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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp141
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h61
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp53
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.h2
-rw-r--r--src/video_core/renderer_opengl/pica_to_gl.h7
5 files changed, 259 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 6441e2586..1e51a7655 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -75,6 +75,12 @@ void RasterizerOpenGL::InitObjects() {
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
+ glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
+ glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
+
+ glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
+ glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
+
SetShader();
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
@@ -283,6 +289,98 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(tev_combiner_buffer_color):
SyncCombinerColor();
break;
+
+ // Fragment lighting diffuse color
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
+ SyncLightDiffuse(0);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
+ SyncLightDiffuse(1);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
+ SyncLightDiffuse(2);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
+ SyncLightDiffuse(3);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
+ SyncLightDiffuse(4);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
+ SyncLightDiffuse(5);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
+ SyncLightDiffuse(6);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
+ SyncLightDiffuse(7);
+ break;
+
+ // Fragment lighting ambient color
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
+ SyncLightAmbient(0);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
+ SyncLightAmbient(1);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
+ SyncLightAmbient(2);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
+ SyncLightAmbient(3);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
+ SyncLightAmbient(4);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
+ SyncLightAmbient(5);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
+ SyncLightAmbient(6);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
+ SyncLightAmbient(7);
+ break;
+
+ // Fragment lighting position
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
+ SyncLightPosition(0);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
+ SyncLightPosition(1);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
+ SyncLightPosition(2);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
+ SyncLightPosition(3);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
+ SyncLightPosition(4);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
+ SyncLightPosition(5);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
+ SyncLightPosition(6);
+ break;
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
+ case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
+ SyncLightPosition(7);
+ break;
+
+ // Fragment lighting global ambient color (emission + ambient * ambient)
+ case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
+ SyncGlobalAmbient();
+ break;
+
}
}
@@ -503,6 +601,13 @@ void RasterizerOpenGL::SetShader() {
auto& tev_stages = Pica::g_state.regs.GetTevStages();
for (int index = 0; index < tev_stages.size(); ++index)
SyncTevConstColor(index, tev_stages[index]);
+
+ SyncGlobalAmbient();
+ for (int light_index = 0; light_index < 8; light_index++) {
+ SyncLightDiffuse(light_index);
+ SyncLightAmbient(light_index);
+ SyncLightPosition(light_index);
+ }
}
void RasterizerOpenGL::SyncFramebuffer() {
@@ -683,6 +788,42 @@ void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevS
}
}
+void RasterizerOpenGL::SyncGlobalAmbient() {
+ auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient);
+ if (color != uniform_block_data.data.lighting_global_ambient) {
+ uniform_block_data.data.lighting_global_ambient = 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) {
+ uniform_block_data.data.light_src[light_index].diffuse = color;
+ uniform_block_data.dirty = true;
+ }
+}
+
+void RasterizerOpenGL::SyncLightAmbient(int light_index) {
+ auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
+ if (color != uniform_block_data.data.light_src[light_index].ambient) {
+ uniform_block_data.data.light_src[light_index].ambient = color;
+ uniform_block_data.dirty = true;
+ }
+}
+
+void RasterizerOpenGL::SyncLightPosition(int light_index) {
+ std::array<GLfloat, 3> position = {
+ Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
+ Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
+ Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
+
+ if (position != uniform_block_data.data.light_src[light_index].position) {
+ uniform_block_data.data.light_src[light_index].position = position;
+ uniform_block_data.dirty = true;
+ }
+}
+
void RasterizerOpenGL::SyncDrawState() {
const auto& regs = Pica::g_state.regs;
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 569beaa5c..698ca5c4c 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -71,6 +71,18 @@ struct PicaShaderConfig {
regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
+ // Fragment lighting
+
+ res.lighting_enabled = !regs.lighting.disable;
+ res.num_lights = regs.lighting.src_num + 1;
+
