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Merge pull request #2891 from wwylele/sw-bump

SwRasterizer/Lighting: implement bump mapping
This commit is contained in:
bunnei 2017-08-30 21:07:30 -04:00 committed by GitHub
commit f0e461bf6f
4 changed files with 40 additions and 10 deletions

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@ -594,8 +594,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Note: even if the normal vector is modified by normal map, which is not the
// normal of the tangent plane anymore, the half angle vector is still projected
// using the modified normal vector.
std::string half_angle_proj = "normalize(half_vector) - normal / dot(normal, "
"normal) * dot(normal, normalize(half_vector))";
std::string half_angle_proj =
"normalize(half_vector) - normal * dot(normal, normalize(half_vector))";
// Note: the half angle vector projection is confirmed not normalized before the dot
// product. The result is in fact not cos(phi) as the name suggested.
index = "dot(" + half_angle_proj + ", tangent)";

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@ -22,18 +22,37 @@ 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
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};
@ -102,6 +121,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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();

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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();