat = Math::Quaternion<float>{ + {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(), + }.Normalized(); + + Math::Vec3<float> view{ + 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(), + }; + std::tie(primary_fragment_color, secondary_fragment_color) = + ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view); + } + 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 +449,13 @@ 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]; diff --git a/src/video_core/swrasterizer/rasterizer.h b/src/video_core/swrasterizer/rasterizer.h index 2f0877581..66cd6cfd4 100644 --- a/src/video_core/swrasterizer/rasterizer.h +++ b/src/video_core/swrasterizer/rasterizer.h @@ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex { // Linear interpolation // factor: 0=this, 1=vtx + // Note: This function cannot be called after perspective divide void Lerp(float24 factor, const Vertex& vtx) { pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); - - // TODO: Should perform perspective correct interpolation here... quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); @@ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex { tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); - - screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); } // Linear interpolation // factor: 0=v0, 1=v1 + // Note: This function cannot be called after perspective divide static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { Vertex ret = v0; ret.Lerp(factor, v1); |