+ for (unsigned light_index = 0; light_index < res.num_lights; ++light_index) {
+ unsigned num = regs.lighting.light_enable.GetNum(light_index);
+ 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;
+ }
+
return res;
}
@@ -89,6 +101,16 @@ struct PicaShaderConfig {
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];
+
+ bool lighting_enabled;
+ unsigned num_lights;
};
namespace std {
@@ -182,6 +204,13 @@ private:
tex_coord1[1] = v.tc1.y.ToFloat32();
tex_coord2[0] = v.tc2.x.ToFloat32();
tex_coord2[1] = v.tc2.y.ToFloat32();
+ normquat[0] = v.quat.x.ToFloat32();
+ normquat[1] = v.quat.y.ToFloat32();
+ normquat[2] = v.quat.z.ToFloat32();
+ normquat[3] = v.quat.w.ToFloat32();
+ view[0] = v.view.x.ToFloat32();
+ view[1] = v.view.y.ToFloat32();
+ view[2] = v.view.z.ToFloat32();
}
GLfloat position[4];
@@ -189,6 +218,17 @@ private:
GLfloat tex_coord0[2];
GLfloat tex_coord1[2];
GLfloat tex_coord2[2];
+ GLfloat normquat[4];
+ GLfloat view[3];
+ };
+
+ struct LightSrc {
+ std::array<GLfloat, 3> diffuse;
+ INSERT_PADDING_WORDS(1);
+ std::array<GLfloat, 3> ambient;
+ INSERT_PADDING_WORDS(1);
+ std::array<GLfloat, 3> position;
+ INSERT_PADDING_WORDS(1);
};
/// Uniform structure for the Uniform Buffer Object, all members must be 16-byte aligned
@@ -198,11 +238,14 @@ private:
std::array<GLfloat, 4> tev_combiner_buffer_color;
GLint alphatest_ref;
GLfloat depth_offset;
- INSERT_PADDING_BYTES(8);
+ INSERT_PADDING_WORDS(2);
+ std::array<GLfloat, 3> lighting_global_ambient;
+ INSERT_PADDING_WORDS(1);
+ LightSrc light_src[8];
};
- static_assert(sizeof(UniformData) == 0x80, "The size of the UniformData structure has changed, update the structure in the shader");
- static_assert(sizeof(UniformData) < 16000, "UniformData structure must be less than 16kb as per the OpenGL spec");
+ static_assert(sizeof(UniformData) == 0x210, "The size of the UniformData structure has changed, update the structure in the shader");
+ static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
/// Reconfigure the OpenGL color texture to use the given format and dimensions
void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
@@ -249,6 +292,18 @@ private:
/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
+ /// Syncs the lighting global ambient color to match the PICA register
+ void SyncGlobalAmbient();
+
+ /// Syncs the specified light's diffuse color to match the PICA register
+ void SyncLightDiffuse(int light_index);
+
+ /// Syncs the specified light's ambient color to match the PICA register
+ void SyncLightAmbient(int light_index);
+
+ /// Syncs the specified light's position to match the PICA register
+ void SyncLightPosition(int light_index);
+
/// Syncs the remaining OpenGL drawing state to match the current PICA state
void SyncDrawState();
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 22022f7f4..5bc588b0b 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -32,8 +32,7 @@ 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
@@ -324,24 +323,67 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
std::string out = R"(
#version 330 core
#define NUM_TEV_STAGES 6
+#define NUM_LIGHTS 8
in vec4 primary_color;
in vec2 texcoord[3];
+in vec4 normquat;
+in vec3 view;
out vec4 color;
+struct LightSrc {
+ 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];
void main() {
+vec4 primary_fragment_color = vec4(0.0);
)";
+ if (config.lighting_enabled) {
+ out += "vec3 normal = normalize(vec3(\n";
+ out += " 2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n";
+ out += " 2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n";
+ 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 fragment_position = -view;\n";
+
+ for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) {
+ unsigned num = config.light_src[light_index].num;
+
+ std::string light_vector;
+ if (config.light_src[light_index].directional)
+ light_vector = "normalize(-light_src[" + std::to_string(num) + "].position)";
+ else
+ light_vector = "normalize(light_src[" + std::to_string(num) + "].position - fragment_position)";
+
+ std::string dot_product;
+ if (config.light_src[light_index].two_sided_diffuse)
+ dot_product = "abs(dot(" + light_vector + ", normal))";
+ 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";
+ }
+
+ out += "diffuse_sum += lighting_global_ambient;\n";
+ out += "primary_fragment_color = vec4(clamp(diffuse_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
if (config.alpha_test_func == Regs::CompareFunc::Never) {
out += "discard; }";
@@ -369,21 +411,28 @@ 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);
}
)";
diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h
index 046aae14f..097242f6f 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.h
+++ b/src/video_core/renderer_opengl/gl_shader_util.h
@@ -14,6 +14,8 @@ enum Attributes {
ATTRIBUTE_TEXCOORD0,
ATTRIBUTE_TEXCOORD1,
ATTRIBUTE_TEXCOORD2,
+ ATTRIBUTE_NORMQUAT,
+ ATTRIBUTE_VIEW,
};
/**
diff --git a/src/video_core/renderer_opengl/pica_to_gl.h b/src/video_core/renderer_opengl/pica_to_gl.h
index 04c1d1a34..346c9391d 100644
--- a/src/video_core/renderer_opengl/pica_to_gl.h
+++ b/src/video_core/renderer_opengl/pica_to_gl.h
@@ -183,4 +183,11 @@ inline std::array<GLfloat, 4> ColorRGBA8(const u32 color) {
} };
}
+inline std::array<GLfloat, 3> LightColor(const Pica::Regs::LightColor& color) {
+ return { { color.r / 255.0f,
+ color.g / 255.0f,
+ color.b / 255.0f
+ } };
+}
+
} // namespace