From 40b7d0bf3f7bf4f29c1866231a79e0a751e30274 Mon Sep 17 00:00:00 2001 From: wwylele Date: Thu, 25 May 2017 21:13:33 +0300 Subject: gl_rasterizer/lighting: implement lut input 5 (CP) --- src/video_core/regs_lighting.h | 2 +- src/video_core/renderer_opengl/gl_shader_gen.cpp | 27 ++++++++++++++++++++++-- 2 files changed, 26 insertions(+), 3 deletions(-) (limited to 'src/video_core') diff --git a/src/video_core/regs_lighting.h b/src/video_core/regs_lighting.h index fbfebc0a7..f383b8b4f 100644 --- a/src/video_core/regs_lighting.h +++ b/src/video_core/regs_lighting.h @@ -84,7 +84,7 @@ struct LightingRegs { NV = 2, // Cosine of the angle between the normal and the view vector LN = 3, // Cosine of the angle between the light and the normal vectors SP = 4, // Cosine of the angle between the light and the inverse spotlight vectors - CP = 5, // TODO: document and implement + CP = 5, // Cosine of the angle between the tangent and projection of half-angle vectors }; enum class LightingBumpMode : u32 { diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index db53710aa..89977a62b 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -534,18 +534,24 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { "(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; } + + // The tangent vector is not perturbed by the normal map and is just a unit vector. + out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; } else if (lighting.bump_mode == LightingRegs::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 + // No bump mapping - surface local normal and tangent are just unit vectors out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; + out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; } // Rotate the surface-local normal by the interpolated normal quaternion to convert it to // eyespace. - out += "vec3 normal = quaternion_rotate(normalize(normquat), surface_normal);\n"; + out += "vec4 normalized_normquat = normalize(normquat);\n"; + out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n"; + out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n"; // Gets the index into the specified lookup table for specular lighting auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, @@ -573,6 +579,23 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { index = std::string("dot(light_vector, spot_dir)"); break; + case LightingRegs::LightingLutInput::CP: + // CP input is only available with configuration 7 + if (lighting.config == LightingRegs::LightingConfig::Config7) { + // Note: even if the normal vector is modified by normal map, which is not the + // normal of the tangent plane anymore, the half angle vector is still projected + // using the modified normal vector. + std::string half_angle_proj = half_angle + + " - normal / dot(normal, normal) * dot(normal, " + + half_angle + ")"; + // Note: the half angle vector projection is confirmed not normalized before the dot + // product. The result is in fact not cos(phi) as the name suggested. + index = "dot(" + half_angle_proj + ", tangent)"; + } else { + index = "0.0"; + } + break; + default: LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); UNIMPLEMENTED(); -- cgit v1.2.3 From 972548e3eec73b16cb804ecf67a21b48bc09d299 Mon Sep 17 00:00:00 2001 From: wwylele Date: Thu, 8 Jun 2017 18:48:12 +0300 Subject: gl_rasterizer/lighting: Implement tangent mapping --- src/video_core/renderer_opengl/gl_shader_gen.cpp | 19 ++++++++++++------- 1 file changed, 12 insertions(+), 7 deletions(-) (limited to 'src/video_core') diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 89977a62b..14be1201f 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { "vec3 refl_value = vec3(0.0);\n" "vec3 spot_dir = vec3(0.0);\n;"; - // Compute fragment normals + // Compute fragment normals and tangents + const std::string pertubation = + "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { - // Bump mapping is enabled using a normal map, read perturbation vector from the selected - // texture - out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + - ").rgb - 1.0;\n"; + // Bump mapping is enabled using a normal map + out += "vec3 surface_normal = " + pertubation + ";\n"; // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher // precision result @@ -539,8 +539,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { // Bump mapping is enabled using a tangent map - LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); - UNIMPLEMENTED(); + out += "vec3 surface_tangent = " + pertubation + ";\n"; + // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant + // computation below, which is also confirmed on 3DS. So we don't bother recomputing here + // even if 'renorm' is enabled. + + // The normal vector is not perturbed by the tangent map and is just a unit vector. + out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; } else { // No bump mapping - surface local normal and tangent are just unit vectors out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; -- cgit v1.2.3