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SwRasterizer/Lighting: implement bump mapping

This commit is contained in:
wwylele 2017-08-18 15:04:56 +03:00
parent 46d1ca768d
commit 3e478ca131
3 changed files with 27 additions and 8 deletions

View File

@ -22,14 +22,32 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut
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::Quaternion<float>& normquat, const Math::Vec3<float>& view,
const Math::Vec4<u8> (&texture_color)[4]) {
// TODO(Subv): Bump mapping
Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
Math::Vec3<float> surface_normal;
Math::Vec3<float> surface_tangent;
if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
LOG_CRITICAL(HW_GPU, "unimplemented bump mapping");
UNIMPLEMENTED();
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

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@ -13,6 +13,7 @@ namespace Pica {
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::Quaternion<float>& normquat, const Math::Vec3<float>& view,
const Math::Vec4<u8> (&texture_color)[4]);
} // namespace Pica

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@ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
};
std::tie(primary_fragment_color, secondary_fragment_color) =
ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
}
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();