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	gl_shader_gen: Reorganize and cleanup lighting code.
- No functional difference.
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					 1 changed files with 107 additions and 100 deletions
				
			
		|  | @ -318,6 +318,111 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi | |||
|         out += "next_combiner_buffer.a = last_tex_env_out.a;\n"; | ||||
| } | ||||
| 
 | ||||
| /// Writes the code to emulate fragment lighting
 | ||||
| static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||
|     // Define lighting globals
 | ||||
|     out += "vec3 diffuse_sum = vec3(0.0);\n"; | ||||
|     out += "vec3 specular_sum = vec3(0.0);\n"; | ||||
|     out += "vec3 light_vector = vec3(0.0);\n"; | ||||
| 
 | ||||
|     // Convert interpolated quaternion to a GL fragment normal
 | ||||
|     out += "vec3 normal = normalize(vec3(\n"; | ||||
|     out += "          2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n"; | ||||
|     out += "          2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n"; | ||||
|     out += "    1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n"; | ||||
| 
 | ||||
|     // Gets the index into the specified lookup table for specular lighting
 | ||||
|     auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) { | ||||
|         const std::string half_angle = "normalize(normalize(view) + light_vector)"; | ||||
|         std::string index; | ||||
|         switch (input) { | ||||
|         case Regs::LightingLutInput::NH: | ||||
|             index = "dot(normal, " + half_angle + ")"; | ||||
|             break; | ||||
| 
 | ||||
|         case Regs::LightingLutInput::VH: | ||||
|             index = std::string("dot(view, " + half_angle + ")"); | ||||
|             break; | ||||
| 
 | ||||
|         case Regs::LightingLutInput::NV: | ||||
|             index = std::string("dot(normal, view)"); | ||||
|             break; | ||||
| 
 | ||||
|         case Regs::LightingLutInput::LN: | ||||
|             index = std::string("dot(light_vector, normal)"); | ||||
|             break; | ||||
| 
 | ||||
|         default: | ||||
|             LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); | ||||
|             UNIMPLEMENTED(); | ||||
|             break; | ||||
|         } | ||||
| 
 | ||||
|         if (abs) { | ||||
|             // LUT index is in the range of (0.0, 1.0)
 | ||||
|             index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)"; | ||||
|             return "clamp(" + index + ", 0.0, FLOAT_255)"; | ||||
|         } else { | ||||
|             // LUT index is in the range of (-1.0, 1.0)
 | ||||
|             index = "clamp(" + index + ", -1.0, 1.0)"; | ||||
|             return "clamp(((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0, 0.0, FLOAT_255)"; | ||||
|         } | ||||
| 
 | ||||
|         return std::string(); | ||||
|     }; | ||||
| 
 | ||||
|     // Gets the lighting lookup table value given the specified sampler and index
 | ||||
|     auto GetLutValue = [](Regs::LightingSampler sampler, std::string lut_index) { | ||||
|         return std::string("texture(lut[" + std::to_string((unsigned)sampler / 4) + "], " + | ||||
|                            lut_index + ")[" + std::to_string((unsigned)sampler & 3) + "]"); | ||||
|     }; | ||||
| 
 | ||||
|     // Write the code to emulate each enabled light
 | ||||
|     for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) { | ||||
|         unsigned num = config.light_src[light_index].num; | ||||
|         const auto& light_config = config.light_src[light_index]; | ||||
|         std::string light_src = "light_src[" + std::to_string(num) + "]"; | ||||
| 
 | ||||
|         // Compute light vector (directional or positional)
 | ||||
|         if (light_config.directional) | ||||
|             out += "light_vector = normalize(" + light_src + ".position);\n"; | ||||
|         else | ||||
|             out += "light_vector = normalize(" + light_src + ".position + view);\n"; | ||||
| 
 | ||||
|         // Compute dot product of light_vector and normal, adjust if lighting is one-sided or two-sided
 | ||||
|         std::string dot_product = light_config.two_sided_diffuse ? "abs(dot(light_vector, normal))" : "max(dot(light_vector, normal), 0.0)"; | ||||
