gl_rasterizer: Initial implementation of bump mapping.

This commit is contained in:
bunnei 2015-11-25 20:49:48 -05:00
parent 449902b558
commit 9dfb223d26
3 changed files with 42 additions and 5 deletions

View file

@ -702,6 +702,12 @@ struct Regs {
LN = 3, // Cosine of the angle between the light and the normal vectors LN = 3, // Cosine of the angle between the light and the normal vectors
}; };
enum class LightingBumpMode : u32 {
None = 0,
NormalMap = 1,
TangentMap = 2,
};
union LightColor { union LightColor {
BitField< 0, 10, u32> b; BitField< 0, 10, u32> b;
BitField<10, 10, u32> g; BitField<10, 10, u32> g;
@ -775,7 +781,10 @@ struct Regs {
union { union {
BitField< 2, 2, LightingFresnelSelector> fresnel_selector; BitField< 2, 2, LightingFresnelSelector> fresnel_selector;
BitField< 4, 4, LightingConfig> config; BitField< 4, 4, LightingConfig> config;
BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2
BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
BitField<28, 2, LightingBumpMode> bump_mode; // 1: GL_TRUE, 0: GL_FALSE
BitField<30, 1, u32> bump_renorm; // 0: GL_TRUE, 1: GL_FALSE
}; };
union { union {

View file

@ -119,6 +119,9 @@ struct PicaShaderConfig {
res.lighting.config = regs.lighting.config; res.lighting.config = regs.lighting.config;
res.lighting.fresnel_selector = regs.lighting.fresnel_selector; res.lighting.fresnel_selector = regs.lighting.fresnel_selector;
res.lighting.bump_mode = regs.lighting.bump_mode;
res.lighting.bump_selector = regs.lighting.bump_selector;
res.lighting.bump_renorm = regs.lighting.bump_renorm == 0;
res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0; res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
return res; return res;
@ -153,6 +156,9 @@ struct PicaShaderConfig {
bool enable = false; bool enable = false;
unsigned src_num = 0; unsigned src_num = 0;
Pica::Regs::LightingBumpMode bump_mode = Pica::Regs::LightingBumpMode::None;
unsigned bump_selector = 0;
bool bump_renorm = false;
bool clamp_highlights = false; bool clamp_highlights = false;
Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0; Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0;

View file

@ -326,11 +326,28 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"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";
// Convert interpolated quaternion to a GL fragment normal // Compute fragment normals
out += "vec3 normal = normalize(vec3(\n"; if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) {
out += " 2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n"; // Bump mapping is enabled using a normal map, read perturbation vector from the selected texture
out += " 2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n"; std::string bump_selector = std::to_string(config.lighting.bump_selector);
out += " 1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n"; out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" + bump_selector + "]).rgb - 1.0;\n";
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher precision result
if (config.lighting.bump_renorm) {
std::string val = "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n";
}
} else if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::TangentMap) {
// Bump mapping is enabled using a tangent map
LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)");
UNIMPLEMENTED();
} else {
// No bump mapping - surface local normal is just a unit normal
out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
}
// Rotate the surface-local normal by the interpolated normal quaternion to convert it to eyespace
out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n";
// Gets the index into the specified lookup table for specular lighting // Gets the index into the specified lookup table for specular lighting
auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) { auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) {
@ -516,6 +533,11 @@ layout (std140) uniform shader_data {
uniform sampler2D tex[3]; uniform sampler2D tex[3];
uniform sampler1D lut[6]; uniform sampler1D lut[6];
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
void main() { void main() {
vec4 primary_fragment_color = vec4(0.0); vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0);