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