Merge pull request #3618 from wwylele/shadow-new-1
gl_rasterizer/lighting: implement shadow attenuation
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commit
575099fcfa
4 changed files with 62 additions and 32 deletions
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@ -59,16 +59,6 @@ struct LightingRegs {
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///< NOTE: '8' is intentional, '7' does not appear to be a valid configuration
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};
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/// Selects which lighting components are affected by fresnel
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enum class LightingFresnelSelector : u32 {
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None = 0, ///< Fresnel is disabled
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PrimaryAlpha = 1, ///< Primary (diffuse) lighting alpha is affected by fresnel
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SecondaryAlpha = 2, ///< Secondary (specular) lighting alpha is affected by fresnel
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Both =
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PrimaryAlpha |
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SecondaryAlpha, ///< Both primary and secondary lighting alphas are affected by fresnel
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};
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/// Factor used to scale the output of a lighting LUT
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enum class LightingScale : u32 {
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Scale1 = 0, ///< Scale is 1x
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@ -188,7 +178,8 @@ struct LightingRegs {
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union {
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BitField<0, 1, u32> enable_shadow;
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BitField<2, 2, LightingFresnelSelector> fresnel_selector;
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BitField<2, 1, u32> enable_primary_alpha;
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BitField<3, 1, u32> enable_secondary_alpha;
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BitField<4, 4, LightingConfig> config;
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BitField<16, 1, u32> shadow_primary;
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BitField<17, 1, u32> shadow_secondary;
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@ -115,6 +115,7 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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!regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].spot_atten_enable =
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!regs.lighting.IsSpotAttenDisabled(num);
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state.lighting.light[light_index].shadow_enable = !regs.lighting.IsShadowDisabled(num);
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}
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state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
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@ -154,12 +155,20 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.lighting.lut_rb.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.rb);
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state.lighting.config = regs.lighting.config0.config;
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state.lighting.fresnel_selector = regs.lighting.config0.fresnel_selector;
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state.lighting.enable_primary_alpha = regs.lighting.config0.enable_primary_alpha;
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state.lighting.enable_secondary_alpha = regs.lighting.config0.enable_secondary_alpha;
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state.lighting.bump_mode = regs.lighting.config0.bump_mode;
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state.lighting.bump_selector = regs.lighting.config0.bump_selector;
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state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
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state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
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state.lighting.enable_shadow = regs.lighting.config0.enable_shadow != 0;
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state.lighting.shadow_primary = regs.lighting.config0.shadow_primary != 0;
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state.lighting.shadow_secondary = regs.lighting.config0.shadow_secondary != 0;
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state.lighting.shadow_invert = regs.lighting.config0.shadow_invert != 0;
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state.lighting.shadow_alpha = regs.lighting.config0.shadow_alpha != 0;
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state.lighting.shadow_selector = regs.lighting.config0.shadow_selector;
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state.proctex.enable = regs.texturing.main_config.texture3_enable;
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if (state.proctex.enable) {
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state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
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@ -202,6 +211,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
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return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
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case TexturingRegs::TextureConfig::TextureCube:
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return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
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case TexturingRegs::TextureConfig::Shadow2D:
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case TexturingRegs::TextureConfig::ShadowCube:
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NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
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UNIMPLEMENTED();
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return "vec4(1.0)"; // stubbed to avoid rendering with wrong shadow
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default:
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LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
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static_cast<int>(state.texture0_type));
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@ -605,6 +619,17 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
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out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
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if (lighting.enable_shadow) {
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std::string shadow_texture = SampleTexture(config, lighting.shadow_selector);
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if (lighting.shadow_invert) {
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out += "vec4 shadow = vec4(1.0) - " + shadow_texture + ";\n";
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} else {
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out += "vec4 shadow = " + shadow_texture + ";\n";
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}
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} else {
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out += "vec4 shadow = vec4(1.0);\n";
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}
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// Samples the specified lookup table for specular lighting
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auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
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LightingRegs::LightingLutInput input, bool abs) {
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@ -803,26 +828,39 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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value = "(" + std::to_string(lighting.lut_fr.scale) + " * " + value + ")";
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// Enabled for diffuse lighting alpha component
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if (lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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if (lighting.enable_primary_alpha) {
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out += "diffuse_sum.a = " + value + ";\n";
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}
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// Enabled for the specular lighting alpha component
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if (lighting.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
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lighting.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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if (lighting.enable_secondary_alpha) {
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out += "specular_sum.a = " + value + ";\n";
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}
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}
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bool shadow_primary_enable = lighting.shadow_primary && light_config.shadow_enable;
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bool shadow_secondary_enable = lighting.shadow_secondary && light_config.shadow_enable;
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std::string shadow_primary = shadow_primary_enable ? " * shadow.rgb" : "";
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std::string shadow_secondary = shadow_secondary_enable ? " * shadow.rgb" : "";
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// Compute primary fragment color (diffuse lighting) function
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out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * dot_product) + " + light_src +
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".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
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".ambient) * " + dist_atten + " * " + spot_atten + shadow_primary + ";\n";
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// Compute secondary fragment color (specular lighting) function
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out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 +
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") * clamp_highlights * " + dist_atten + " * " + spot_atten + ";\n";
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") * clamp_highlights * " + dist_atten + " * " + spot_atten + shadow_secondary +
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";\n";
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}
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// Apply shadow attenuation to alpha components if enabled
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if (lighting.shadow_alpha) {
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if (lighting.enable_primary_alpha) {
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out += "diffuse_sum.a *= shadow.a;\n";
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}
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if (lighting.enable_secondary_alpha) {
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out += "specular_sum.a *= shadow.a;\n";
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}
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}
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// Sum final lighting result
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@ -66,6 +66,7 @@ struct PicaShaderConfigState {
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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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bool shadow_enable;
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} light[8];
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bool enable;
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@ -76,7 +77,15 @@ struct PicaShaderConfigState {
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bool clamp_highlights;
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Pica::LightingRegs::LightingConfig config;
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Pica::LightingRegs::LightingFresnelSelector fresnel_selector;
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bool enable_primary_alpha;
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bool enable_secondary_alpha;
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bool enable_shadow;
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bool shadow_primary;
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bool shadow_secondary;
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bool shadow_invert;
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bool shadow_alpha;
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unsigned shadow_selector;
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struct {
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bool enable;
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@ -251,16 +251,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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lighting.lut_scale.fr, LightingRegs::LightingSampler::Fresnel);
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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if (lighting.config0.enable_primary_alpha) {
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diffuse_sum.a() = lut_value;
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}
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// Enabled for the specular lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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if (lighting.config0.enable_secondary_alpha) {
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specular_sum.a() = lut_value;
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}
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}
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@ -308,16 +304,12 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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if (lighting.config0.shadow_alpha) {
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// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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if (lighting.config0.enable_primary_alpha) {
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diffuse_sum.a() *= shadow.w;
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}
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// Enabled for the specular lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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if (lighting.config0.enable_secondary_alpha) {
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specular_sum.a() *= shadow.w;
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}
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}
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