diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/swrasterizer/rasterizer.cpp | 76 |
1 files changed, 43 insertions, 33 deletions
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 2b85ac86c..a9098e1f0 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -115,20 +115,14 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v return std::make_tuple(x / z * half + half, y / z * half + half, addr); } - -float LookupLightingLut(size_t lut_index, float index) { - index *= 256; - - unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f)); - - float index_f = index - index_i; - +float LookupLightingLut(size_t lut_index, u8 index, float delta) { ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut"); + ASSERT_MSG(index < g_state.lighting.luts[0].size(), "Out of range index"); - float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat(); - float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat(); + float lut_value = g_state.lighting.luts[lut_index][index].ToFloat(); + float lut_diff = g_state.lighting.luts[lut_index][index].DiffToFloat(); - return lut_value + lut_diff * index_f / 256.f; + return lut_value + lut_diff * delta; } std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) { @@ -145,8 +139,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu UNIMPLEMENTED(); } - // TODO(Subv): Do we need to normalize the quaternion here? - auto normal = Math::QuaternionRotate(normquat, surface_normal); + // Use the normalized the quaternion when performing the rotation + auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal); Math::Vec3<float> light_vector = {}; Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f}; @@ -182,7 +176,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num; float sample_loc = scale * distance + bias; - dist_atten = LookupLightingLut(lut, sample_loc); + + u8 lutindex = MathUtil::Clamp(floorf(sample_loc * 256.f), 0.0f, 255.0f); + float delta = sample_loc * 256 - lutindex; + dist_atten = LookupLightingLut(lut, lutindex, delta / 256.f); } float clamp_highlights = 1.0f; @@ -195,7 +192,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu } auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, - bool abs) -> float { + bool abs) -> std::tuple<u8, float> { Math::Vec3<float> norm_view = view.Normalized(); Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized(); @@ -229,14 +226,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu result = std::abs(result); else result = std::max(result, 0.0f); - } else { - if (result < 0.f) - result += 2.f; - result /= 2.f; + u8 lutindex = MathUtil::Clamp(floorf(result * 256.f), 0.0f, 255.0f); + float delta = result * 256 - lutindex; + return { lutindex, delta / 256.f }; + } else { + u8 tmpi = MathUtil::Clamp(floorf(result * 128.f), 0.0f, 127.0f); + float delta = result * 128.f - tmpi; + return { tmpi & 0xFF, delta / 128.f }; } - - return MathUtil::Clamp(result, 0.0f, 1.0f); }; // Specular 0 component @@ -246,11 +244,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu 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); + u8 index; + float delta; + std::tie(index, delta) = 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); + d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta); } Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); @@ -260,11 +260,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu LightingRegs::IsLightingSamplerSupported(lighting.config0.config, LightingRegs::LightingSampler::ReflectRed)) { - float index = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); + u8 index; + float delta; + std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0); float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr); - refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index); + refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta); } else { refl_value.x = 1.0f; } @@ -274,11 +276,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu LightingRegs::IsLightingSamplerSupported(lighting.config0.config, LightingRegs::LightingSampler::ReflectGreen)) { - float index = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); + u8 index; + float delta; + std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0); float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg); - refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index); + refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta); } else { refl_value.y = refl_value.x; } @@ -288,11 +292,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu LightingRegs::IsLightingSamplerSupported(lighting.config0.config, LightingRegs::LightingSampler::ReflectBlue)) { - float index = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); + u8 index; + float delta; + std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0); float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb); - refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index); + refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta); } else { refl_value.z = refl_value.x; } @@ -303,11 +309,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) { // Lookup specular "distribution 1" LUT value - float index = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0); + u8 index; + float delta; + std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0); float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1); - d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index); + d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta); } Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f(); @@ -317,11 +325,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) { // Lookup fresnel LUT value - float index = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0); + u8 index; + float delta; + std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0); float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr); - float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index); + float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta); // Enabled for difffuse lighting alpha component if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha || |