mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-24 00:41:49 +01:00
SwRasterizer: Run clang-format
This commit is contained in:
parent
73566ff7a9
commit
2d69a9b8bf
@ -125,11 +125,12 @@ float LookupLightingLut(size_t lut_index, u8 index, float delta) {
|
||||
return lut_value + lut_diff * delta;
|
||||
}
|
||||
|
||||
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
|
||||
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
|
||||
const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
|
||||
const auto& lighting = g_state.regs.lighting;
|
||||
|
||||
if (lighting.disable)
|
||||
return {{}, {}};
|
||||
return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)};
|
||||
|
||||
// TODO(Subv): Bump mapping
|
||||
Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
|
||||
@ -151,7 +152,9 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
unsigned num = lighting.light_enable.GetNum(light_index);
|
||||
const auto& light_config = g_state.regs.lighting.light[num];
|
||||
|
||||
Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(), float16::FromRaw(light_config.y).ToFloat32(), float16::FromRaw(light_config.z).ToFloat32()};
|
||||
Math::Vec3<float> position = {float16::FromRaw(light_config.x).ToFloat32(),
|
||||
float16::FromRaw(light_config.y).ToFloat32(),
|
||||
float16::FromRaw(light_config.z).ToFloat32()};
|
||||
|
||||
if (light_config.config.directional)
|
||||
light_vector = position;
|
||||
@ -173,11 +176,13 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
auto distance = (-view - position).Length();
|
||||
float scale = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
|
||||
float bias = Pica::float20::FromRaw(light_config.dist_atten_scale).ToFloat32();
|
||||
size_t lut = static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
|
||||
size_t lut =
|
||||
static_cast<size_t>(LightingRegs::LightingSampler::DistanceAttenuation) + num;
|
||||
|
||||
float sample_loc = scale * distance + bias;
|
||||
|
||||
u8 lutindex = MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f);
|
||||
u8 lutindex =
|
||||
static_cast<u8>(MathUtil::Clamp(std::floor(sample_loc * 256.f), 0.0f, 255.0f));
|
||||
float delta = sample_loc * 256 - lutindex;
|
||||
dist_atten = LookupLightingLut(lut, lutindex, delta);
|
||||
}
|
||||
@ -192,7 +197,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
}
|
||||
|
||||
auto GetLutIndex = [&](unsigned num, LightingRegs::LightingLutInput input,
|
||||
bool abs) -> std::tuple<u8, float> {
|
||||
bool abs) -> std::tuple<u8, float> {
|
||||
|
||||
Math::Vec3<float> norm_view = view.Normalized();
|
||||
Math::Vec3<float> half_angle = (norm_view + light_vector).Normalized();
|
||||
@ -216,7 +221,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
break;
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
|
||||
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
|
||||
UNIMPLEMENTED();
|
||||
result = 0.f;
|
||||
}
|
||||
@ -227,14 +232,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
else
|
||||
result = std::max(result, 0.0f);
|
||||
|
||||
u8 lutindex = MathUtil::Clamp(std::floor(result * 256.f), 0.0f, 255.0f);
|
||||
float flr = std::floor(result * 256.f);
|
||||
u8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, 0.0f, 255.0f));
|
||||
float delta = result * 256 - lutindex;
|
||||
return { lutindex, delta };
|
||||
return {lutindex, delta};
|
||||
} else {
|
||||
float flr = std::floor(result * 128.f);
|
||||
s8 tmpi = MathUtil::Clamp(flr, -128.0f, 127.0f);
|
||||
float delta = result * 128.f - tmpi;
|
||||
return { tmpi & 0xFF, delta };
|
||||
s8 lutindex = static_cast<u8>(MathUtil::Clamp(flr, -128.0f, 127.0f));
|
||||
float delta = result * 128.f - lutindex;
|
||||
return {static_cast<u8>(lutindex), delta};
|
||||
}
|
||||
};
|
||||
|
||||
@ -247,11 +253,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
// Lookup specular "distribution 0" LUT value
|
||||
u8 index;
|
||||
float delta;
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(), lighting.abs_lut_input.disable_d0 == 0);
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d0.Value(),
|
||||
lighting.abs_lut_input.disable_d0 == 0);
|
||||
|
||||
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d0);
|
||||
|
||||
d0_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0), index, delta);
|
||||
d0_lut_value =
|
||||
scale *
|
||||
LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution0),
|
||||
index, delta);
|
||||
}
|
||||
|
||||
Math::Vec3<float> specular_0 = d0_lut_value * light_config.specular_0.ToVec3f();
|
||||
@ -263,11 +273,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
|
||||
u8 index;
|
||||
float delta;
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
|
||||
std::tie(index, delta) =
|
||||
GetLutIndex(num, lighting.lut_input.rr, lighting.abs_lut_input.disable_rr == 0);
|
||||
|
||||
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rr);
|
||||
|
||||
refl_value.x = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed), index, delta);
|
||||
refl_value.x =
|
||||
scale *
|
||||
LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectRed),
|
||||
index, delta);
|
||||
} else {
|
||||
refl_value.x = 1.0f;
|
||||
}
|
||||
@ -279,11 +293,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
|
||||
u8 index;
|
||||
float delta;
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
|
||||
std::tie(index, delta) =
|
||||
GetLutIndex(num, lighting.lut_input.rg, lighting.abs_lut_input.disable_rg == 0);
|
||||
|
||||
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rg);
|
||||
|
||||
refl_value.y = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen), index, delta);
|
||||
refl_value.y =
|
||||
scale *
|
||||
LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectGreen),
|
||||
index, delta);
|
||||
} else {
|
||||
refl_value.y = refl_value.x;
|
||||
}
|
||||
