swrasterizer/lighting: implement shadow attenuation

This commit is contained in:
wwylele 2018-03-12 19:40:17 +02:00
parent 6c63bb11d9
commit ce2ad7436e
2 changed files with 54 additions and 4 deletions

View file

@ -187,9 +187,15 @@ struct LightingRegs {
BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
union {
BitField<0, 1, u32> enable_shadow;
BitField<2, 2, LightingFresnelSelector> fresnel_selector;
BitField<4, 4, LightingConfig> config;
BitField<16, 1, u32> shadow_primary;
BitField<17, 1, u32> shadow_secondary;
BitField<18, 1, u32> shadow_invert;
BitField<19, 1, u32> shadow_alpha;
BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2
BitField<24, 2, u32> shadow_selector;
BitField<27, 1, u32> clamp_highlights;
BitField<28, 2, LightingBumpMode> bump_mode;
BitField<30, 1, u32> disable_bump_renorm;
@ -198,6 +204,9 @@ struct LightingRegs {
union {
u32 raw;
// Each bit specifies whether shadow should be applied for the corresponding light.
BitField<0, 8, u32> disable_shadow;
// Each bit specifies whether spot light attenuation should be applied for the corresponding
// light.
BitField<8, 8, u32> disable_spot_atten;
@ -224,6 +233,10 @@ struct LightingRegs {
return (config1.disable_spot_atten & (1 << index)) != 0;
}
bool IsShadowDisabled(unsigned index) const {
return (config1.disable_shadow & (1 << index)) != 0;
}
union {
BitField<0, 8, u32> index; ///< Index at which to set data in the LUT
BitField<8, 5, u32> type; ///< Type of LUT for which to set data

View file

@ -25,6 +25,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
const Math::Vec4<u8> (&texture_color)[4]) {
Math::Vec4<float> shadow;
if (lighting.config0.enable_shadow) {
shadow = texture_color[lighting.config0.shadow_selector].Cast<float>() / 255.0f;
if (lighting.config0.shadow_invert) {
shadow = Math::MakeVec(1.0f, 1.0f, 1.0f, 1.0f) - shadow;
}
} else {
shadow = Math::MakeVec(1.0f, 1.0f, 1.0f, 1.0f);
}
Math::Vec3<float> surface_normal;
Math::Vec3<float> surface_tangent;
@ -284,11 +294,38 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
}
auto diffuse =
light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
(light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f()) *
dist_atten * spot_atten;
auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten;
specular_sum += Math::MakeVec(
(specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
if (!lighting.IsShadowDisabled(num)) {
if (lighting.config0.shadow_primary) {
diffuse = diffuse * shadow.xyz();
}
if (lighting.config0.shadow_secondary) {
specular = specular * shadow.xyz();
}
}
diffuse_sum += Math::MakeVec(diffuse, 0.0f);
specular_sum += Math::MakeVec(specular, 0.0f);
}
if (lighting.config0.shadow_alpha) {
// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
// Enabled for diffuse lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
diffuse_sum.a() *= shadow.w;
}
// Enabled for the specular lighting alpha component
if (lighting.config0.fresnel_selector ==
LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
specular_sum.a() *= shadow.w;
}
}
diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);