| 
 | ||||
|         // If enabled, compute distance attenuation value
 | ||||
|         std::string dist_atten = "1.0"; | ||||
|         if (light_config.dist_atten_enabled) { | ||||
|             std::string scale = std::to_string(light_config.dist_atten_scale); | ||||
|             std::string bias = std::to_string(light_config.dist_atten_bias); | ||||
|             std::string lut_index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")"; | ||||
|             lut_index = "((clamp(" + lut_index + ", 0.0, FLOAT_255)))"; | ||||
|             const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num); | ||||
|             dist_atten = GetLutValue((Regs::LightingSampler)lut_num, lut_index); | ||||
|         } | ||||
| 
 | ||||
|         // Compute primary fragment color (diffuse lighting) function
 | ||||
|         out += "diffuse_sum += ((" + light_src + ".diffuse * " + dot_product + ") + " + light_src + ".ambient) * " + dist_atten + ";\n"; | ||||
| 
 | ||||
|         // If enabled, clamp specular component if lighting result is negative
 | ||||
|         std::string clamp_highlights = config.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; | ||||
| 
 | ||||
|         // Lookup specular distribution 0 LUT value
 | ||||
|         std::string d0_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs); | ||||
|         std::string d0_lut_value = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index); | ||||
| 
 | ||||
|         // Compute secondary fragment color (specular lighting) function
 | ||||
|         out += "specular_sum += " + clamp_highlights + " * " + d0_lut_value + " * " + light_src + ".specular_0 * " + dist_atten + ";\n"; | ||||
|     } | ||||
| 
 | ||||
|     // Sum final lighting result
 | ||||
|     out += "diffuse_sum += lighting_global_ambient;\n"; | ||||
|     out += "primary_fragment_color = vec4(clamp(diffuse_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; | ||||
|     out += "secondary_fragment_color = vec4(clamp(specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; | ||||
| } | ||||
| 
 | ||||
| std::string GenerateFragmentShader(const PicaShaderConfig& config) { | ||||
|     std::string out = R"( | ||||
| #version 330 core | ||||
|  | @ -358,106 +463,8 @@ vec4 primary_fragment_color = vec4(0.0); | |||
| vec4 secondary_fragment_color = vec4(0.0); | ||||
| )"; | ||||
| 
 | ||||
|     if (config.lighting_enabled) { | ||||
|         out += "vec3 normal = normalize(vec3(\n"; | ||||
|         out += "          2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n"; | ||||
|         out += "          2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n"; | ||||
|         out += "    1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n"; | ||||
|         out += "vec4 secondary_color = vec4(0.0);\n"; | ||||
|         out += "vec3 diffuse_sum = vec3(0.0);\n"; | ||||
|         out += "vec3 specular_sum = vec3(0.0);\n"; | ||||
|         out += "vec3 fragment_position = -view;\n"; | ||||
|         out += "vec3 light_vector = vec3(0.0);\n"; | ||||
|         out += "vec3 half_angle_vector = vec3(0.0);\n"; | ||||
|         out += "float clamp_highlights = 1.0;\n"; | ||||
|         out += "float dist_atten = 1.0;\n"; | ||||
| 
 | ||||
|         // Gets the index into the specified lookup table for specular lighting
 | ||||
|         auto GetLutIndex = [&](unsigned light_num, Regs::LightingLutInput input, bool abs) { | ||||
|             std::string index; | ||||
|             switch (input) { | ||||
|             case Regs::LightingLutInput::NH: | ||||
|                 index  = "dot(normal, half_angle_vector)"; | ||||
|                 break; | ||||
| 
 | ||||
|             case Regs::LightingLutInput::VH: | ||||
|                 index = std::string("dot(view, half_angle_vector)"); | ||||
|                 break; | ||||
| 
 | ||||
|             case Regs::LightingLutInput::NV: | ||||
|                 index = std::string("dot(normal, view)"); | ||||
|                 break; | ||||
| 
 | ||||
|             case Regs::LightingLutInput::LN: | ||||
|                 index  = std::string("dot(light_vector, normal)"); | ||||
|                 break; | ||||
| 
 | ||||
|             default: | ||||