@ -295,11 +313,15 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
|
||||
u8 index;
|
||||
float delta;
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
|
||||
std::tie(index, delta) =
|
||||
GetLutIndex(num, lighting.lut_input.rb, lighting.abs_lut_input.disable_rb == 0);
|
||||
|
||||
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.rb);
|
||||
|
||||
refl_value.z = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue), index, delta);
|
||||
refl_value.z =
|
||||
scale *
|
||||
LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::ReflectBlue),
|
||||
index, delta);
|
||||
} else {
|
||||
refl_value.z = refl_value.x;
|
||||
}
|
||||
@ -312,54 +334,72 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(const Math::Qu
|
||||
// Lookup specular "distribution 1" LUT value
|
||||
u8 index;
|
||||
float delta;
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(), lighting.abs_lut_input.disable_d1 == 0);
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.d1.Value(),
|
||||
lighting.abs_lut_input.disable_d1 == 0);
|
||||
|
||||
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.d1);
|
||||
|
||||
d1_lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1), index, delta);
|
||||
d1_lut_value =
|
||||
scale *
|
||||
LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Distribution1),
|
||||
index, delta);
|
||||
}
|
||||
|
||||
Math::Vec3<float> specular_1 = d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
|
||||
Math::Vec3<float> specular_1 =
|
||||
d1_lut_value * refl_value * light_config.specular_1.ToVec3f();
|
||||
|
||||
if (lighting.config1.disable_lut_fr == 0 &&
|
||||
LightingRegs::IsLightingSamplerSupported(
|
||||
lighting.config0.config, LightingRegs::LightingSampler::Fresnel)) {
|
||||
LightingRegs::IsLightingSamplerSupported(lighting.config0.config,
|
||||
LightingRegs::LightingSampler::Fresnel)) {
|
||||
|
||||
// Lookup fresnel LUT value
|
||||
u8 index;
|
||||
float delta;
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(), lighting.abs_lut_input.disable_fr == 0);
|
||||
std::tie(index, delta) = GetLutIndex(num, lighting.lut_input.fr.Value(),
|
||||
lighting.abs_lut_input.disable_fr == 0);
|
||||
|
||||
float scale = lighting.lut_scale.GetScale(lighting.lut_scale.fr);
|
||||
|
||||
float lut_value = scale * LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel), index, delta);
|
||||
float lut_value =
|
||||
scale *
|
||||
LookupLightingLut(static_cast<size_t>(LightingRegs::LightingSampler::Fresnel),
|
||||
index, delta);
|
||||
|
||||
// Enabled for difffuse lighting alpha component
|
||||
if (lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
|
||||
// Enabled for diffuse lighting alpha component
|
||||
if (lighting.config0.fresnel_selector ==
|
||||
LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
|
||||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
|
||||
diffuse_sum.a() *= lut_value;
|
||||
}
|
||||
|
||||
// Enabled for the specular lighting alpha component
|
||||
if (lighting.config0.fresnel_selector ==
|
||||
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
|
||||
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
|
||||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
|
||||
specular_sum.a() *= lut_value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
auto diffuse = light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
||||
auto diffuse =
|
||||
light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
|
||||
diffuse_sum += Math::MakeVec(diffuse * dist_atten, 0.0f);
|
||||
|
||||
specular_sum += Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
|
||||
specular_sum +=
|
||||
Math::MakeVec((specular_0 + specular_1) * clamp_highlights * dist_atten, 0.f);
|
||||
}
|
||||
|
||||
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
|
||||
return {
|
||||
Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255).Cast<u8>(),
|
||||
Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255, MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255).Cast<u8>()
|
||||
};
|
||||
|
||||
return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
|
||||
MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
|
||||
MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
|
||||
MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
|
||||
.Cast<u8>(),
|
||||
Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
|
||||
MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
|
||||
MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
|
||||
MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
|
||||
.Cast<u8>()};
|
||||
}
|
||||
|
||||
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
|
||||
@ -554,19 +594,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||
};
|
||||
|
||||
Math::Quaternion<float> normquat{
|
||||
{
|
||||
GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()
|
||||
},
|
||||
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
|
||||
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
||||
};
|
||||
|
||||
Math::Vec3<float> fragment_position{
|
||||
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
|
||||
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()
|
||||
};
|
||||
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32()};
|
||||
|
||||
Math::Vec2<float24> uv[3];
|
||||
uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
|
||||
@ -685,7 +722,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
||||
Math::Vec4<u8> primary_fragment_color;
|
||||
Math::Vec4<u8> secondary_fragment_color;
|
||||
|
||||
std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(normquat, fragment_position);
|
||||
std::tie(primary_fragment_color, secondary_fragment_color) =
|
||||
ComputeFragmentsColors(normquat, fragment_position);
|
||||
|
||||
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
|
||||
++tev_stage_index) {
|
||||
|
Loading…
Reference in New Issue
Block a user