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