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renderer_opengl: Initial implementation of basic specular lighting.
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@ -659,6 +659,8 @@ struct Regs {
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enum class LightingLutInput {
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NH = 0, // Cosine of the angle between the normal and half-angle vectors
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VH = 1, // Cosine of the angle between the view and half-angle vectors
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NV = 2, // Cosine of the angle between the normal and the view vector
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LN = 3, // Cosine of the angle between the light and the normal vectors
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};
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@ -709,7 +711,11 @@ struct Regs {
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LightColor global_ambient; // emission + (material.ambient * lighting.ambient)
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INSERT_PADDING_WORDS(0x1);
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BitField<0, 3, u32> src_num; // number of enabled lights - 1
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INSERT_PADDING_WORDS(0x1);
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union {
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BitField< 4, 4, u32> config;
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BitField<27, 1, u32> clamp_highlights;
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} light_env;
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union {
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// Each bit specifies whether distance attenuation should be applied for the
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@ -297,6 +297,58 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncCombinerColor();
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break;
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// Fragment lighting specular 0 color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
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SyncLightSpecular0(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
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SyncLightSpecular0(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
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SyncLightSpecular0(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
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SyncLightSpecular0(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
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SyncLightSpecular0(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
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SyncLightSpecular0(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
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SyncLightSpecular0(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
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SyncLightSpecular0(7);
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break;
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// Fragment lighting specular 1 color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
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SyncLightSpecular1(0);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
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SyncLightSpecular1(1);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
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SyncLightSpecular1(2);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
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SyncLightSpecular1(3);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
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SyncLightSpecular1(4);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
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SyncLightSpecular1(5);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
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SyncLightSpecular1(6);
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break;
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
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SyncLightSpecular1(7);
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break;
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// Fragment lighting diffuse color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
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SyncLightDiffuse(0);
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@ -835,6 +887,22 @@ void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
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}
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}
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void RasterizerOpenGL::SyncLightSpecular0(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0);
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if (color != uniform_block_data.data.light_src[light_index].specular_0) {
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uniform_block_data.data.light_src[light_index].specular_0 = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightSpecular1(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
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if (color != uniform_block_data.data.light_src[light_index].specular_1) {
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uniform_block_data.data.light_src[light_index].specular_1 = color;
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uniform_block_data.dirty = true;
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}
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}
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void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
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auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
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if (color != uniform_block_data.data.light_src[light_index].diffuse) {
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@ -87,6 +87,10 @@ struct PicaShaderConfig {
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res.light_src[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
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}
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res.lighting_lut.d0_abs = (regs.lighting.abs_lut_input.d0 == 0);
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res.lighting_lut.d0_type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
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res.clamp_highlights = regs.lighting.light_env.clamp_highlights;
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return res;
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}
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@ -118,6 +122,12 @@ struct PicaShaderConfig {
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bool lighting_enabled = false;
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unsigned num_lights = 0;
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bool clamp_highlights = false;
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struct {
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bool d0_abs = false;
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Pica::Regs::LightingLutInput d0_type = Pica::Regs::LightingLutInput::NH;
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} lighting_lut;
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};
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};
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@ -231,6 +241,10 @@ private:
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};
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struct LightSrc {
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std::array<GLfloat, 3> specular_0;
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> specular_1;
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> diffuse;
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INSERT_PADDING_WORDS(1);
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std::array<GLfloat, 3> ambient;
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@ -316,6 +330,12 @@ private:
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/// Syncs the specified light's position to match the PICA register
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void SyncLightPosition(int light_index);
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/// Syncs the specified light's specular 0 color to match the PICA register
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void SyncLightSpecular0(int light_index);
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/// Syncs the specified light's specular 1 color to match the PICA register
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void SyncLightSpecular1(int light_index);
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/// Syncs the remaining OpenGL drawing state to match the current PICA state
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void SyncDrawState();
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@ -35,8 +35,7 @@ static void AppendSource(std::string& out, TevStageConfig::Source source,
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out += "primary_fragment_color";
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break;
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case Source::SecondaryFragmentColor:
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// HACK: Until we implement fragment lighting, use zero
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out += "vec4(0.0)";
