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-rw-r--r--src/video_core/swrasterizer/clipper.cpp4
-rw-r--r--src/video_core/swrasterizer/framebuffer.cpp2
-rw-r--r--src/video_core/swrasterizer/lighting.cpp88
-rw-r--r--src/video_core/swrasterizer/lighting.h3
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp4
-rw-r--r--src/video_core/swrasterizer/rasterizer.h6
-rw-r--r--src/video_core/swrasterizer/texturing.cpp4
7 files changed, 85 insertions, 26 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp
index 7537689b7..cdbc71502 100644
--- a/src/video_core/swrasterizer/clipper.cpp
+++ b/src/video_core/swrasterizer/clipper.cpp
@@ -125,10 +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/framebuffer.cpp b/src/video_core/swrasterizer/framebuffer.cpp
index 7de3aac75..f34eab6cf 100644
--- a/src/video_core/swrasterizer/framebuffer.cpp
+++ b/src/video_core/swrasterizer/framebuffer.cpp
@@ -352,6 +352,8 @@ u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
case FramebufferRegs::LogicOp::OrInverted:
return ~src | dest;
}
+
+ UNREACHABLE();
};
} // namespace Rasterizer
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp
index d61e6d572..5fa748611 100644
--- a/src/video_core/swrasterizer/lighting.cpp
+++ b/src/video_core/swrasterizer/lighting.cpp
@@ -22,18 +22,37 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut
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) {
+ const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
+ const Math::Vec4<u8> (&texture_color)[4]) {
- // TODO(Subv): Bump mapping
- Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
+ Math::Vec3<float> surface_normal;
+ Math::Vec3<float> surface_tangent;
if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
- LOG_CRITICAL(HW_GPU, "unimplemented bump mapping");
- UNIMPLEMENTED();
+ Math::Vec3<float> perturbation =
+ texture_color[lighting.config0.bump_selector].xyz().Cast<float>() / 127.5f -
+ Math::MakeVec(1.0f, 1.0f, 1.0f);
+ if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
+ if (!lighting.config0.disable_bump_renorm) {
+ const float z_square = 1 - perturbation.xy().Length2();
+ perturbation.z = std::sqrt(std::max(z_square, 0.0f));
+ }
+ surface_normal = perturbation;
+ surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
+ } else if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
+ surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
+ surface_tangent = perturbation;
+ } else {
+ LOG_ERROR(HW_GPU, "Unknown bump mode %u", lighting.config0.bump_mode.Value());
+ }
+ } else {
+ surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
+ surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
}
// Use the normalized the quaternion when performing the rotation
auto normal = Math::QuaternionRotate(normquat, surface_normal);
+ auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
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};
@@ -55,6 +74,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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();
@@ -74,17 +96,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
LightingRegs::LightingScale scale_enum,
LightingRegs::LightingSampler sampler) {
- Math::Vec3<float> norm_view = view.Normalized();
- Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
float result = 0.0f;
switch (input) {
case LightingRegs::LightingLutInput::NH:
- result = Math::Dot(normal, half_angle);
+ result = Math::Dot(normal, half_vector.Normalized());
break;
case LightingRegs::LightingLutInput::VH:
- result = Math::Dot(norm_view, half_angle);
+ result = Math::Dot(norm_view, half_vector.Normalized());
break;
case LightingRegs::LightingLutInput::NV:
@@ -95,6 +115,22 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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;
+ }
+ case LightingRegs::LightingLutInput::CP:
+ if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
+ const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
+ const Math::Vec3<float> half_vector_proj =
+ norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
+ result = Math::Dot(half_vector_proj, tangent);
+ } else {
+ result = 0.0f;
+ }
+ break;
default:
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
UNIMPLEMENTED();
@@ -125,6 +161,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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 &&
@@ -184,7 +230,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
// Fresnel
- if (lighting.config1.disable_lut_fr == 0 &&
+ // Note: only the last entry in the light slots applies the Fresnel factor
+ if (light_index == lighting.max_light_index && lighting.config1.disable_lut_fr == 0 &&
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::Fresnel)) {
@@ -196,14 +243,14 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
- diffuse_sum.a() *= lut_value;
+ 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;
+ specular_sum.a() = lut_value;
}
}
@@ -224,12 +271,23 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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, 0.0f);
+ diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
- specular_sum +=
- Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_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);
diff --git a/src/video_core/swrasterizer/lighting.h b/src/video_core/swrasterizer/lighting.h
index 438dca926..d807a3d94 100644
--- a/src/video_core/swrasterizer/lighting.h
+++ b/src/video_core/swrasterizer/lighting.h
@@ -13,6 +13,7 @@ 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);
+ const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
+ const Math::Vec4<u8> (&texture_color)[4]);
} // namespace Pica
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index fdc1df199..862135614 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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);
+ std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
+ g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
}
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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);
diff --git a/src/video_core/swrasterizer/texturing.cpp b/src/video_core/swrasterizer/texturing.cpp
index 4f02b93f2..79b1ce841 100644
--- a/src/video_core/swrasterizer/texturing.cpp
+++ b/src/video_core/swrasterizer/texturing.cpp
@@ -89,6 +89,8 @@ Math::Vec3<u8> GetColorModifier(TevStageConfig::ColorModifier factor,
case ColorModifier::OneMinusSourceBlue:
return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
}
+
+ UNREACHABLE();
};
u8 GetAlphaModifier(TevStageConfig::AlphaModifier factor, const Math::Vec4<u8>& values) {
@@ -119,6 +121,8 @@ u8 GetAlphaModifier(TevStageConfig::AlphaModifier factor, const Math::Vec4<u8>&
case AlphaModifier::OneMinusSourceBlue:
return 255 - values.b();
}
+
+ UNREACHABLE();
};
Math::Vec3<u8> ColorCombine(TevStageConfig::Operation op, const Math::Vec3<u8> input[3]) {