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	gl_rasterizer/lighting: Implement tangent mapping
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					 1 changed files with 12 additions and 7 deletions
				
			
		|  | @ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|            "vec3 refl_value = vec3(0.0);\n" |            "vec3 refl_value = vec3(0.0);\n" | ||||||
|            "vec3 spot_dir = 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) { |     if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { | ||||||
|         // Bump mapping is enabled using a normal map, read perturbation vector from the selected
 |         // Bump mapping is enabled using a normal map
 | ||||||
|         // texture
 |         out += "vec3 surface_normal = " + pertubation + ";\n"; | ||||||
|         out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + |  | ||||||
|                ").rgb - 1.0;\n"; |  | ||||||
| 
 | 
 | ||||||
|         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 |         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 | ||||||
|         // precision result
 |         // precision result
 | ||||||
|  | @ -539,8 +539,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|         out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; |         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)"); |         out += "vec3 surface_tangent = " + pertubation + ";\n"; | ||||||
|         UNIMPLEMENTED(); |         // 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 { |     } else { | ||||||
|         // No bump mapping - surface local normal and tangent are just unit vectors
 |         // 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"; | ||||||
|  |  | ||||||
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