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-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp117
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];