Merge pull request #2776 from wwylele/geo-factor
Fragment lighting: implement geometric factor
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d0888f8548
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@ -168,6 +168,8 @@ struct LightingRegs {
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union {
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BitField<0, 1, u32> directional;
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BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
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BitField<2, 1, u32> geometric_factor_0;
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BitField<3, 1, u32> geometric_factor_1;
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} config;
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BitField<0, 20, u32> dist_atten_bias;
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@ -73,6 +73,8 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0;
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state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0;
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state.lighting.light[light_index].dist_atten_enable =
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!regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].spot_atten_enable =
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@ -518,7 +520,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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"vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
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"vec3 light_vector = vec3(0.0);\n"
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"vec3 refl_value = vec3(0.0);\n"
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"vec3 spot_dir = vec3(0.0);\n;";
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"vec3 spot_dir = vec3(0.0);\n"
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"vec3 half_vector = vec3(0.0);\n"
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"float geo_factor = 1.0;\n";
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// Compute fragment normals and tangents
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const std::string pertubation =
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@ -561,15 +565,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
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bool abs) {
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const std::string half_angle = "normalize(normalize(view) + light_vector)";
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std::string index;
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switch (input) {
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case LightingRegs::LightingLutInput::NH:
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index = "dot(normal, " + half_angle + ")";
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index = "dot(normal, normalize(half_vector))";
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break;
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case LightingRegs::LightingLutInput::VH:
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index = std::string("dot(normalize(view), " + half_angle + ")");
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index = std::string("dot(normalize(view), normalize(half_vector))");
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break;
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case LightingRegs::LightingLutInput::NV:
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@ -590,9 +593,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Note: even if the normal vector is modified by normal map, which is not the
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// normal of the tangent plane anymore, the half angle vector is still projected
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// using the modified normal vector.
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std::string half_angle_proj = half_angle +
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" - normal / dot(normal, normal) * dot(normal, " +
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half_angle + ")";
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std::string half_angle_proj = "normalize(half_vector) - normal / dot(normal, "
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"normal) * dot(normal, normalize(half_vector))";
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// Note: the half angle vector projection is confirmed not normalized before the dot
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// product. The result is in fact not cos(phi) as the name suggested.
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index = "dot(" + half_angle_proj + ", tangent)";
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@ -638,6 +640,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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out += "light_vector = normalize(" + light_src + ".position + view);\n";
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out += "spot_dir = " + light_src + ".spot_direction;\n";
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out += "half_vector = normalize(view) + light_vector;\n";
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// Compute dot product of light_vector and normal, adjust if lighting is one-sided or
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// two-sided
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@ -671,6 +674,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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std::string clamp_highlights =
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lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
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out += "geo_factor = dot(half_vector, half_vector);\n"
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"geo_factor = geo_factor == 0.0 ? 0.0 : min(" +
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dot_product + " / geo_factor, 1.0);\n";
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}
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// Specular 0 component
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std::string d0_lut_value = "1.0";
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if (lighting.lut_d0.enable &&
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@ -683,6 +692,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
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}
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std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
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if (light_config.geometric_factor_0) {
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specular_0 = "(" + specular_0 + " * geo_factor)";
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}
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// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
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if (lighting.lut_rr.enable &&
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@ -738,6 +750,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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}
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std::string specular_1 =
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"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
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if (light_config.geometric_factor_1) {
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specular_1 = "(" + specular_1 + " * geo_factor)";
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}
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// Fresnel
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if (lighting.lut_fr.enable &&
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@ -94,6 +94,8 @@ union PicaShaderConfig {
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bool two_sided_diffuse;
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bool dist_atten_enable;
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bool spot_atten_enable;
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bool geometric_factor_0;
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bool geometric_factor_1;
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} light[8];
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bool enable;
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