|                 LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); | ||||
|                 UNIMPLEMENTED(); | ||||
|                 break; | ||||
|             } | ||||
| 
 | ||||
|             if (abs) { | ||||
|                 // In the range of [ 0.f, 1.f]
 | ||||
|                 index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)"; | ||||
|                 return "clamp(" + index + ", 0.0, FLOAT_255)"; | ||||
|             } else { | ||||
|                 // In the range of [-1.f, 1.f]
 | ||||
|                 index = "clamp(" + index + ", -1.0, 1.0)"; | ||||
|                 return "clamp(((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0, 0.0, FLOAT_255)"; | ||||
|             } | ||||
| 
 | ||||
|             return std::string(); | ||||
|         }; | ||||
| 
 | ||||
|         for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) { | ||||
|             unsigned num = config.light_src[light_index].num; | ||||
|             std::string light_src = "light_src[" + std::to_string(num) + "]"; | ||||
| 
 | ||||
|             if (config.light_src[light_index].directional) | ||||
|                 out += "light_vector = normalize(" + light_src + ".position);\n"; | ||||
|             else | ||||
|                 out += "light_vector = normalize(" + light_src + ".position - fragment_position);\n"; | ||||
| 
 | ||||
|             std::string dot_product; | ||||
|             if (config.light_src[light_index].two_sided_diffuse) | ||||
|                 dot_product = "abs(dot(light_vector, normal))"; | ||||
|             else | ||||
|                 dot_product = "max(dot(light_vector, normal), 0.0)"; | ||||
| 
 | ||||
|             // Compute distance attenuation value
 | ||||
|             out += "dist_atten = 1.0;\n"; | ||||
|             if (config.light_src[light_index].dist_atten_enabled) { | ||||
|                 std::string scale = std::to_string(config.light_src[light_index].dist_atten_scale); | ||||
|                 std::string bias = std::to_string(config.light_src[light_index].dist_atten_bias); | ||||
|                 std::string lut_index = "(" + scale + " * length(fragment_position - " + light_src + ".position) + " + bias + ")"; | ||||
|                 std::string clamped_lut_index = "((clamp(" + lut_index + ", 0.0, FLOAT_255)))"; | ||||
| 
 | ||||
|                 const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num); | ||||
|                 out += "dist_atten = texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "];\n"; | ||||
|             } | ||||
| 
 | ||||
|             // Compute primary fragment color (diffuse lighting) function
 | ||||
|             out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * dist_atten;\n"; | ||||
| 
 | ||||
|             // Compute secondary fragment color (specular lighting) function
 | ||||
|             out += "half_angle_vector = normalize(normalize(view) + light_vector);\n"; | ||||
|             std::string clamped_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs); | ||||
|             const unsigned lut_num = (unsigned)Regs::LightingSampler::Distribution0; | ||||
|             std::string lut_lookup = "texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "]"; | ||||
| 
 | ||||
|             if (config.clamp_highlights) { | ||||
|                 out += "clamp_highlights = (dot(light_vector, normal) <= 0.0) ? 0.0 : 1.0;\n"; | ||||
|             } | ||||
| 
 | ||||
|             out += "specular_sum += clamp_highlights * " + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten;\n"; | ||||
|         } | ||||
| 
 | ||||
|         out += "diffuse_sum += lighting_global_ambient;\n"; | ||||
|         out += "primary_fragment_color = vec4(clamp(diffuse_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; | ||||
|         out += "secondary_fragment_color = vec4(clamp(specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; | ||||
|     } | ||||
|     if (config.lighting_enabled) | ||||
|         WriteLighting(out, config); | ||||
| 
 | ||||
|     // Do not do any sort of processing if it's obvious we're not going to pass the alpha test
 | ||||
|     if (config.alpha_test_func == Regs::CompareFunc::Never) { | ||||
|  |  | |||
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