From be25e78b07140cb745387f757001dd04b3b4cc64 Mon Sep 17 00:00:00 2001 From: Subv Date: Fri, 9 Jun 2017 14:25:41 -0500 Subject: [PATCH] SwRasterizer: Calculate specular_0 for fragment lighting. --- src/video_core/swrasterizer/rasterizer.cpp | 115 ++++++++++++++++++--- 1 file changed, 98 insertions(+), 17 deletions(-) diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 1ab41c2df3..34b84b0af3 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -115,6 +115,20 @@ static std::tuple 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) { + unsigned index_i = static_cast(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f)); + + float index_f = index - index_i; + + ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut"); + + float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat(); + float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat(); + + return lut_value + lut_diff * index_f; +} + std::tuple, Math::Vec4> ComputeFragmentsColors(const Math::Quaternion& normquat, const Math::Vec3& view) { const auto& lighting = g_state.regs.lighting; @@ -133,9 +147,9 @@ std::tuple, Math::Vec4> ComputeFragmentsColors(const Math::Qu auto normal = Math::QuaternionRotate(normquat, surface_normal); Math::Vec3 light_vector = {}; - Math::Vec3 diffuse_sum = {}; + Math::Vec4 diffuse_sum = {0.f, 0.f, 0.f, 1.f}; // TODO(Subv): Calculate specular - Math::Vec3 specular_sum = {}; + Math::Vec4 specular_sum = {0.f, 0.f, 0.f, 1.f}; for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { unsigned num = lighting.light_enable.GetNum(light_index); @@ -150,7 +164,8 @@ std::tuple, Math::Vec4> ComputeFragmentsColors(const Math::Qu light_vector.Normalize(); - auto dot_product = Math::Dot(light_vector, normal); + auto LV_N = Math::Dot(light_vector, normal); + auto dot_product = LV_N; if (light_config.config.two_sided_diffuse) dot_product = std::abs(dot_product); @@ -165,26 +180,92 @@ std::tuple, Math::Vec4> ComputeFragmentsColors(const Math::Qu size_t lut = static_cast(LightingRegs::LightingSampler::DistanceAttenuation) + num; float sample_loc = scale * distance + bias; - unsigned index_i = static_cast(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; + dist_atten = LookupLightingLut(lut, sample_loc); } + float clamp_highlights = 1.0f; + + if (lighting.config0.clamp_highlights) { + if (LV_N <= 0.f) + clamp_highlights = 0.f; + else + clamp_highlights = 1.f; + } + + auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, + bool abs) -> float { + + Math::Vec3 norm_view = view.Normalized(); + Math::Vec3 half_angle = (norm_view + light_vector).Normalized(); + float result = 0.0f; + + switch (input) { + case LightingRegs::LightingLutInput::NH: + result = Math::Dot(normal, half_angle); + break; + + case LightingRegs::LightingLutInput::VH: + result = Math::Dot(norm_view, half_angle); + break; + + case LightingRegs::LightingLutInput::NV: + result = Math::Dot(normal, norm_view); + break; + + case LightingRegs::LightingLutInput::LN: + result = Math::Dot(light_vector, normal); + break; + + default: + LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); + UNIMPLEMENTED(); + result = 0.f; + } + + if (abs) { + if (light_config.config.two_sided_diffuse) + result = std::abs(result); + else + result = std::max(result, 0.0f); + } else { + if (result < 0.f) + result += 2.f; + + result /= 2.f; + } + + return MathUtil::Clamp(result, 0.0f, 1.0f); + }; + + // Specular 0 component + float d0_lut_value = 1.0f; + if (lighting.config1.disable_lut_d0 == 0 && + LightingRegs::IsLightingSamplerSupported( + 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); + + float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0); + + d0_lut_value = scale * LookupLightingLut(static_cast(LightingRegs::LightingSampler::Distribution0), index); + } + + Math::Vec3 specular_0 = d0_lut_value * light_config.specular_0.ToVec3f(); + + // TODO(Subv): Specular 1 + Math::Vec3 specular_1 = {}; + auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f(); - diffuse_sum += diffuse * dist_atten; + diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f); + + specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f); } - diffuse_sum += lighting.global_ambient.ToVec3f(); + diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f); return { - Math::MakeVec(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(), - Math::MakeVec(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() + Math::MakeVec(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(), + Math::MakeVec(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() }; }