mirror of
https://github.com/PabloMK7/citra.git
synced 2024-11-24 16:34:24 +00:00
Merge pull request #2762 from wwylele/light-cp-tangent
Fragment lighting: implement lut input 5 (CP) and tangent mapping
This commit is contained in:
commit
da1bec121a
2 changed files with 39 additions and 11 deletions
|
@ -84,7 +84,7 @@ struct LightingRegs {
|
|||
NV = 2, // Cosine of the angle between the normal and the view vector
|
||||
LN = 3, // Cosine of the angle between the light and the normal vectors
|
||||
SP = 4, // Cosine of the angle between the light and the inverse spotlight vectors
|
||||
CP = 5, // TODO: document and implement
|
||||
CP = 5, // Cosine of the angle between the tangent and projection of half-angle vectors
|
||||
};
|
||||
|
||||
enum class LightingBumpMode : u32 {
|
||||
|
|
|
@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
"vec3 refl_value = vec3(0.0);\n"
|
||||
"vec3 spot_dir = vec3(0.0);\n;";
|
||||
|
||||
// Compute fragment normals
|
||||
// Compute fragment normals and tangents
|
||||
const std::string pertubation =
|
||||
"2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0";
|
||||
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
|
||||
// Bump mapping is enabled using a normal map, read perturbation vector from the selected
|
||||
// texture
|
||||
out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) +
|
||||
").rgb - 1.0;\n";
|
||||
// Bump mapping is enabled using a normal map
|
||||
out += "vec3 surface_normal = " + pertubation + ";\n";
|
||||
|
||||
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
|
||||
// precision result
|
||||
|
@ -534,18 +534,29 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
"(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
|
||||
out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n";
|
||||
}
|
||||
|
||||
// The tangent vector is not perturbed by the normal map and is just a unit vector.
|
||||
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
|
||||
} else if (lighting.bump_mode == LightingRegs::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_tangent = " + pertubation + ";\n";
|
||||
// Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
|
||||
// computation below, which is also confirmed on 3DS. So we don't bother recomputing here
|
||||
// even if 'renorm' is enabled.
|
||||
|
||||
// The normal vector is not perturbed by the tangent map and is just a unit vector.
|
||||
out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
|
||||
} else {
|
||||
// No bump mapping - surface local normal and tangent are just unit vectors
|
||||
out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
|
||||
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
|
||||
}
|
||||
|
||||
// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
|
||||
// eyespace.
|
||||
out += "vec3 normal = quaternion_rotate(normalize(normquat), surface_normal);\n";
|
||||
out += "vec4 normalized_normquat = normalize(normquat);\n";
|
||||
out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
|
||||
out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
|
||||
|
||||
// Gets the index into the specified lookup table for specular lighting
|
||||
auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
|
||||
|
@ -573,6 +584,23 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
index = std::string("dot(light_vector, spot_dir)");
|
||||
break;
|
||||
|
||||
case LightingRegs::LightingLutInput::CP:
|
||||
// CP input is only available with configuration 7
|
||||
if (lighting.config == LightingRegs::LightingConfig::Config7) {
|
||||
// Note: even if the normal vector is modified by normal map, which is not the
|
||||
// normal of the tangent plane anymore, the half angle vector is still projected
|
||||
// using the modified normal vector.
|
||||
std::string half_angle_proj = half_angle +
|
||||
" - normal / dot(normal, normal) * dot(normal, " +
|
||||
half_angle + ")";
|
||||
// Note: the half angle vector projection is confirmed not normalized before the dot
|
||||
// product. The result is in fact not cos(phi) as the name suggested.
|
||||
index = "dot(" + half_angle_proj + ", tangent)";
|
||||
} else {
|
||||
index = "0.0";
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
|
||||
UNIMPLEMENTED();
|
||||
|
|
Loading…
Reference in a new issue