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gl_rasterizer: implement spot light

This commit is contained in:
wwylele 2017-05-26 16:23:33 +03:00
parent 686cbf3ac6
commit 10906dceec

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@ -508,7 +508,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n" out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
"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;";
// Compute fragment normals // Compute fragment normals
if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
@ -569,6 +570,10 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
index = std::string("dot(light_vector, normal)"); index = std::string("dot(light_vector, normal)");
break; break;
case LightingRegs::LightingLutInput::SP:
index = std::string("dot(light_vector, spot_dir)");
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();
@ -605,21 +610,34 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
else else
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";
// 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
std::string dot_product = light_config.two_sided_diffuse std::string dot_product = light_config.two_sided_diffuse
? "abs(dot(light_vector, normal))" ? "abs(dot(light_vector, normal))"
: "max(dot(light_vector, normal), 0.0)"; : "max(dot(light_vector, normal), 0.0)";
// If enabled, compute spot light attenuation value
std::string spot_atten = "1.0";
if (light_config.spot_atten_enable &&
LightingRegs::IsLightingSamplerSupported(
lighting.config, LightingRegs::LightingSampler::SpotlightAttenuation)) {
std::string index =
GetLutIndex(light_config.num, lighting.lut_sp.type, lighting.lut_sp.abs_input);
auto sampler = LightingRegs::SpotlightAttenuationSampler(light_config.num);
spot_atten = "(" + std::to_string(lighting.lut_sp.scale) + " * " +
GetLutValue(sampler, index) + ")";
}
// If enabled, compute distance attenuation value // If enabled, compute distance attenuation value
std::string dist_atten = "1.0"; std::string dist_atten = "1.0";
if (light_config.dist_atten_enable) { if (light_config.dist_atten_enable) {
std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " + std::string index = "(" + light_src + ".dist_atten_scale * length(-view - " +
light_src + ".position) + " + light_src + ".dist_atten_bias)"; light_src + ".position) + " + light_src + ".dist_atten_bias)";
index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))"; index = "(OFFSET_256 + SCALE_256 * clamp(" + index + ", 0.0, 1.0))";
const unsigned lut_num = auto sampler = LightingRegs::DistanceAttenuationSampler(light_config.num);
((unsigned)LightingRegs::LightingSampler::DistanceAttenuation + light_config.num); dist_atten = GetLutValue(sampler, index);
dist_atten = GetLutValue((LightingRegs::LightingSampler)lut_num, index);
} }
// If enabled, clamp specular component if lighting result is negative // If enabled, clamp specular component if lighting result is negative
@ -720,11 +738,11 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Compute primary fragment color (diffuse lighting) function // Compute primary fragment color (diffuse lighting) function
out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " + out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " +
light_src + ".ambient) * " + dist_atten + ";\n"; light_src + ".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
// Compute secondary fragment color (specular lighting) function // Compute secondary fragment color (specular lighting) function
out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " + out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " +
clamp_highlights + " * " + dist_atten + ";\n"; clamp_highlights + " * " + dist_atten + " * " + spot_atten + ";\n";
} }
// Sum final lighting result // Sum final lighting result