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-rw-r--r--src/video_core/pica.h9
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.h6
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp32
3 files changed, 42 insertions, 5 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index 267070e45..809b16d2b 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -702,6 +702,12 @@ struct Regs {
LN = 3, // Cosine of the angle between the light and the normal vectors
};
+ enum class LightingBumpMode : u32 {
+ None = 0,
+ NormalMap = 1,
+ TangentMap = 2,
+ };
+
union LightColor {
BitField< 0, 10, u32> b;
BitField<10, 10, u32> g;
@@ -775,7 +781,10 @@ struct Regs {
union {
BitField< 2, 2, LightingFresnelSelector> fresnel_selector;
BitField< 4, 4, LightingConfig> config;
+ BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2
BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
+ BitField<28, 2, LightingBumpMode> bump_mode; // 1: GL_TRUE, 0: GL_FALSE
+ BitField<30, 1, u32> bump_renorm; // 0: GL_TRUE, 1: GL_FALSE
};
union {
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h
index 62a4d8953..d7eac5213 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.h
+++ b/src/video_core/renderer_opengl/gl_rasterizer.h
@@ -119,6 +119,9 @@ struct PicaShaderConfig {
res.lighting.config = regs.lighting.config;
res.lighting.fresnel_selector = regs.lighting.fresnel_selector;
+ res.lighting.bump_mode = regs.lighting.bump_mode;
+ res.lighting.bump_selector = regs.lighting.bump_selector;
+ res.lighting.bump_renorm = regs.lighting.bump_renorm == 0;
res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
return res;
@@ -153,6 +156,9 @@ struct PicaShaderConfig {
bool enable = false;
unsigned src_num = 0;
+ Pica::Regs::LightingBumpMode bump_mode = Pica::Regs::LightingBumpMode::None;
+ unsigned bump_selector = 0;
+ bool bump_renorm = false;
bool clamp_highlights = false;
Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0;
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index d59f2054b..ee4b54ab9 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -326,11 +326,28 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"vec3 light_vector = vec3(0.0);\n"
"vec3 refl_value = vec3(0.0);\n";
- // Convert interpolated quaternion to a GL fragment normal
- 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";
+ // 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) {
@@ -516,6 +533,11 @@ layout (std140) uniform shader_data {
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);