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Merge pull request #2776 from wwylele/geo-factor

Fragment lighting: implement geometric factor
This commit is contained in:
Yuri Kunde Schlesner 2017-06-18 14:18:48 -07:00 committed by GitHub
commit d0888f8548
3 changed files with 26 additions and 7 deletions

View File

@ -168,6 +168,8 @@ struct LightingRegs {
union {
BitField<0, 1, u32> directional;
BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
BitField<2, 1, u32> geometric_factor_0;
BitField<3, 1, u32> geometric_factor_1;
} config;
BitField<0, 20, u32> dist_atten_bias;

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@ -73,6 +73,8 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
state.lighting.light[light_index].num = num;
state.lighting.light[light_index].directional = light.config.directional != 0;
state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0;
state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0;
state.lighting.light[light_index].dist_atten_enable =
!regs.lighting.IsDistAttenDisabled(num);
state.lighting.light[light_index].spot_atten_enable =
@ -518,7 +520,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
"vec3 light_vector = vec3(0.0);\n"
"vec3 refl_value = vec3(0.0);\n"
"vec3 spot_dir = vec3(0.0);\n;";
"vec3 spot_dir = vec3(0.0);\n"
"vec3 half_vector = vec3(0.0);\n"
"float geo_factor = 1.0;\n";
// Compute fragment normals and tangents
const std::string pertubation =
@ -561,15 +565,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Gets the index into the specified lookup table for specular lighting
auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
bool abs) {
const std::string half_angle = "normalize(normalize(view) + light_vector)";
std::string index;
switch (input) {
case LightingRegs::LightingLutInput::NH:
index = "dot(normal, " + half_angle + ")";
index = "dot(normal, normalize(half_vector))";
break;
case LightingRegs::LightingLutInput::VH:
index = std::string("dot(normalize(view), " + half_angle + ")");
index = std::string("dot(normalize(view), normalize(half_vector))");
break;
case LightingRegs::LightingLutInput::NV:
@ -590,9 +593,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Note: even if the normal vector is modified by normal map, which is not the
// normal of the tangent plane anymore, the half angle vector is still projected
// using the modified normal vector.
std::string half_angle_proj = half_angle +
" - normal / dot(normal, normal) * dot(normal, " +
half_angle + ")";
std::string half_angle_proj = "normalize(half_vector) - normal / dot(normal, "
"normal) * dot(normal, normalize(half_vector))";
// Note: the half angle vector projection is confirmed not normalized before the dot
// product. The result is in fact not cos(phi) as the name suggested.
index = "dot(" + half_angle_proj + ", tangent)";
@ -638,6 +640,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "light_vector = normalize(" + light_src + ".position + view);\n";
out += "spot_dir = " + light_src + ".spot_direction;\n";
out += "half_vector = normalize(view) + light_vector;\n";
// Compute dot product of light_vector and normal, adjust if lighting is one-sided or
// two-sided
@ -671,6 +674,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
std::string clamp_highlights =
lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
out += "geo_factor = dot(half_vector, half_vector);\n"
"geo_factor = geo_factor == 0.0 ? 0.0 : min(" +
dot_product + " / geo_factor, 1.0);\n";
}
// Specular 0 component
std::string d0_lut_value = "1.0";
if (lighting.lut_d0.enable &&
@ -683,6 +692,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
}
std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
if (light_config.geometric_factor_0) {
specular_0 = "(" + specular_0 + " * geo_factor)";
}
// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
if (lighting.lut_rr.enable &&
@ -738,6 +750,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
}
std::string specular_1 =
"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
if (light_config.geometric_factor_1) {
specular_1 = "(" + specular_1 + " * geo_factor)";
}
// Fresnel
if (lighting.lut_fr.enable &&

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@ -94,6 +94,8 @@ union PicaShaderConfig {
bool two_sided_diffuse;
bool dist_atten_enable;
bool spot_atten_enable;
bool geometric_factor_0;
bool geometric_factor_1;
} light[8];
bool enable;