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gl_rasterizer/lighting: implement geometric factor

This commit is contained in:
wwylele 2017-06-07 22:58:36 +03:00
parent da1bec121a
commit 7052d43a67
3 changed files with 20 additions and 1 deletions

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@ -168,6 +168,8 @@ struct LightingRegs {
union { union {
BitField<0, 1, u32> directional; BitField<0, 1, u32> directional;
BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0 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; } config;
BitField<0, 20, u32> dist_atten_bias; 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].num = num;
state.lighting.light[light_index].directional = light.config.directional != 0; 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].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 = state.lighting.light[light_index].dist_atten_enable =
!regs.lighting.IsDistAttenDisabled(num); !regs.lighting.IsDistAttenDisabled(num);
state.lighting.light[light_index].spot_atten_enable = state.lighting.light[light_index].spot_atten_enable =
@ -518,7 +520,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
"vec3 light_vector = vec3(0.0);\n" "vec3 light_vector = vec3(0.0);\n"
"vec3 refl_value = 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"
"float geo_factor = 1.0;\n";
// Compute fragment normals and tangents // Compute fragment normals and tangents
const std::string pertubation = const std::string pertubation =
@ -671,6 +674,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
std::string clamp_highlights = std::string clamp_highlights =
lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; 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 = 1 + dot(light_vector, normalize(view));\n"
"geo_factor = geo_factor == 0.0 ? 0.0 : min(0.5 * " +
dot_product + " / geo_factor, 1.0);\n";
}
// Specular 0 component // Specular 0 component
std::string d0_lut_value = "1.0"; std::string d0_lut_value = "1.0";
if (lighting.lut_d0.enable && if (lighting.lut_d0.enable &&
@ -683,6 +692,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")"; GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
} }
std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; 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 enabled, lookup ReflectRed value, otherwise, 1.0 is used
if (lighting.lut_rr.enable && if (lighting.lut_rr.enable &&
@ -738,6 +750,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
} }
std::string specular_1 = std::string specular_1 =
"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
if (light_config.geometric_factor_1) {
specular_1 = "(" + specular_1 + " * geo_factor)";
}
// Fresnel // Fresnel
if (lighting.lut_fr.enable && if (lighting.lut_fr.enable &&

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