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Merge pull request #3618 from wwylele/shadow-new-1

gl_rasterizer/lighting: implement shadow attenuation
This commit is contained in:
Weiyi Wang 2018-04-10 22:06:23 +03:00 committed by GitHub
commit 575099fcfa
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4 changed files with 62 additions and 32 deletions

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@ -59,16 +59,6 @@ struct LightingRegs {
///< NOTE: '8' is intentional, '7' does not appear to be a valid configuration
};
/// Selects which lighting components are affected by fresnel
enum class LightingFresnelSelector : u32 {
None = 0, ///< Fresnel is disabled
PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel
SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel
Both =
PrimaryAlpha |
SecondaryAlpha, ///< Both primary and secondary lighting alphas are affected by fresnel
};
/// Factor used to scale the output of a lighting LUT
enum class LightingScale : u32 {
Scale1 = 0, ///< Scale is 1x
@ -188,7 +178,8 @@ struct LightingRegs {
union {
BitField<0, 1, u32> enable_shadow;
BitField<2, 2, LightingFresnelSelector> fresnel_selector;
BitField<2, 1, u32> enable_primary_alpha;
BitField<3, 1, u32> enable_secondary_alpha;
BitField<4, 4, LightingConfig> config;
BitField<16, 1, u32> shadow_primary;
BitField<17, 1, u32> shadow_secondary;

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@ -115,6 +115,7 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
!regs.lighting.IsDistAttenDisabled(num);
state.lighting.light[light_index].spot_atten_enable =
!regs.lighting.IsSpotAttenDisabled(num);
state.lighting.light[light_index].shadow_enable = !regs.lighting.IsShadowDisabled(num);
}
state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
@ -154,12 +155,20 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
state.lighting.config = regs.lighting.config0.config;
state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
state.lighting.enable_primary_alpha = regs.lighting.config0.enable_primary_alpha;
state.lighting.enable_secondary_alpha = regs.lighting.config0.enable_secondary_alpha;
state.lighting.bump_mode = regs.lighting.config0.bump_mode;
state.lighting.bump_selector = regs.lighting.config0.bump_selector;
state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
state.lighting.enable_shadow = regs.lighting.config0.enable_shadow != 0;
state.lighting.shadow_primary = regs.lighting.config0.shadow_primary != 0;
state.lighting.shadow_secondary = regs.lighting.config0.shadow_secondary != 0;
state.lighting.shadow_invert = regs.lighting.config0.shadow_invert != 0;
state.lighting.shadow_alpha = regs.lighting.config0.shadow_alpha != 0;
state.lighting.shadow_selector = regs.lighting.config0.shadow_selector;
state.proctex.enable = regs.texturing.main_config.texture3_enable;
if (state.proctex.enable) {
state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
@ -202,6 +211,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
case TexturingRegs::TextureConfig::TextureCube:
return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
case TexturingRegs::TextureConfig::Shadow2D:
case TexturingRegs::TextureConfig::ShadowCube:
NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
UNIMPLEMENTED();
return "vec4(1.0)"; // stubbed to avoid rendering with wrong shadow
default:
LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
static_cast<int>(state.texture0_type));
@ -605,6 +619,17 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
if (lighting.enable_shadow) {
std::string shadow_texture = SampleTexture(config, lighting.shadow_selector);
if (lighting.shadow_invert) {
out += "vec4 shadow = vec4(1.0) - " + shadow_texture + ";\n";
} else {
out += "vec4 shadow = " + shadow_texture + ";\n";
}
} else {
out += "vec4 shadow = vec4(1.0);\n";
}
// Samples the specified lookup table for specular lighting
auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
LightingRegs::LightingLutInput input, bool abs) {
@ -803,26 +828,39 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")";
// Enabled for diffuse lighting alpha component
if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
if (lighting.enable_primary_alpha) {
out += "diffuse_sum.a = " + value + ";\n";
}
// Enabled for the specular lighting alpha component
if (lighting.fresnel_selector ==
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
if (lighting.enable_secondary_alpha) {
out += "specular_sum.a = " + value + ";\n";
}
}
bool shadow_primary_enable = lighting.shadow_primary && light_config.shadow_enable;
bool shadow_secondary_enable = lighting.shadow_secondary && light_config.shadow_enable;
std::string shadow_primary = shadow_primary_enable ? " * shadow.rgb" : "";
std::string shadow_secondary = shadow_secondary_enable ? " * shadow.rgb" : "";
// Compute primary fragment color (diffuse lighting) function
out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * dot_product) + " + light_src +
".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
".ambient) * " + dist_atten + " * " + spot_atten + shadow_primary + ";\n";
// Compute secondary fragment color (specular lighting) function
out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 +
") * clamp_highlights * " + dist_atten + " * " + spot_atten + ";\n";
") * clamp_highlights * " + dist_atten + " * " + spot_atten + shadow_secondary +
";\n";
}
// Apply shadow attenuation to alpha components if enabled
if (lighting.shadow_alpha) {
if (lighting.enable_primary_alpha) {
out += "diffuse_sum.a *= shadow.a;\n";
}
if (lighting.enable_secondary_alpha) {
out += "specular_sum.a *= shadow.a;\n";
}
}
// Sum final lighting result

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@ -66,6 +66,7 @@ struct PicaShaderConfigState {
bool spot_atten_enable;
bool geometric_factor_0;
bool geometric_factor_1;
bool shadow_enable;
} light[8];
bool enable;
@ -76,7 +77,15 @@ struct PicaShaderConfigState {
bool clamp_highlights;
Pica::LightingRegs::LightingConfig config;
Pica::LightingRegs::LightingFresnelSelector fresnel_selector;
bool enable_primary_alpha;
bool enable_secondary_alpha;
bool enable_shadow;
bool shadow_primary;
bool shadow_secondary;
bool shadow_invert;
bool shadow_alpha;
unsigned shadow_selector;
struct {
bool enable;

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@ -251,16 +251,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
// Enabled for diffuse lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
if (lighting.config0.enable_primary_alpha) {
diffuse_sum.a() = lut_value;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
if (lighting.config0.enable_secondary_alpha) {
specular_sum.a() = lut_value;
}
}
@ -308,16 +304,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
if (lighting.config0.shadow_alpha) {
// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
// Enabled for diffuse lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
if (lighting.config0.enable_primary_alpha) {
diffuse_sum.a() *= shadow.w;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
if (lighting.config0.enable_secondary_alpha) {
specular_sum.a() *= shadow.w;
}
}