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SwRasterizer/Lighting: pass lighting state as parameter

This commit is contained in:
wwylele 2017-07-11 20:06:26 +03:00
parent f3660ba9dd
commit efc655aec0

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@ -116,7 +116,7 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
} }
static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index, static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut_index, u8 index,
float delta) { float delta) {
ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut"); ASSERT_MSG(lut_index < lighting.luts.size(), "Out of range lut");
ASSERT_MSG(index < lighting.luts[0].size(), "Out of range index"); ASSERT_MSG(index < lighting.luts[0].size(), "Out of range index");
@ -129,8 +129,8 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut
} }
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
const Pica::LightingRegs& lighting, const Math::Quaternion<float>& normquat, const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
const Math::Vec3<float>& view) { const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
// TODO(Subv): Bump mapping // TODO(Subv): Bump mapping
Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f}; Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
@ -148,7 +148,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) { for (unsigned light_index = 0; light_index <= lighting.max_light_index; ++light_index) {
unsigned num = lighting.light_enable.GetNum(light_index); unsigned num = lighting.light_enable.GetNum(light_index);
const auto& light_config = g_state.regs.lighting.light[num]; const auto& light_config = lighting.light[num];
Math::Vec3<float> refl_value = {}; Math::Vec3<float> refl_value = {};
Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
@ -176,7 +176,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
u8 lutindex = u8 lutindex =
static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f)); static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
float delta = sample_loc * 256 - lutindex; float delta = sample_loc * 256 - lutindex;
dist_atten = LookupLightingLut(g_state.lighting, lut, lutindex, delta); dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
} }
auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input, auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
@ -243,7 +243,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
d0_lut_value = d0_lut_value =
scale * scale *
LookupLightingLut(g_state.lighting, LookupLightingLut(lighting_state,
static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
index, delta); index, delta);
} }
@ -264,7 +264,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
refl_value.x = refl_value.x =
scale * scale *
LookupLightingLut(g_state.lighting, LookupLightingLut(lighting_state,
static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
index, delta); index, delta);
} else { } else {
@ -285,7 +285,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
refl_value.y = refl_value.y =
scale * scale *
LookupLightingLut(g_state.lighting, LookupLightingLut(lighting_state,
static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
index, delta); index, delta);
} else { } else {
@ -306,7 +306,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
refl_value.z = refl_value.z =
scale * scale *
LookupLightingLut(g_state.lighting, LookupLightingLut(lighting_state,
static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
index, delta); index, delta);
} else { } else {
@ -328,7 +328,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
d1_lut_value = d1_lut_value =
scale * scale *
LookupLightingLut(g_state.lighting, LookupLightingLut(lighting_state,
static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
index, delta); index, delta);
} }
@ -350,7 +350,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
float lut_value = float lut_value =
scale * scale *
LookupLightingLut(g_state.lighting, LookupLightingLut(lighting_state,
static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
index, delta); index, delta);
@ -729,8 +729,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
if (!g_state.regs.lighting.disable) { if (!g_state.regs.lighting.disable) {
std::tie(primary_fragment_color, secondary_fragment_color) = std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position); g_state.regs.lighting, g_state.lighting, normquat, fragment_position);
} }
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();