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renderer_opengl: Initial implementation of basic specular lighting.

This commit is contained in:
bunnei 2015-11-14 23:23:08 -05:00
parent e34fa6365f
commit bf89870437
4 changed files with 165 additions and 13 deletions

View file

@ -659,6 +659,8 @@ struct Regs {
enum class LightingLutInput {
NH = 0, // Cosine of the angle between the normal and half-angle vectors
VH = 1, // Cosine of the angle between the view and half-angle vectors
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
};
@ -709,7 +711,11 @@ struct Regs {
LightColor global_ambient; // emission + (material.ambient * lighting.ambient)
INSERT_PADDING_WORDS(0x1);
BitField<0, 3, u32> src_num; // number of enabled lights - 1
INSERT_PADDING_WORDS(0x1);
union {
BitField< 4, 4, u32> config;
BitField<27, 1, u32> clamp_highlights;
} light_env;
union {
// Each bit specifies whether distance attenuation should be applied for the

View file

@ -297,6 +297,58 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncCombinerColor();
break;
// Fragment lighting specular 0 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
SyncLightSpecular0(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
SyncLightSpecular0(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
SyncLightSpecular0(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
SyncLightSpecular0(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
SyncLightSpecular0(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
SyncLightSpecular0(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
SyncLightSpecular0(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
SyncLightSpecular0(7);
break;
// Fragment lighting specular 1 color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
SyncLightSpecular1(0);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
SyncLightSpecular1(1);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
SyncLightSpecular1(2);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
SyncLightSpecular1(3);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
SyncLightSpecular1(4);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
SyncLightSpecular1(5);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
SyncLightSpecular1(6);
break;
case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
SyncLightSpecular1(7);
break;
// Fragment lighting diffuse color
case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
SyncLightDiffuse(0);
@ -835,6 +887,22 @@ void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
}
}
void RasterizerOpenGL::SyncLightSpecular0(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0);
if (color != uniform_block_data.data.light_src[light_index].specular_0) {
uniform_block_data.data.light_src[light_index].specular_0 = color;
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncLightSpecular1(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
if (color != uniform_block_data.data.light_src[light_index].specular_1) {
uniform_block_data.data.light_src[light_index].specular_1 = color;
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
if (color != uniform_block_data.data.light_src[light_index].diffuse) {

View file

@ -87,6 +87,10 @@ struct PicaShaderConfig {
res.light_src[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
}
res.lighting_lut.d0_abs = (regs.lighting.abs_lut_input.d0 == 0);
res.lighting_lut.d0_type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
res.clamp_highlights = regs.lighting.light_env.clamp_highlights;
return res;
}
@ -118,6 +122,12 @@ struct PicaShaderConfig {
bool lighting_enabled = false;
unsigned num_lights = 0;
bool clamp_highlights = false;
struct {
bool d0_abs = false;
Pica::Regs::LightingLutInput d0_type = Pica::Regs::LightingLutInput::NH;
} lighting_lut;
};
};
@ -231,6 +241,10 @@ private:
};
struct LightSrc {
std::array<GLfloat, 3> specular_0;
INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> specular_1;
INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> diffuse;
INSERT_PADDING_WORDS(1);
std::array<GLfloat, 3> ambient;
@ -316,6 +330,12 @@ private:
/// Syncs the specified light's position to match the PICA register
void SyncLightPosition(int light_index);
/// Syncs the specified light's specular 0 color to match the PICA register
void SyncLightSpecular0(int light_index);
/// Syncs the specified light's specular 1 color to match the PICA register
void SyncLightSpecular1(int light_index);
/// Syncs the remaining OpenGL drawing state to match the current PICA state
void SyncDrawState();

View file

@ -35,8 +35,7 @@ static void AppendSource(std::string& out, TevStageConfig::Source source,
out += "primary_fragment_color";
break;
case Source::SecondaryFragmentColor:
// HACK: Until we implement fragment lighting, use zero
out += "vec4(0.0)";
out += "secondary_fragment_color";
break;
case Source::Texture0:
out += "texture(tex[0], texcoord[0])";
@ -334,6 +333,8 @@ in vec3 view;
out vec4 color;
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
@ -358,6 +359,7 @@ uniform sampler2D tex[3];
void main() {
vec4 primary_fragment_color = vec4(0.0);
vec4 secondary_fragment_color = vec4(0.0);
)";
if (config.lighting_enabled) {
@ -367,41 +369,97 @@ vec4 primary_fragment_color = vec4(0.0);
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 += "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) {
const std::string half_angle = "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) {
// 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(int(" + index + " * 256.0), 0, 255)";
} else {
// In the range of [-1.f, 1.f]
index = "clamp(" + index + ", -1.0, 1.0)";
return std::string("uint(int(" + index + " * 127.f) & 0xff)");
}
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) + "]";
std::string light_vector;
if (config.light_src[light_index].directional)
light_vector = "normalize(-" + light_src + ".position)";
out += "light_vector = normalize(-" + light_src + ".position);\n";
else
light_vector = "normalize(" + light_src + ".position - fragment_position)";
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))";
dot_product = "abs(dot(light_vector, normal))";
else
dot_product = "max(dot(" + light_vector + ", normal), 0.0)";
dot_product = "max(dot(light_vector, normal), 0.0)";
std::string dist_atten = "1.0";
// 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(int(" + lut_index + " * 256.0), 0, 255)))";
unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
dist_atten = "lighting_lut_" + std::to_string(lut_num /4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
out += "dist_atten = lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "];\n";
}
out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * " + dist_atten + ";\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
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 = "lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
out += "specular_sum += (" + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten);\n";
}
out += "float clamp_highlights = 1.0;\n";
if (config.clamp_highlights) {
out += "if (dot(light_vector, normal) <= 0.0) clamp_highlights = 0.0;\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(clamp_highlights * specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n";
}
// Do not do any sort of processing if it's obvious we're not going to pass the alpha test