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gl_rasterizer/lighting: implement geometric factor
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da1bec121a
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7052d43a67
3 changed files with 20 additions and 1 deletions
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@ -168,6 +168,8 @@ struct LightingRegs {
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union {
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union {
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BitField<0, 1, u32> directional;
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BitField<0, 1, u32> directional;
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BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
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BitField<1, 1, u32> two_sided_diffuse; // When disabled, clamp dot-product to 0
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BitField<2, 1, u32> geometric_factor_0;
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BitField<3, 1, u32> geometric_factor_1;
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} config;
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} config;
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BitField<0, 20, u32> dist_atten_bias;
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BitField<0, 20, u32> dist_atten_bias;
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@ -73,6 +73,8 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].num = num;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].directional = light.config.directional != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].two_sided_diffuse = light.config.two_sided_diffuse != 0;
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state.lighting.light[light_index].geometric_factor_0 = light.config.geometric_factor_0 != 0;
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state.lighting.light[light_index].geometric_factor_1 = light.config.geometric_factor_1 != 0;
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state.lighting.light[light_index].dist_atten_enable =
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state.lighting.light[light_index].dist_atten_enable =
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!regs.lighting.IsDistAttenDisabled(num);
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!regs.lighting.IsDistAttenDisabled(num);
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state.lighting.light[light_index].spot_atten_enable =
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state.lighting.light[light_index].spot_atten_enable =
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@ -518,7 +520,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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"vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
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"vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"
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"vec3 light_vector = vec3(0.0);\n"
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"vec3 light_vector = vec3(0.0);\n"
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"vec3 refl_value = vec3(0.0);\n"
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"vec3 refl_value = vec3(0.0);\n"
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"vec3 spot_dir = vec3(0.0);\n;";
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"vec3 spot_dir = vec3(0.0);\n"
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"float geo_factor = 1.0;\n";
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// Compute fragment normals and tangents
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// Compute fragment normals and tangents
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const std::string pertubation =
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const std::string pertubation =
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@ -671,6 +674,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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std::string clamp_highlights =
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std::string clamp_highlights =
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lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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if (light_config.geometric_factor_0 || light_config.geometric_factor_1) {
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out += "geo_factor = 1 + dot(light_vector, normalize(view));\n"
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"geo_factor = geo_factor == 0.0 ? 0.0 : min(0.5 * " +
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dot_product + " / geo_factor, 1.0);\n";
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}
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// Specular 0 component
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// Specular 0 component
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std::string d0_lut_value = "1.0";
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std::string d0_lut_value = "1.0";
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if (lighting.lut_d0.enable &&
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if (lighting.lut_d0.enable &&
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@ -683,6 +692,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
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GetLutValue(LightingRegs::LightingSampler::Distribution0, index) + ")";
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}
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}
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std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
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std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
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if (light_config.geometric_factor_0) {
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specular_0 = "(" + specular_0 + " * geo_factor)";
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}
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// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
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// If enabled, lookup ReflectRed value, otherwise, 1.0 is used
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if (lighting.lut_rr.enable &&
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if (lighting.lut_rr.enable &&
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@ -738,6 +750,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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}
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}
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std::string specular_1 =
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std::string specular_1 =
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"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
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"(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)";
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if (light_config.geometric_factor_1) {
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specular_1 = "(" + specular_1 + " * geo_factor)";
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}
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// Fresnel
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// Fresnel
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if (lighting.lut_fr.enable &&
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if (lighting.lut_fr.enable &&
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@ -94,6 +94,8 @@ union PicaShaderConfig {
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bool two_sided_diffuse;
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bool two_sided_diffuse;
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bool dist_atten_enable;
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bool dist_atten_enable;
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bool spot_atten_enable;
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bool spot_atten_enable;
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bool geometric_factor_0;
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bool geometric_factor_1;
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} light[8];
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} light[8];
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bool enable;
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bool enable;
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