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	Merge pull request #2776 from wwylele/geo-factor
Fragment lighting: implement geometric factor
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						d0888f8548
					
				
					 3 changed files with 26 additions and 7 deletions
				
			
		|  | @ -168,6 +168,8 @@ struct LightingRegs { | ||||||
|         union { |         union { | ||||||
|             BitField<0, 1, u32> directional; |             BitField<0, 1, u32> directional; | ||||||
|             BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
 |             BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
 | ||||||
|  |             BitField<2, 1, u32> geometric_factor_0; | ||||||
|  |             BitField<3, 1, u32> geometric_factor_1; | ||||||
|         } config; |         } config; | ||||||
| 
 | 
 | ||||||
|         BitField<0, 20, u32> dist_atten_bias; |         BitField<0, 20, u32> dist_atten_bias; | ||||||
|  |  | ||||||
|  | @ -73,6 +73,8 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { | ||||||
|         state.lighting.light[light_index].num = num; |         state.lighting.light[light_index].num = num; | ||||||
|         state.lighting.light[light_index].directional = light.config.directional != 0; |         state.lighting.light[light_index].directional = light.config.directional != 0; | ||||||
|         state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0; |         state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0; | ||||||
|  |         state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0; | ||||||
|  |         state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0; | ||||||
|         state.lighting.light[light_index].dist_atten_enable = |         state.lighting.light[light_index].dist_atten_enable = | ||||||
|             !regs.lighting.IsDistAttenDisabled(num); |             !regs.lighting.IsDistAttenDisabled(num); | ||||||
|         state.lighting.light[light_index].spot_atten_enable = |         state.lighting.light[light_index].spot_atten_enable = | ||||||
|  | @ -518,7 +520,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|            "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" |            "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" | ||||||
|            "vec3 light_vector = vec3(0.0);\n" |            "vec3 light_vector = vec3(0.0);\n" | ||||||
|            "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" | ||||||
|  |            "vec3 half_vector = vec3(0.0);\n" | ||||||
|  |            "float geo_factor = 1.0;\n"; | ||||||
| 
 | 
 | ||||||
|     // Compute fragment normals and tangents
 |     // Compute fragment normals and tangents
 | ||||||
|     const std::string pertubation = |     const std::string pertubation = | ||||||
|  | @ -561,15 +565,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|     // 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, | ||||||
|                                    bool abs) { |                                    bool abs) { | ||||||
|         const std::string half_angle = "normalize(normalize(view) + light_vector)"; |  | ||||||
|         std::string index; |         std::string index; | ||||||
|         switch (input) { |         switch (input) { | ||||||
|         case LightingRegs::LightingLutInput::NH: |         case LightingRegs::LightingLutInput::NH: | ||||||
|             index = "dot(normal, " + half_angle + ")"; |             index = "dot(normal, normalize(half_vector))"; | ||||||
|             break; |             break; | ||||||
| 
 | 
 | ||||||
|         case LightingRegs::LightingLutInput::VH: |         case LightingRegs::LightingLutInput::VH: | ||||||
|             index = std::string("dot(normalize(view), " + half_angle + ")"); |             index = std::string("dot(normalize(view), normalize(half_vector))"); | ||||||
|             break; |             break; | ||||||
| 
 | 
 | ||||||
|         case LightingRegs::LightingLutInput::NV: |         case LightingRegs::LightingLutInput::NV: | ||||||
|  | @ -590,9 +593,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|                 // Note: even if the normal vector is modified by normal map, which is not the
 |                 // 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
 |                 // normal of the tangent plane anymore, the half angle vector is still projected
 | ||||||
|                 // using the modified normal vector.
 |                 // using the modified normal vector.
 | ||||||
|                 std::string half_angle_proj = half_angle + |                 std::string half_angle_proj = "normalize(half_vector) - normal / dot(normal, " | ||||||
|                                               " - normal / dot(normal, normal) * dot(normal, " + |                                               "normal) * dot(normal, normalize(half_vector))"; | ||||||
|                                               half_angle + ")"; |  | ||||||
|                 // Note: the half angle vector projection is confirmed not normalized before the dot
 |                 // 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.
 |                 // product. The result is in fact not cos(phi) as the name suggested.
 | ||||||
|                 index = "dot(" + half_angle_proj + ", tangent)"; |                 index = "dot(" + half_angle_proj + ", tangent)"; | ||||||
|  | @ -638,6 +640,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|             out += "light_vector = normalize(" + light_src + ".position + view);\n"; |             out += "light_vector = normalize(" + light_src + ".position + view);\n"; | ||||||
| 
 | 
 | ||||||
|         out += "spot_dir = " + light_src + ".spot_direction;\n"; |         out += "spot_dir = " + light_src + ".spot_direction;\n"; | ||||||
|  |         out += "half_vector = normalize(view) + light_vector;\n"; | ||||||
| 
 | 
 | ||||||
|         // Compute dot product of light_vector and normal, adjust if lighting is one-sided or
 |         // Compute dot product of light_vector and normal, adjust if lighting is one-sided or
 | ||||||
|         // two-sided
 |         // two-sided
 | ||||||
|  | @ -671,6 +674,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|         std::string clamp_highlights = |         std::string clamp_highlights = | ||||||
|             lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; |             lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; | ||||||
| 
 | 
 | ||||||
|  |         if (light_config.geometric_factor_0 || light_config.geometric_factor_1) { | ||||||
|  |             out += "geo_factor = dot(half_vector, half_vector);\n" | ||||||
|  |                    "geo_factor = geo_factor == 0.0 ? 0.0 : min(" + | ||||||
|  |                    dot_product + " / geo_factor, 1.0);\n"; | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|         // Specular 0 component
 |         // Specular 0 component
 | ||||||
|         std::string d0_lut_value = "1.0"; |         std::string d0_lut_value = "1.0"; | ||||||
|         if (lighting.lut_d0.enable && |         if (lighting.lut_d0.enable && | ||||||
|  | @ -683,6 +692,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|                            GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")"; |                            GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")"; | ||||||
|         } |         } | ||||||
|         std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; |         std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; | ||||||
|  |         if (light_config.geometric_factor_0) { | ||||||
|  |             specular_0 = "(" + specular_0 + " * geo_factor)"; | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|         // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
 |         // If enabled, lookup ReflectRed value, otherwise, 1.0 is used
 | ||||||
|         if (lighting.lut_rr.enable && |         if (lighting.lut_rr.enable && | ||||||
|  | @ -738,6 +750,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | ||||||
|         } |         } | ||||||
|         std::string specular_1 = |         std::string specular_1 = | ||||||
|             "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; |             "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; | ||||||
|  |         if (light_config.geometric_factor_1) { | ||||||
|  |             specular_1 = "(" + specular_1 + " * geo_factor)"; | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|         // Fresnel
 |         // Fresnel
 | ||||||
|         if (lighting.lut_fr.enable && |         if (lighting.lut_fr.enable && | ||||||
|  |  | ||||||
|  | @ -94,6 +94,8 @@ union PicaShaderConfig { | ||||||
|                 bool two_sided_diffuse; |                 bool two_sided_diffuse; | ||||||
|                 bool dist_atten_enable; |                 bool dist_atten_enable; | ||||||
|                 bool spot_atten_enable; |                 bool spot_atten_enable; | ||||||
|  |                 bool geometric_factor_0; | ||||||
|  |                 bool geometric_factor_1; | ||||||
|             } light[8]; |             } light[8]; | ||||||
| 
 | 
 | ||||||
|             bool enable; |             bool enable; | ||||||
|  |  | ||||||
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