gl_shader_gen: Implement fragment lighting specular 1 component.
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@ -713,6 +713,16 @@ struct Regs {
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}
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};
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static bool IsLightingSamplerSupported(LightingConfig config, LightingSampler sampler) {
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switch (sampler) {
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case LightingSampler::Distribution0:
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return (config != LightingConfig::Config1);
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case LightingSampler::Distribution1:
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return (config != LightingConfig::Config0) && (config != LightingConfig::Config1) && (config != LightingConfig::Config5);
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}
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return false;
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}
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struct {
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struct LightSrc {
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LightColor specular_0; // material.specular_0 * light.specular_0
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@ -751,12 +761,13 @@ struct Regs {
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BitField<0, 3, u32> src_num; // number of enabled lights - 1
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union {
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BitField< 4, 4, u32> config;
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BitField< 4, 4, LightingConfig> config;
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BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
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};
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union {
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BitField<16, 1, u32> lut_enable_d0; // 0: GL_TRUE, 1: GL_FALSE
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BitField<17, 1, u32> lut_enable_d1; // 0: GL_TRUE, 1: GL_FALSE
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// Each bit specifies whether distance attenuation should be applied for the
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// corresponding light
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@ -804,13 +815,13 @@ struct Regs {
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} abs_lut_input;
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union {
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BitField< 0, 3, u32> d0;
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BitField< 4, 3, u32> d1;
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BitField< 8, 3, u32> sp;
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BitField<12, 3, u32> fr;
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BitField<16, 3, u32> rb;
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BitField<20, 3, u32> rg;
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BitField<24, 3, u32> rr;
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BitField< 0, 3, LightingLutInput> d0;
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BitField< 4, 3, LightingLutInput> d1;
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BitField< 8, 3, LightingLutInput> sp;
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BitField<12, 3, LightingLutInput> fr;
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BitField<16, 3, LightingLutInput> rb;
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BitField<20, 3, LightingLutInput> rg;
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BitField<24, 3, LightingLutInput> rr;
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} lut_input;
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union {
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@ -91,6 +91,13 @@ struct PicaShaderConfig {
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res.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.d0 == 0;
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res.lighting.lut_d0.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
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res.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
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res.lighting.lut_d1.enable = regs.lighting.lut_enable_d1 == 0;
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res.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.d1 == 0;
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res.lighting.lut_d1.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d1.Value();
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res.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
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res.lighting.config = regs.lighting.config;
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res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
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return res;
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@ -126,6 +133,7 @@ struct PicaShaderConfig {
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bool enable = false;
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unsigned src_num = 0;
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bool clamp_highlights = false;
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Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0;
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struct {
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bool enable = false;
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@ -408,15 +408,26 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// If enabled, clamp specular component if lighting result is negative
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std::string clamp_highlights = config.lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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// Lookup specular "distribution 0" LUT value
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// Specular 0 component
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std::string d0_lut_value = "1.0";
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if (config.lighting.lut_d0.enable) {
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if (config.lighting.lut_d0.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution0)) {
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// Lookup specular "distribution 0" LUT value
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std::string d0_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input);
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d0_lut_value = "(" + std::to_string(config.lighting.lut_d0.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index) + ")";
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}
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std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
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// Specular 1 component
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std::string d1_lut_value = "1.0";
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if (config.lighting.lut_d1.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution1)) {
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// Lookup specular "distribution 1" LUT value
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std::string d1_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d1.type, config.lighting.lut_d1.abs_input);
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d1_lut_value = "(" + std::to_string(config.lighting.lut_d1.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution1, d1_lut_index) + ")";
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}
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std::string specular_1 = "(" + d1_lut_value + " * " + light_src + ".specular_1)";
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// Compute secondary fragment color (specular lighting) function
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out += "specular_sum += " + clamp_highlights + " * " + d0_lut_value + " * " + light_src + ".specular_0 * " + dist_atten + ";\n";
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out += "specular_sum += (" + specular_0 + " + " + specular_1 + ") * " + clamp_highlights + " * " + dist_atten + ";\n";
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}
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// Sum final lighting result
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