lighting: compute highlight clamp after one-/two-sided diffuse pass

This commit is contained in:
wwylele 2018-03-07 01:32:05 +02:00
parent 33a0e87ac2
commit 0d6db4a0b3
2 changed files with 21 additions and 24 deletions

View file

@ -562,6 +562,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"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"
"vec3 half_vector = vec3(0.0);\n" "vec3 half_vector = vec3(0.0);\n"
"float dot_product = 0.0;\n"
"float clamp_highlights = 1.0;\n"
"float geo_factor = 1.0;\n"; "float geo_factor = 1.0;\n";
// Compute fragment normals and tangents // Compute fragment normals and tangents
@ -680,9 +682,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Compute dot product of light_vector and normal, adjust if lighting is one-sided or // Compute dot product of light_vector and normal, adjust if lighting is one-sided or
// two-sided // two-sided
std::string dot_product = light_config.two_sided_diffuse out += std::string("dot_product = ") + (light_config.two_sided_diffuse
? "abs(dot(light_vector, normal))" ? "abs(dot(light_vector, normal));\n"
: "max(dot(light_vector, normal), 0.0)"; : "max(dot(light_vector, normal), 0.0);\n");
// If enabled, clamp specular component if lighting result is zero
if (lighting.clamp_highlights) {
out += "clamp_highlights = dot_product == 0.0 ? 0.0 : 1.0;\n";
}
// If enabled, compute spot light attenuation value // If enabled, compute spot light attenuation value
std::string spot_atten = "1.0"; std::string spot_atten = "1.0";
@ -706,14 +713,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")"; std::to_string(static_cast<unsigned>(sampler)) + "," + index + ")";
} }
// If enabled, clamp specular component if lighting result is negative
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) { if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
out += "geo_factor = dot(half_vector, half_vector);\n" out += "geo_factor = dot(half_vector, half_vector);\n"
"geo_factor = geo_factor == 0.0 ? 0.0 : min(" + "geo_factor = geo_factor == 0.0 ? 0.0 : min("
dot_product + " / geo_factor, 1.0);\n"; "dot_product / geo_factor, 1.0);\n";
} }
// Specular 0 component // Specular 0 component
@ -814,12 +817,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
} }
// Compute primary fragment color (diffuse lighting) function // Compute primary fragment color (diffuse lighting) function
out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " + out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * dot_product) + " + light_src +
light_src + ".ambient) * " + dist_atten + " * " + spot_atten + ";\n"; ".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
// Compute secondary fragment color (specular lighting) function // Compute secondary fragment color (specular lighting) function
out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " + out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 +
clamp_highlights + " * " + dist_atten + " * " + spot_atten + ";\n"; ") * clamp_highlights * " + dist_atten + " * " + spot_atten + ";\n";
} }
// Sum final lighting result // Sum final lighting result

View file

@ -256,22 +256,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
} }
auto dot_product = Math::Dot(light_vector, normal); auto dot_product = Math::Dot(light_vector, normal);
// Calculate clamp highlights before applying the two-sided diffuse configuration to the dot
// product.
float clamp_highlights = 1.0f;
if (lighting.config0.clamp_highlights) {
if (dot_product <= 0.0f)
clamp_highlights = 0.0f;
else
clamp_highlights = 1.0f;
}
if (light_config.config.two_sided_diffuse) if (light_config.config.two_sided_diffuse)
dot_product = std::abs(dot_product); dot_product = std::abs(dot_product);
else else
dot_product = std::max(dot_product, 0.0f); dot_product = std::max(dot_product, 0.0f);
float clamp_highlights = 1.0f;
if (lighting.config0.clamp_highlights) {
clamp_highlights = dot_product == 0.0f ? 0.0f : 1.0f;
}
if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) { if (light_config.config.geometric_factor_0 || light_config.config.geometric_factor_1) {
float geo_factor = half_vector.Length2(); float geo_factor = half_vector.Length2();
geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f); geo_factor = geo_factor == 0.0f ? 0.0f : std::min(dot_product / geo_factor, 1.0f);