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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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						da1bec121a
					
				
					 2 changed files with 39 additions and 11 deletions
				
			
		|  | @ -84,7 +84,7 @@ struct LightingRegs { | |||
|         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
 | ||||
|         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 { | ||||
|  |  | |||
|  | @ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|            "vec3 refl_value = 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) { | ||||
|         // Bump mapping is enabled using a normal map, read perturbation vector from the selected
 | ||||
|         // texture
 | ||||
|         out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + | ||||
|                ").rgb - 1.0;\n"; | ||||
|         // Bump mapping is enabled using a normal map
 | ||||
|         out += "vec3 surface_normal = " + pertubation + ";\n"; | ||||
| 
 | ||||
|         // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
 | ||||
|         // precision result
 | ||||
|  | @ -534,18 +534,29 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|                 "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; | ||||
|             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) { | ||||
|         // Bump mapping is enabled using a tangent map
 | ||||
|         LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); | ||||
|         UNIMPLEMENTED(); | ||||
|     } else { | ||||
|         // No bump mapping - surface local normal is just a unit normal
 | ||||
|         out += "vec3 surface_tangent = " + pertubation + ";\n"; | ||||
|         // 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 { | ||||
|         // 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_tangent = vec3(1.0, 0.0, 0.0);\n"; | ||||
|     } | ||||
| 
 | ||||
|     // Rotate the surface-local normal by the interpolated normal quaternion to convert it to
 | ||||
|     // 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
 | ||||
|     auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, | ||||
|  | @ -573,6 +584,23 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
|             index = std::string("dot(light_vector, spot_dir)"); | ||||
|             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: | ||||
|             LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); | ||||
|             UNIMPLEMENTED(); | ||||
|  |  | |||
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