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author | bunnei <bunneidev@gmail.com> | 2016-02-06 03:49:44 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2016-02-06 03:49:44 +0100 |
commit | f1d1049c4fdf51fd382f9afb6b5cd5f104e71b0e (patch) | |
tree | 5cac94917f52f018e0939f8b2e1be079e50c313c /src/video_core/renderer_opengl/gl_shader_gen.cpp | |
parent | Merge pull request #1391 from tfarley/hw-fb-sync-fix (diff) | |
parent | pica: Cleanup lighting register definitions and documentation. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 219 |
1 files changed, 215 insertions, 4 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 22022f7f4..ee4b54ab9 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -32,12 +32,10 @@ static void AppendSource(std::string& out, TevStageConfig::Source source, out += "primary_color"; break; case Source::PrimaryFragmentColor: - // HACK: Until we implement fragment lighting, use primary_color - out += "primary_color"; + 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])"; @@ -320,26 +318,229 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi out += "next_combiner_buffer.a = last_tex_env_out.a;\n"; } +/// Writes the code to emulate fragment lighting +static void WriteLighting(std::string& out, const PicaShaderConfig& config) { + // Define lighting globals + 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" + "vec3 light_vector = vec3(0.0);\n" + "vec3 refl_value = vec3(0.0);\n"; + + // Compute fragment normals + if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) { + // Bump mapping is enabled using a normal map, read perturbation vector from the selected texture + std::string bump_selector = std::to_string(config.lighting.bump_selector); + out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" + bump_selector + "]).rgb - 1.0;\n"; + + // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher precision result + if (config.lighting.bump_renorm) { + std::string val = "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; + out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; + } + } else if (config.lighting.bump_mode == Pica::Regs::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_normal = vec3(0.0, 0.0, 1.0);\n"; + } + + // Rotate the surface-local normal by the interpolated normal quaternion to convert it to eyespace + out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n"; + + // Gets the index into the specified lookup table for specular lighting + auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) { + const std::string half_angle = "normalize(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(normalize(view), " + half_angle + ")"); + break; + + case Regs::LightingLutInput::NV: + index = std::string("dot(normal, normalize(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) { + // LUT index is in the range of (0.0, 1.0) + index = config.lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)"; + return "(FLOAT_255 * clamp(" + index + ", 0.0, 1.0))"; + } else { + // LUT index is in the range of (-1.0, 1.0) + index = "clamp(" + index + ", -1.0, 1.0)"; + return "(FLOAT_255 * ((" + index + " < 0) ? " + index + " + 2.0 : " + index + ") / 2.0)"; + } + + return std::string(); + }; + + // Gets the lighting lookup table value given the specified sampler and index + auto GetLutValue = [](Regs::LightingSampler sampler, std::string lut_index) { + return std::string("texture(lut[" + std::to_string((unsigned)sampler / 4) + "], " + + lut_index + ")[" + std::to_string((unsigned)sampler & 3) + "]"); + }; + + // Write the code to emulate each enabled light + for (unsigned light_index = 0; light_index < config.lighting.src_num; ++light_index) { + const auto& light_config = config.lighting.light[light_index]; + std::string light_src = "light_src[" + std::to_string(light_config.num) + "]"; + + // Compute light vector (directional or positional) + if (light_config.directional) + out += "light_vector = normalize(" + light_src + ".position);\n"; + else + out += "light_vector = normalize(" + light_src + ".position + view);\n"; + + // Compute dot product of light_vector and normal, adjust if lighting is one-sided or two-sided + std::string dot_product = light_config.two_sided_diffuse ? "abs(dot(light_vector, normal))" : "max(dot(light_vector, normal), 0.0)"; + + // If enabled, compute distance attenuation value + std::string dist_atten = "1.0"; + if (light_config.dist_atten_enable) { + std::string scale = std::to_string(light_config.dist_atten_scale); + std::string bias = std::to_string(light_config.dist_atten_bias); + std::string index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")"; + index = "((clamp(" + index + ", 0.0, FLOAT_255)))"; + const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num); + dist_atten = GetLutValue((Regs::LightingSampler)lut_num, index); + } + + // If enabled, clamp specular component if lighting result is negative + std::string clamp_highlights = config.lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; + + // Specular 0 component + std::string d0_lut_value = "1.0"; + if (config.lighting.lut_d0.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution0)) { + // Lookup specular "distribution 0" LUT value + std::string index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input); + d0_lut_value = "(" + std::to_string(config.lighting.lut_d0.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution0, index) + ")"; + } + std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)"; + + // If enabled, lookup ReflectRed value, otherwise, 1.0 is used + if (config.lighting.lut_rr.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::ReflectRed)) { + std::string index = GetLutIndex(light_config.num, config.lighting.lut_rr.type, config.lighting.lut_rr.