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SwRasterizer: Corrected the light LUT lookups.

This commit is contained in:
Subv 2017-06-09 17:33:25 -05:00 committed by wwylele
parent 80b6fc592e
commit f2d4d5c219
2 changed files with 48 additions and 33 deletions

View file

@ -30,6 +30,11 @@ public:
return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
w * other.w - Dot(xyz, other.xyz)};
}
Quaternion<T> Normalized() const {
T length = std::sqrt(xyz.Length2() + w * w);
return {xyz / length, w / length};
}
};
template <typename T>

View file

@ -115,20 +115,14 @@ static std::tuple<float24, float24, PAddr> 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) {
index *= 256;
unsigned index_i = static_cast<unsigned>(MathUtil::Clamp(floor(index), 0.0f, 255.0f));
float index_f = index - index_i;
float LookupLightingLut(size_t lut_index, u8 index, float delta) {
ASSERT_MSG(lut_index < g_state.lighting.luts.size(), "Out of range lut");
ASSERT_MSG(index < g_state.lighting.luts[0].size(), "Out of range index");
float lut_value = g_state.lighting.luts[lut_index][index_i].ToFloat();
float lut_diff = g_state.lighting.luts[lut_index][index_i].DiffToFloat();
float lut_value = g_state.lighting.luts[lut_index][index].ToFloat();
float lut_diff = g_state.lighting.luts[lut_index][index].DiffToFloat();
return lut_value + lut_diff * index_f / 256.f;
return lut_value + lut_diff * delta;
}
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
@ -145,8 +139,8 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
UNIMPLEMENTED();
}
// TODO(Subv): Do we need to normalize the quaternion here?
auto normal = Math::QuaternionRotate(normquat, surface_normal);
// Use the normalized the quaternion when performing the rotation
auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal);
Math::Vec3<float> light_vector = {};
Math::Vec4<float> diffuse_sum = {0.f, 0.f, 0.f, 1.f};
@ -182,7 +176,10 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
float sample_loc = scale * distance + bias;
dist_atten = LookupLightingLut(lut, sample_loc);
u8 lutindex = MathUtil::Clamp(floorf(sample_loc * 256.f), 0.0f, 255.0f);
float delta = sample_loc * 256 - lutindex;
dist_atten = LookupLightingLut(lut, lutindex, delta / 256.f);
}
float clamp_highlights = 1.0f;
@ -195,7 +192,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
}
auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
bool abs) -> float {
bool abs) -> std::tuple<u8, float> {
Math::Vec3<float> norm_view = view.Normalized();
Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
@ -229,14 +226,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
result = std::abs(result);
else
result = std::max(result, 0.0f);
u8 lutindex = MathUtil::Clamp(floorf(result * 256.f), 0.0f, 255.0f);
float delta = result * 256 - lutindex;
return { lutindex, delta / 256.f };
} else {
if (result < 0.f)
result += 2.f;
result /= 2.f;
u8 tmpi = MathUtil::Clamp(floorf(result * 128.f), 0.0f, 127.0f);
float delta = result * 128.f - tmpi;
return { tmpi & 0xFF, delta / 128.f };
}
return MathUtil::Clamp(result, 0.0f, 1.0f);
};
// Specular 0 component
@ -246,11 +244,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
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);
u8 index;
float delta;
std::tie(index, delta) = 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<size_t>(LightingRegs::LightingSampler::Distribution0), index);
d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta);
}
Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
@ -260,11 +260,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::ReflectRed)) {
float index = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
u8 index;
float delta;
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index);
refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta);
} else {
refl_value.x = 1.0f;
}
@ -274,11 +276,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::ReflectGreen)) {
float index = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
u8 index;
float delta;
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index);
refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta);
} else {
refl_value.y = refl_value.x;
}
@ -288,11 +292,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
LightingRegs::LightingSampler::ReflectBlue)) {
float index = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
u8 index;
float delta;
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index);
refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta);
} else {
refl_value.z = refl_value.x;
}
@ -303,11 +309,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
// Lookup specular "distribution 1" LUT value
float index = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
u8 index;
float delta;
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index);
d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta);
}
Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
@ -317,11 +325,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
// Lookup fresnel LUT value
float index = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
u8 index;
float delta;
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index);
float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta);
// Enabled for difffuse lighting alpha component
if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||