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out += "secondary_fragment_color";
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break;
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case Source::Texture0:
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out += "texture(tex[0], texcoord[0])";
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@ -334,6 +333,8 @@ in vec3 view;
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out vec4 color;
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struct LightSrc {
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vec3 specular_0;
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vec3 specular_1;
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vec3 diffuse;
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vec3 ambient;
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vec3 position;
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@ -358,6 +359,7 @@ uniform sampler2D tex[3];
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void main() {
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vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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)";
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if (config.lighting_enabled) {
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@ -367,41 +369,97 @@ vec4 primary_fragment_color = vec4(0.0);
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out += " 1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n";
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out += "vec4 secondary_color = vec4(0.0);\n";
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out += "vec3 diffuse_sum = vec3(0.0);\n";
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out += "vec3 specular_sum = vec3(0.0);\n";
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out += "vec3 fragment_position = -view;\n";
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out += "vec3 light_vector = vec3(0.0);\n";
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out += "float dist_atten = 1.0;\n";
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&](unsigned light_num, Regs::LightingLutInput input, bool abs) {
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const std::string half_angle = "normalize(view + light_vector)";
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std::string index;
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switch (input) {
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case Regs::LightingLutInput::NH:
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index = "dot(normal, " + half_angle + ")";
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break;
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case Regs::LightingLutInput::VH:
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index = std::string("dot(view, " + half_angle + ")");
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break;
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case Regs::LightingLutInput::NV:
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index = std::string("dot(normal, view)");
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break;
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case Regs::LightingLutInput::LN:
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index = std::string("dot(light_vector, normal)");
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break;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
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UNIMPLEMENTED();
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break;
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}
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if (abs) {
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// In the range of [ 0.f, 1.f]
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index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
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return "clamp(int(" + index + " * 256.0), 0, 255)";
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} else {
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// In the range of [-1.f, 1.f]
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index = "clamp(" + index + ", -1.0, 1.0)";
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return std::string("uint(int(" + index + " * 127.f) & 0xff)");
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}
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return std::string();
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};
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for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) {
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unsigned num = config.light_src[light_index].num;
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std::string light_src = "light_src[" + std::to_string(num) + "]";
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std::string light_vector;
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if (config.light_src[light_index].directional)
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light_vector = "normalize(-" + light_src + ".position)";
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out += "light_vector = normalize(-" + light_src + ".position);\n";
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else
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light_vector = "normalize(" + light_src + ".position - fragment_position)";
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out += "light_vector = normalize(" + light_src + ".position - fragment_position);\n";
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std::string dot_product;
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if (config.light_src[light_index].two_sided_diffuse)
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dot_product = "abs(dot(" + light_vector + ", normal))";
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dot_product = "abs(dot(light_vector, normal))";
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else
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dot_product = "max(dot(" + light_vector + ", normal), 0.0)";
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dot_product = "max(dot(light_vector, normal), 0.0)";
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std::string dist_atten = "1.0";
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// Compute distance attenuation value
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out += "dist_atten = 1.0;\n";
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if (config.light_src[light_index].dist_atten_enabled) {
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std::string scale = std::to_string(config.light_src[light_index].dist_atten_scale);
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std::string bias = std::to_string(config.light_src[light_index].dist_atten_bias);
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std::string lut_index = "(" + scale + " * length(fragment_position - " + light_src + ".position) + " + bias + ")";
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std::string clamped_lut_index = "((clamp(int(" + lut_index + " * 256.0), 0, 255)))";
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unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
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dist_atten = "lighting_lut_" + std::to_string(lut_num /4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
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out += "dist_atten = lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "];\n";
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}
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out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * " + dist_atten + ";\n";
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// Compute primary fragment color (diffuse lighting) function
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out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * dist_atten;\n";
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// Compute secondary fragment color (specular lighting) function
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std::string clamped_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs);
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const unsigned lut_num = (unsigned)Regs::LightingSampler::Distribution0;
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std::string lut_lookup = "lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
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out += "specular_sum += (" + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten);\n";
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}
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out += "float clamp_highlights = 1.0;\n";
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if (config.clamp_highlights) {
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out += "if (dot(light_vector, normal) <= 0.0) clamp_highlights = 0.0;\n";
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}
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out += "diffuse_sum += lighting_global_ambient;\n";
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out += "primary_fragment_color = vec4(clamp(diffuse_sum, vec3(0.0), vec3(1.0)), 1.0);\n";
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out += "secondary_fragment_color = vec4(clamp(clamp_highlights * specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n";
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}
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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