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https://github.com/yuzu-emu/yuzu-mainline.git
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SwRasterizer/Lighting: refactor GetLutValue into a function.
merging similar pattern. Also makes the code more similar to the gl one
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f13cf506e0
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@ -179,9 +179,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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dist_atten = LookupLightingLut(lighting_state, lut, lutindex, delta);
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}
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auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
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bool abs) -> std::tuple<u8, float> {
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auto GetLutValue = [&](LightingRegs::LightingLutInput input, bool abs,
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LightingRegs::LightingScale scale_enum,
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LightingRegs::LightingSampler sampler) {
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Math::Vec3<float> norm_view = view.Normalized();
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Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
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float result = 0.0f;
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@ -209,6 +209,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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result = 0.f;
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}
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u8 index;
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float delta;
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if (abs) {
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if (light_config.config.two_sided_diffuse)
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result = std::abs(result);
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@ -216,15 +219,18 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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result = std::max(result, 0.0f);
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float flr = std::floor(result * 256.f);
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u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
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float delta = result * 256 - lutindex;
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return {lutindex, delta};
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index = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
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delta = result * 256 - index;
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} else {
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float flr = std::floor(result * 128.f);
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s8 lutindex = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
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float delta = result * 128.f - lutindex;
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return {static_cast<u8>(lutindex), delta};
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s8 signed_index = static_cast<s8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
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delta = result * 128.f - signed_index;
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index = static_cast<u8>(signed_index);
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}
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float scale = lighting.lut_scale.GetScale(scale_enum);
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return scale *
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LookupLightingLut(lighting_state, static_cast<size_t>(sampler), index, delta);
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};
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// Specular 0 component
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@ -232,20 +238,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (lighting.config1.disable_lut_d0 == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Distribution0)) {
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// Lookup specular "distribution 0" LUT value
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(),
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lighting.abs_lut_input.disable_d0 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
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d0_lut_value =
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scale *
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
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index, delta);
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GetLutValue(lighting.lut_input.d0, lighting.abs_lut_input.disable_d0 == 0,
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lighting.lut_scale.d0, LightingRegs::LightingSampler::Distribution0);
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}
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Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
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@ -254,19 +249,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (lighting.config1.disable_lut_rr == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectRed)) {
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u8 index;
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float delta;
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std::tie(index, delta) =
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GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
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refl_value.x =
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scale *
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
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index, delta);
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GetLutValue(lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0,
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lighting.lut_scale.rr, LightingRegs::LightingSampler::ReflectRed);
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} else {
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refl_value.x = 1.0f;
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}
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@ -275,19 +260,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (lighting.config1.disable_lut_rg == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectGreen)) {
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u8 index;
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float delta;
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std::tie(index, delta) =
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GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
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refl_value.y =
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scale *
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
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index, delta);
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GetLutValue(lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0,
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lighting.lut_scale.rg, LightingRegs::LightingSampler::ReflectGreen);
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} else {
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refl_value.y = refl_value.x;
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}
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@ -296,19 +271,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (lighting.config1.disable_lut_rb == 0 &&
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::ReflectBlue)) {
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u8 index;
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float delta;
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std::tie(index, delta) =
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GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
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refl_value.z =
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scale *
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
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index, delta);
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GetLutValue(lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0,
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lighting.lut_scale.rb, LightingRegs::LightingSampler::ReflectBlue);
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} else {
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refl_value.z = refl_value.x;
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}
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@ -317,20 +282,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (lighting.config1.disable_lut_d1 == 0 &&
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LightingRegs::IsLightingSamplerSupported(
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lighting.config0.config, LightingRegs::LightingSampler::Distribution1)) {
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// Lookup specular "distribution 1" LUT value
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(),
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lighting.abs_lut_input.disable_d1 == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
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d1_lut_value =
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scale *
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
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index, delta);
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GetLutValue(lighting.lut_input.d1, lighting.abs_lut_input.disable_d1 == 0,
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lighting.lut_scale.d1, LightingRegs::LightingSampler::Distribution1);
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}
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Math::Vec3<float> specular_1 =
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@ -340,19 +294,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
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LightingRegs::LightingSampler::Fresnel)) {
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// Lookup fresnel LUT value
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u8 index;
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float delta;
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std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(),
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lighting.abs_lut_input.disable_fr == 0);
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float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
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float lut_value =
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scale *
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LookupLightingLut(lighting_state,
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static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
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index, delta);
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GetLutValue(lighting.lut_input.fr, lighting.abs_lut_input.disable_fr == 0,
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lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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