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SwRasterizer: Calculate specular_0 for fragment lighting.
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b2f472a2b1
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1 changed files with 98 additions and 17 deletions
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@ -115,6 +115,20 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
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return std::make_tuple(x / z * half + half, y / z * half + half, addr);
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return std::make_tuple(x / z * half + half, y / z * half + half, addr);
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}
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}
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float LookupLightingLut(size_t lut_index, float index) {
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index * 256), 0.0f, 1.0f));
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float index_f = index - index_i;
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ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
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float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
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float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
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return lut_value + lut_diff * index_f;
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}
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
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const auto& lighting = g_state.regs.lighting;
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const auto& lighting = g_state.regs.lighting;
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@ -133,9 +147,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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auto normal = Math::QuaternionRotate(normquat, surface_normal);
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Math::Vec3<float> light_vector = {};
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Math::Vec3<float> light_vector = {};
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Math::Vec3<float> diffuse_sum = {};
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Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
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// TODO(Subv): Calculate specular
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// TODO(Subv): Calculate specular
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Math::Vec3<float> specular_sum = {};
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Math::Vec4<float> specular_sum = {0.f, 0.f, 0.f, 1.f};
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
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for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
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unsigned num = lighting.light_enable.GetNum(light_index);
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unsigned num = lighting.light_enable.GetNum(light_index);
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@ -150,7 +164,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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light_vector.Normalize();
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light_vector.Normalize();
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auto dot_product = Math::Dot(light_vector, normal);
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auto LV_N = Math::Dot(light_vector, normal);
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auto dot_product = LV_N;
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if (light_config.config.two_sided_diffuse)
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if (light_config.config.two_sided_diffuse)
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dot_product = std::abs(dot_product);
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dot_product = std::abs(dot_product);
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@ -165,26 +180,92 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
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float sample_loc = scale * distance + bias;
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float sample_loc = scale * distance + bias;
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unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(sample_loc * 256), 0.0f, 1.0f));
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dist_atten = LookupLightingLut(lut, sample_loc);
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float index_f = sample_loc - index_i;
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ASSERT_MSG(lut < g_state.lighting.luts.size(), "Out of range lut");
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float lut_value = g_state.lighting.luts[lut][index_i].ToFloat();
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float lut_diff = g_state.lighting.luts[lut][index_i].DiffToFloat();
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dist_atten = lut_value + lut_diff * index_f;
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}
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}
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float clamp_highlights = 1.0f;
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if (lighting.config0.clamp_highlights) {
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if (LV_N <= 0.f)
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clamp_highlights = 0.f;
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else
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clamp_highlights = 1.f;
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}
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auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
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bool abs) -> float {
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Math::Vec3<float> norm_view = view.Normalized();
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Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
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float result = 0.0f;
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switch (input) {
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case LightingRegs::LightingLutInput::NH:
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result = Math::Dot(normal, half_angle);
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break;
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case LightingRegs::LightingLutInput::VH:
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result = Math::Dot(norm_view, half_angle);
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break;
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case LightingRegs::LightingLutInput::NV:
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result = Math::Dot(normal, norm_view);
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break;
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case LightingRegs::LightingLutInput::LN:
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result = Math::Dot(light_vector, normal);
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
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UNIMPLEMENTED();
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result = 0.f;
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}
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if (abs) {
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if (light_config.config.two_sided_diffuse)
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result = std::abs(result);
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else
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result = std::max(result, 0.0f);
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} else {
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if (result < 0.f)
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result += 2.f;
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result /= 2.f;
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}
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return MathUtil::Clamp(result, 0.0f, 1.0f);
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};
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// Specular 0 component
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float d0_lut_value = 1.0f;
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if (lighting.config1.disable_lut_d0 == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
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// Lookup specular "distribution 0" LUT value
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float index = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
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d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index);
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}
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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// TODO(Subv): Specular 1
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Math::Vec3<float> specular_1 = {};
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auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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diffuse_sum += diffuse * dist_atten;
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diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
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specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
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}
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}
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diffuse_sum += lighting.global_ambient.ToVec3f();
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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return {
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return {
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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>(),
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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, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(),
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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>()
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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, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>()
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};
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};
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}
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}
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