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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp219
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);
}
)";