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- // Copyright 2017 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include "common/math_util.h"
- #include "video_core/swrasterizer/lighting.h"
- namespace Pica {
- static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
- float delta) {
- ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
- ASSERT_MSG(index < lighting.luts[lut_index].size(), "Out of range index");
- const auto& lut = lighting.luts[lut_index][index];
- float lut_value = lut.ToFloat();
- float lut_diff = lut.DiffToFloat();
- return lut_value + lut_diff * delta;
- }
- 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::Vec4<u8> (&texture_color)[4]) {
- Math::Vec3<float> surface_normal;
- Math::Vec3<float> surface_tangent;
- if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
- 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};
- 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 = lighting.light[num];
- Math::Vec3<float> refl_value = {};
- Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
- float16::FromRaw(light_config.y).ToFloat32(),
- float16::FromRaw(light_config.z).ToFloat32()};
- Math::Vec3<float> light_vector;
- if (light_config.config.directional)
- light_vector = position;
- else
- light_vector = position + view;
- 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();
- float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
- float bias = Pica::float20::FromRaw(light_config.dist_atten_bias).ToFloat32();
- size_t lut =
- static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
- float sample_loc = MathUtil::Clamp(scale * distance + bias, 0.0f, 1.0f);
- u8 lutindex =
- static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.0f), 0.0f, 255.0f));
- float delta = sample_loc * 256 - lutindex;
- dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
- }
- auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
- LightingRegs::LightingScale scale_enum,
- LightingRegs::LightingSampler sampler) {
- float result = 0.0f;
- switch (input) {
- case LightingRegs::LightingLutInput::NH:
- result = Math::Dot(normal, half_vector.Normalized());
- break;
- case LightingRegs::LightingLutInput::VH:
- result = Math::Dot(norm_view, half_vector.Normalized());
- break;
- case LightingRegs::LightingLutInput::NV:
- result = Math::Dot(normal, norm_view);
- break;
- case LightingRegs::LightingLutInput::LN:
- 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();
- result = 0.0f;
- }
- u8 index;
- float delta;
- if (abs) {
- if (light_config.config.two_sided_diffuse)
- result = std::abs(result);
- else
- result = std::max(result, 0.0f);
- float flr = std::floor(result * 256.0f);
- index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
- delta = result * 256 - index;
- } else {
- float flr = std::floor(result * 128.0f);
- s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
- delta = result * 128.0f - signed_index;
- index = static_cast<u8>(signed_index);
- }
- float scale = lighting.lut_scale.GetScale(scale_enum);
- return scale *
- 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 &&
- LightingRegs::IsLightingSamplerSupported(
- lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
- d0_lut_value =
- GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
- lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
- }
- Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
- // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
- if (lighting.config1.disable_lut_rr == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::ReflectRed)) {
- refl_value.x =
- GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
- lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
- } else {
- refl_value.x = 1.0f;
- }
- // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used
- if (lighting.config1.disable_lut_rg == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::ReflectGreen)) {
- refl_value.y =
- GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
- lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
- } else {
- refl_value.y = refl_value.x;
- }
- // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used
- if (lighting.config1.disable_lut_rb == 0 &&
- LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
- LightingRegs::LightingSampler::ReflectBlue)) {
- refl_value.z =
- GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
- lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
- } else {
- refl_value.z = refl_value.x;
- }
- // Specular 1 component
- float d1_lut_value = 1.0f;
- if (lighting.config1.disable_lut_d1 == 0 &&
- LightingRegs::IsLightingSamplerSupported(
- lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
- d1_lut_value =
- GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
- lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
- }
- Math::Vec3<float> specular_1 =
- d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
- // Fresnel
- // 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)) {
- float lut_value =
- GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
- lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
- // Enabled for diffuse lighting alpha component
- if (lighting.config0.fresnel_selector ==
- LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
- lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
- 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;
- }
- }
- auto dot_product = Math::Dot(light_vector, normal);
- // Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
- // product.
- float clamp_highlights = 1.0f;
- if (lighting.config0.clamp_highlights) {
- if (dot_product <= 0.0f)
- clamp_highlights = 0.0f;
- else
- clamp_highlights = 1.0f;
- }
- if (light_config.config.two_sided_diffuse)
- dot_product = std::abs(dot_product);
- 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 * spot_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);
- auto diffuse = 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>();
- auto specular = 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>();
- return std::make_tuple(diffuse, specular);
- }
- } // namespace Pica
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