mirror of
				https://github.com/PabloMK7/citra.git
				synced 2025-10-31 05:40:04 +00:00 
			
		
		
		
	gl_rasterizer/lighting: implement lut input 5 (CP)
This commit is contained in:
		
							parent
							
								
									39c7c1f580
								
							
						
					
					
						commit
						40b7d0bf3f
					
				
					 2 changed files with 26 additions and 3 deletions
				
			
		|  | @ -84,7 +84,7 @@ struct LightingRegs { | ||||||
|         NV = 2, // Cosine of the angle between the normal and the view vector
 |         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
 |         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
 |         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 { |     enum class LightingBumpMode : u32 { | ||||||
|  |  | ||||||
|  | @ -534,18 +534,24 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|                 "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; |                 "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; | ||||||
|             out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; |             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) { |     } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { | ||||||
|         // Bump mapping is enabled using a tangent map
 |         // Bump mapping is enabled using a tangent map
 | ||||||
|         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); |         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); | ||||||
|         UNIMPLEMENTED(); |         UNIMPLEMENTED(); | ||||||
|     } else { |     } else { | ||||||
|         // No bump mapping - surface local normal is just a unit normal
 |         // 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_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
 |     // Rotate the surface-local normal by the interpolated normal quaternion to convert it to
 | ||||||
|     // eyespace.
 |     // 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
 |     // Gets the index into the specified lookup table for specular lighting
 | ||||||
|     auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, |     auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, | ||||||
|  | @ -573,6 +579,23 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|             index = std::string("dot(light_vector, spot_dir)"); |             index = std::string("dot(light_vector, spot_dir)"); | ||||||
|             break; |             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: |         default: | ||||||
|             LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); |             LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); | ||||||
|             UNIMPLEMENTED(); |             UNIMPLEMENTED(); | ||||||
|  |  | ||||||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue