mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-14 05:55:13 +01:00
swrasterizer: implement shadow map sampling
This commit is contained in:
parent
ce2ad7436e
commit
ae75d3032f
@ -158,7 +158,12 @@ struct TexturingRegs {
|
|||||||
return address * 8;
|
return address * 8;
|
||||||
}
|
}
|
||||||
|
|
||||||
INSERT_PADDING_WORDS(0x3);
|
union {
|
||||||
|
BitField<0, 1, u32> orthographic; // 0: enable perspective divide
|
||||||
|
BitField<1, 23, u32> bias; // 23-bit fraction
|
||||||
|
} shadow;
|
||||||
|
|
||||||
|
INSERT_PADDING_WORDS(0x2);
|
||||||
BitField<0, 4, TextureFormat> texture0_format;
|
BitField<0, 4, TextureFormat> texture0_format;
|
||||||
BitField<0, 1, u32> fragment_lighting_enable;
|
BitField<0, 1, u32> fragment_lighting_enable;
|
||||||
INSERT_PADDING_WORDS(0x1);
|
INSERT_PADDING_WORDS(0x1);
|
||||||
|
@ -74,7 +74,8 @@ static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>
|
|||||||
};
|
};
|
||||||
|
|
||||||
/// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
|
/// Convert a 3D vector for cube map coordinates to 2D texture coordinates along with the face name
|
||||||
static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v, float24 w,
|
static std::tuple<float24, float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v,
|
||||||
|
float24 w,
|
||||||
const TexturingRegs& regs) {
|
const TexturingRegs& regs) {
|
||||||
const float abs_u = std::abs(u.ToFloat32());
|
const float abs_u = std::abs(u.ToFloat32());
|
||||||
const float abs_v = std::abs(v.ToFloat32());
|
const float abs_v = std::abs(v.ToFloat32());
|
||||||
@ -112,8 +113,9 @@ static std::tuple<float24, float24, PAddr> ConvertCubeCoord(float24 u, float24 v
|
|||||||
x = u;
|
x = u;
|
||||||
z = w;
|
z = w;
|
||||||
}
|
}
|
||||||
|
float24 z_abs = float24::FromFloat32(std::abs(z.ToFloat32()));
|
||||||
const float24 half = float24::FromFloat32(0.5f);
|
const float24 half = float24::FromFloat32(0.5f);
|
||||||
return std::make_tuple(x / z * half + half, y / z * half + half, addr);
|
return std::make_tuple(x / z * half + half, y / z * half + half, z_abs, addr);
|
||||||
}
|
}
|
||||||
|
|
||||||
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
|
MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
|
||||||
@ -331,13 +333,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
|||||||
// Only unit 0 respects the texturing type (according to 3DBrew)
|
// Only unit 0 respects the texturing type (according to 3DBrew)
|
||||||
// TODO: Refactor so cubemaps and shadowmaps can be handled
|
// TODO: Refactor so cubemaps and shadowmaps can be handled
|
||||||
PAddr texture_address = texture.config.GetPhysicalAddress();
|
PAddr texture_address = texture.config.GetPhysicalAddress();
|
||||||
|
float24 shadow_z;
|
||||||
if (i == 0) {
|
if (i == 0) {
|
||||||
switch (texture.config.type) {
|
switch (texture.config.type) {
|
||||||
case TexturingRegs::TextureConfig::Texture2D:
|
case TexturingRegs::TextureConfig::Texture2D:
|
||||||
break;
|
break;
|
||||||
|
case TexturingRegs::TextureConfig::ShadowCube:
|
||||||
case TexturingRegs::TextureConfig::TextureCube: {
|
case TexturingRegs::TextureConfig::TextureCube: {
|
||||||
auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
|
auto w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
|
||||||
std::tie(u, v, texture_address) = ConvertCubeCoord(u, v, w, regs.texturing);
|
std::tie(u, v, shadow_z, texture_address) =
|
||||||
|
ConvertCubeCoord(u, v, w, regs.texturing);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case TexturingRegs::TextureConfig::Projection2D: {
|
case TexturingRegs::TextureConfig::Projection2D: {
|
||||||
@ -346,6 +351,16 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
|||||||
v /= tc0_w;
|
v /= tc0_w;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case TexturingRegs::TextureConfig::Shadow2D: {
|
||||||
|
auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
|
||||||
|
if (!regs.texturing.shadow.orthographic) {
|
||||||
|
u /= tc0_w;
|
||||||
|
v /= tc0_w;
|
||||||
|
}
|
||||||
|
|
||||||
|
shadow_z = float24::FromFloat32(std::abs(tc0_w.ToFloat32()));
|
||||||
|
break;
|
||||||
|
}
|
||||||
default:
|
default:
|
||||||
// TODO: Change to LOG_ERROR when more types are handled.
|
// TODO: Change to LOG_ERROR when more types are handled.
|
||||||
LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
|
LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type);
|
||||||
@ -394,6 +409,22 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
|
|||||||
// TODO: Apply the min and mag filters to the texture
|
// TODO: Apply the min and mag filters to the texture
|
||||||
texture_color[i] = Texture::LookupTexture(texture_data, s, t, info);
|
texture_color[i] = Texture::LookupTexture(texture_data, s, t, info);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (i == 0 && (texture.config.type == TexturingRegs::TextureConfig::Shadow2D ||
|
||||||
|
texture.config.type == TexturingRegs::TextureConfig::ShadowCube)) {
|
||||||
|
|
||||||
|
s32 z_int = static_cast<s32>(std::min(shadow_z.ToFloat32(), 1.0f) * 0xFFFFFF);
|
||||||
|
z_int -= regs.texturing.shadow.bias << 1;
|
||||||
|
auto& color = texture_color[i];
|
||||||
|
s32 z_ref = (color.w << 16) | (color.z << 8) | color.y;
|
||||||
|
u8 density;
|
||||||
|
if (z_ref >= z_int) {
|
||||||
|
density = color.x;
|
||||||
|
} else {
|
||||||
|
density = 0;
|
||||||
|
}
|
||||||
|
texture_color[i] = {density, density, density, density};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// sample procedural texture
|
// sample procedural texture
|
||||||
|
Loading…
Reference in New Issue
Block a user