forked from suyu/suyu
renderer_opengl: Implement HW fragment lighting distance attenuation.
This commit is contained in:
parent
e9af70eaf3
commit
e34fa6365f
2 changed files with 37 additions and 16 deletions
|
@ -78,9 +78,13 @@ struct PicaShaderConfig {
|
|||
|
||||
for (unsigned light_index = 0; light_index < res.num_lights; ++light_index) {
|
||||
unsigned num = regs.lighting.light_enable.GetNum(light_index);
|
||||
const auto& light = regs.lighting.light[num];
|
||||
res.light_src[light_index].num = num;
|
||||
res.light_src[light_index].directional = regs.lighting.light[num].w;
|
||||
res.light_src[light_index].two_sided_diffuse = regs.lighting.light[num].two_sided_diffuse;
|
||||
res.light_src[light_index].directional = light.w;
|
||||
res.light_src[light_index].two_sided_diffuse = light.two_sided_diffuse;
|
||||
res.light_src[light_index].dist_atten_enabled = regs.lighting.dist_atten_enable.IsEnabled(num);
|
||||
res.light_src[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
|
||||
res.light_src[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
|
||||
}
|
||||
|
||||
return res;
|
||||
|
@ -98,19 +102,23 @@ struct PicaShaderConfig {
|
|||
return std::memcmp(this, &o, sizeof(PicaShaderConfig)) == 0;
|
||||
};
|
||||
|
||||
Pica::Regs::CompareFunc alpha_test_func;
|
||||
std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
|
||||
u8 combiner_buffer_input;
|
||||
|
||||
struct {
|
||||
unsigned num;
|
||||
bool directional;
|
||||
bool two_sided_diffuse;
|
||||
bool dist_atten_enabled;
|
||||
} light_src[8];
|
||||
Pica::Regs::CompareFunc alpha_test_func = Pica::Regs::CompareFunc::Never;
|
||||
std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
|
||||
u8 combiner_buffer_input = 0;
|
||||
|
||||
bool lighting_enabled;
|
||||
unsigned num_lights;
|
||||
struct {
|
||||
unsigned num = 0;
|
||||
bool directional = false;
|
||||
bool two_sided_diffuse = false;
|
||||
bool dist_atten_enabled = false;
|
||||
GLfloat dist_atten_scale = 0.0f;
|
||||
GLfloat dist_atten_bias = 0.0f;
|
||||
} light_src[8];
|
||||
|
||||
bool lighting_enabled = false;
|
||||
unsigned num_lights = 0;
|
||||
};
|
||||
};
|
||||
|
||||
namespace std {
|
||||
|
|
|
@ -371,12 +371,13 @@ vec4 primary_fragment_color = vec4(0.0);
|
|||
|
||||
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[" + std::to_string(num) + "].position)";
|
||||
light_vector = "normalize(-" + light_src + ".position)";
|
||||
else
|
||||
light_vector = "normalize(light_src[" + std::to_string(num) + "].position - fragment_position)";
|
||||
light_vector = "normalize(" + light_src + ".position - fragment_position)";
|
||||
|
||||
std::string dot_product;
|
||||
if (config.light_src[light_index].two_sided_diffuse)
|
||||
|
@ -384,7 +385,19 @@ vec4 primary_fragment_color = vec4(0.0);
|
|||
else
|
||||
dot_product = "max(dot(" + light_vector + ", normal), 0.0)";
|
||||
|
||||
out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * 1.0;\n";
|
||||
std::string dist_atten = "1.0";
|
||||
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) + "]";
|
||||
}
|
||||
|
||||
out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * " + dist_atten + ";\n";
|
||||
}
|
||||
|
||||
out += "diffuse_sum += lighting_global_ambient;\n";
|
||||
|
|
Loading…
Reference in a new issue