From 3e478ca13110639a67ad95880aae5d7d13e096b7 Mon Sep 17 00:00:00 2001 From: wwylele Date: Fri, 18 Aug 2017 15:04:56 +0300 Subject: [PATCH 1/3] SwRasterizer/Lighting: implement bump mapping --- src/video_core/swrasterizer/lighting.cpp | 28 ++++++++++++++++++---- src/video_core/swrasterizer/lighting.h | 3 ++- src/video_core/swrasterizer/rasterizer.cpp | 4 ++-- 3 files changed, 27 insertions(+), 8 deletions(-) diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp index 39a3e396d6..4f16bac07a 100644 --- a/src/video_core/swrasterizer/lighting.cpp +++ b/src/video_core/swrasterizer/lighting.cpp @@ -22,14 +22,32 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut std::tuple, Math::Vec4> ComputeFragmentsColors( const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, - const Math::Quaternion& normquat, const Math::Vec3& view) { + const Math::Quaternion& normquat, const Math::Vec3& view, + const Math::Vec4 (&texture_color)[4]) { - // TODO(Subv): Bump mapping - Math::Vec3 surface_normal = {0.0f, 0.0f, 1.0f}; + Math::Vec3 surface_normal; + Math::Vec3 surface_tangent; if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) { - LOG_CRITICAL(HW_GPU, "unimplemented bump mapping"); - UNIMPLEMENTED(); + Math::Vec3 perturbation = + texture_color[lighting.config0.bump_selector].xyz().Cast() / 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 diff --git a/src/video_core/swrasterizer/lighting.h b/src/video_core/swrasterizer/lighting.h index 438dca926b..d807a3d948 100644 --- a/src/video_core/swrasterizer/lighting.h +++ b/src/video_core/swrasterizer/lighting.h @@ -13,6 +13,7 @@ namespace Pica { std::tuple, Math::Vec4> ComputeFragmentsColors( const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state, - const Math::Quaternion& normquat, const Math::Vec3& view); + const Math::Quaternion& normquat, const Math::Vec3& view, + const Math::Vec4 (&texture_color)[4]); } // namespace Pica diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index fdc1df1993..862135614c 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -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(); From b5aa5703540adceb1fc867b577dad50388a47e15 Mon Sep 17 00:00:00 2001 From: wwylele Date: Fri, 18 Aug 2017 16:35:11 +0300 Subject: [PATCH 2/3] SwRasterizer/Lighting: implement LUT input CP --- src/video_core/swrasterizer/lighting.cpp | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp index 4f16bac07a..b389645307 100644 --- a/src/video_core/swrasterizer/lighting.cpp +++ b/src/video_core/swrasterizer/lighting.cpp @@ -52,6 +52,7 @@ std::tuple, Math::Vec4> ComputeFragmentsColors( // 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 diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; Math::Vec4 specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; @@ -120,6 +121,16 @@ std::tuple, Math::Vec4> ComputeFragmentsColors( result = Math::Dot(light_vector, spot_dir.Cast() / 2047.0f); break; } + case LightingRegs::LightingLutInput::CP: + if (lighting.config0.config == LightingRegs::LightingConfig::Config7) { + const Math::Vec3 norm_half_vector = half_vector.Normalized(); + const Math::Vec3 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(input)); UNIMPLEMENTED(); From 17c6104d2afda7bf354c454f87561a3dbdf524e3 Mon Sep 17 00:00:00 2001 From: wwylele Date: Mon, 21 Aug 2017 12:03:38 +0300 Subject: [PATCH 3/3] gl_rasterizer/lighting: more accurate CP formula --- src/video_core/renderer_opengl/gl_shader_gen.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index ae67aab052..d85f281e51 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -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)";