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_rr.scale) + " * " + GetLutValue(Regs::LightingSampler::ReflectRed, index) + ")"; + out += "refl_value.r = " + value + ";\n"; + } else { + out += "refl_value.r = 1.0;\n"; + } + + // If enabled, lookup ReflectGreen value, otherwise, ReflectRed value is used + if (config.lighting.lut_rg.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::ReflectGreen)) { + std::string index = GetLutIndex(light_config.num, config.lighting.lut_rg.type, config.lighting.lut_rg.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_rg.scale) + " * " + GetLutValue(Regs::LightingSampler::ReflectGreen, index) + ")"; + out += "refl_value.g = " + value + ";\n"; + } else { + out += "refl_value.g = refl_value.r;\n"; + } + + // If enabled, lookup ReflectBlue value, otherwise, ReflectRed value is used + if (config.lighting.lut_rb.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::ReflectBlue)) { + std::string index = GetLutIndex(light_config.num, config.lighting.lut_rb.type, config.lighting.lut_rb.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_rb.scale) + " * " + GetLutValue(Regs::LightingSampler::ReflectBlue, index) + ")"; + out += "refl_value.b = " + value + ";\n"; + } else { + out += "refl_value.b = refl_value.r;\n"; + } + + // Specular 1 component + std::string d1_lut_value = "1.0"; + if (config.lighting.lut_d1.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution1)) { + // Lookup specular "distribution 1" LUT value + std::string index = GetLutIndex(light_config.num, config.lighting.lut_d1.type, config.lighting.lut_d1.abs_input); + d1_lut_value = "(" + std::to_string(config.lighting.lut_d1.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution1, index) + ")"; + } + std::string specular_1 = "(" + d1_lut_value + " * refl_value * " + light_src + ".specular_1)"; + + // Fresnel + if (config.lighting.lut_fr.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Fresnel)) { + // Lookup fresnel LUT value + std::string index = GetLutIndex(light_config.num, config.lighting.lut_fr.type, config.lighting.lut_fr.abs_input); + std::string value = "(" + std::to_string(config.lighting.lut_fr.scale) + " * " + GetLutValue(Regs::LightingSampler::Fresnel, index) + ")"; + + // Enabled for difffuse lighting alpha component + if (config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::PrimaryAlpha || + config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::Both) + out += "diffuse_sum.a *= " + value + ";\n"; + + // Enabled for the specular lighting alpha component + if (config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::SecondaryAlpha || + config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::Both) + out += "specular_sum.a *= " + value + ";\n"; + } + + // Compute primary fragment color (diffuse lighting) function + out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " + light_src + ".ambient) * " + dist_atten + ";\n"; + + // Compute secondary fragment color (specular lighting) function + out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " + clamp_highlights + " * " + dist_atten + ";\n"; + } + + // Sum final lighting result + out += "diffuse_sum.rgb += lighting_global_ambient;\n"; + out += "primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));\n"; + out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n"; +} + std::string GenerateFragmentShader(const PicaShaderConfig& config) { std::string out = R"( #version 330 core #define NUM_TEV_STAGES 6 +#define NUM_LIGHTS 8 +#define LIGHTING_LUT_SIZE 256 +#define FLOAT_255 (255.0 / 256.0) in vec4 primary_color; in vec2 texcoord[3]; +in vec4 normquat; +in vec3 view; out vec4 color; +struct LightSrc { + vec3 specular_0; + vec3 specular_1; + vec3 diffuse; + vec3 ambient; + vec3 position; +}; + layout (std140) uniform shader_data { vec4 const_color[NUM_TEV_STAGES]; vec4 tev_combiner_buffer_color; int alphatest_ref; float depth_offset; + vec3 lighting_global_ambient; + LightSrc light_src[NUM_LIGHTS]; }; uniform sampler2D tex[3]; +uniform sampler1D lut[6]; + +// Rotate the vector v by the quaternion q +vec3 quaternion_rotate(vec4 q, vec3 v) { + return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); +} void main() { +vec4 primary_fragment_color = vec4(0.0); +vec4 secondary_fragment_color = vec4(0.0); )"; // Do not do any sort of processing if it's obvious we're not going to pass the alpha test @@ -348,6 +549,9 @@ void main() { return out; } + if (config.lighting.enable) + WriteLighting(out, config); + out += "vec4 combiner_buffer = vec4(0.0);\n"; out += "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n"; out += "vec4 last_tex_env_out = vec4(0.0);\n"; @@ -369,21 +573,28 @@ void main() { std::string GenerateVertexShader() { std::string out = "#version 330 core\n"; + out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + ") in vec4 vert_position;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_COLOR) + ") in vec4 vert_color;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0) + ") in vec2 vert_texcoord0;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD1) + ") in vec2 vert_texcoord1;\n"; out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD2) + ") in vec2 vert_texcoord2;\n"; + out += "layout(location = " + std::to_string((int)ATTRIBUTE_NORMQUAT) + ") in vec4 vert_normquat;\n"; + out += "layout(location = " + std::to_string((int)ATTRIBUTE_VIEW) + ") in vec3 vert_view;\n"; out += R"( out vec4 primary_color; out vec2 texcoord[3]; +out vec4 normquat; +out vec3 view; void main() { primary_color = vert_color; texcoord[0] = vert_texcoord0; texcoord[1] = vert_texcoord1; texcoord[2] = vert_texcoord2; + normquat = vert_normquat; + view = vert_view; gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w); } )"; |