Merge pull request #2891 from wwylele/sw-bump
SwRasterizer/Lighting: implement bump mapping
This commit is contained in:
		| @@ -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)"; | ||||
|   | ||||
| @@ -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(); | ||||
|   | ||||
| @@ -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 | ||||
|   | ||||
| @@ -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(); | ||||
|   | ||||
		Reference in New Issue
	
	Block a user