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	SwRasterizer: Implement primary fragment color.
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				| @ -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: | ||||
| 
 | ||||
|                     // HACK: Until we implement fragment lighting, use primary_color
 | ||||
|                     case Source::PrimaryFragmentColor: | ||||
|                         return primary_color; | ||||
| 
 | ||||
|                     // HACK: Until we implement fragment lighting, use zero
 | ||||
|                     case Source::PrimaryFragmentColor: | ||||
|                         return primary_fragment_color; | ||||
| 
 | ||||
|                     case Source::SecondaryFragmentColor: | ||||
|                         return {0, 0, 0, 0}; | ||||
|                         return secondary_fragment_color; | ||||
| 
 | ||||
|                     case Source::Texture0: | ||||
|                         return texture_color[0]; | ||||
|  | ||||
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