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swrasterizer/lighting: implement shadow attenuation
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@ -187,9 +187,15 @@ struct LightingRegs {
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BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
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union {
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BitField<0, 1, u32> enable_shadow;
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BitField<2, 2, LightingFresnelSelector> fresnel_selector;
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BitField<4, 4, LightingConfig> config;
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BitField<16, 1, u32> shadow_primary;
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BitField<17, 1, u32> shadow_secondary;
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BitField<18, 1, u32> shadow_invert;
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BitField<19, 1, u32> shadow_alpha;
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BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2
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BitField<24, 2, u32> shadow_selector;
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BitField<27, 1, u32> clamp_highlights;
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BitField<28, 2, LightingBumpMode> bump_mode;
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BitField<30, 1, u32> disable_bump_renorm;
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@ -198,6 +204,9 @@ struct LightingRegs {
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union {
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u32 raw;
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// Each bit specifies whether shadow should be applied for the corresponding light.
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BitField<0, 8, u32> disable_shadow;
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// Each bit specifies whether spot light attenuation should be applied for the corresponding
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// light.
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BitField<8, 8, u32> disable_spot_atten;
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@ -224,6 +233,10 @@ struct LightingRegs {
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return (config1.disable_spot_atten & (1 << index)) != 0;
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}
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bool IsShadowDisabled(unsigned index) const {
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return (config1.disable_shadow & (1 << index)) != 0;
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}
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union {
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BitField<0, 8, u32> index; ///< Index at which to set data in the LUT
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BitField<8, 5, u32> type; ///< Type of LUT for which to set data
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@ -25,6 +25,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
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const Math::Vec4<u8> (&texture_color)[4]) {
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Math::Vec4<float> shadow;
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if (lighting.config0.enable_shadow) {
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shadow = texture_color[lighting.config0.shadow_selector].Cast<float>() / 255.0f;
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if (lighting.config0.shadow_invert) {
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shadow = Math::MakeVec(1.0f, 1.0f, 1.0f, 1.0f) - shadow;
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}
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} else {
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shadow = Math::MakeVec(1.0f, 1.0f, 1.0f, 1.0f);
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}
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Math::Vec3<float> surface_normal;
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Math::Vec3<float> surface_tangent;
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@ -284,11 +294,38 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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}
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auto diffuse =
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light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f();
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diffuse_sum += Math::MakeVec(diffuse * dist_atten * spot_atten, 0.0f);
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(light_config.diffuse.ToVec3f() * dot_product + light_config.ambient.ToVec3f()) *
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dist_atten * spot_atten;
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auto specular = (specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten;
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specular_sum += Math::MakeVec(
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(specular_0 + specular_1) * clamp_highlights * dist_atten * spot_atten, 0.0f);
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if (!lighting.IsShadowDisabled(num)) {
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if (lighting.config0.shadow_primary) {
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diffuse = diffuse * shadow.xyz();
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}
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if (lighting.config0.shadow_secondary) {
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specular = specular * shadow.xyz();
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}
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}
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diffuse_sum += Math::MakeVec(diffuse, 0.0f);
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specular_sum += Math::MakeVec(specular, 0.0f);
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}
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if (lighting.config0.shadow_alpha) {
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// Alpha shadow also uses the Fresnel selecotr to determine which alpha to apply
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// Enabled for diffuse lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::PrimaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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diffuse_sum.a() *= shadow.w;
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}
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// Enabled for the specular lighting alpha component
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if (lighting.config0.fresnel_selector ==
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LightingRegs::LightingFresnelSelector::SecondaryAlpha ||
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lighting.config0.fresnel_selector == LightingRegs::LightingFresnelSelector::Both) {
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specular_sum.a() *= shadow.w;
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}
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}
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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