mirror of
https://git.h3cjp.net/H3cJP/yuzu.git
synced 2024-11-14 11:42:48 +00:00
gl_shader_gen: Refactor lighting config to match Pica register naming.
- Also implement D0 LUT enable.
This commit is contained in:
parent
6307999116
commit
3d89dacd56
|
@ -718,6 +718,8 @@ struct Regs {
|
|||
};
|
||||
|
||||
union {
|
||||
BitField<16, 1, u32> lut_enable_d0; // 0: GL_TRUE, 1: GL_FALSE
|
||||
|
||||
// Each bit specifies whether distance attenuation should be applied for the
|
||||
// corresponding light
|
||||
|
||||
|
|
|
@ -73,23 +73,24 @@ struct PicaShaderConfig {
|
|||
|
||||
// Fragment lighting
|
||||
|
||||
res.lighting_enabled = !regs.lighting.disable;
|
||||
res.num_lights = regs.lighting.src_num + 1;
|
||||
res.lighting.enable = !regs.lighting.disable;
|
||||
res.lighting.src_num = regs.lighting.src_num + 1;
|
||||
|
||||
for (unsigned light_index = 0; light_index < res.num_lights; ++light_index) {
|
||||
for (unsigned light_index = 0; light_index < res.lighting.src_num; ++light_index) {
|
||||
unsigned num = regs.lighting.light_enable.GetNum(light_index);
|
||||
const auto& light = regs.lighting.light[num];
|
||||
res.light_src[light_index].num = num;
|
||||
res.light_src[light_index].directional = light.directional != 0;
|
||||
res.light_src[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
|
||||
res.light_src[light_index].dist_atten_enabled = regs.lighting.IsDistAttenEnabled(num);
|
||||
res.light_src[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
|
||||
res.light_src[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
|
||||
res.lighting.light[light_index].num = num;
|
||||
res.lighting.light[light_index].directional = light.directional != 0;
|
||||
res.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
|
||||
res.lighting.light[light_index].dist_atten_enable = regs.lighting.IsDistAttenEnabled(num);
|
||||
res.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
|
||||
res.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
|
||||
}
|
||||
|
||||
res.lighting_lut.d0_abs = regs.lighting.abs_lut_input.d0 == 0;
|
||||
res.lighting_lut.d0_type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
|
||||
res.clamp_highlights = regs.lighting.clamp_highlights != 0;
|
||||
res.lighting.lut_d0.enable = regs.lighting.lut_enable_d0 == 0;
|
||||
res.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.d0 == 0;
|
||||
res.lighting.lut_d0.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
|
||||
res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
@ -111,23 +112,26 @@ struct PicaShaderConfig {
|
|||
std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
|
||||
u8 combiner_buffer_input = 0;
|
||||
|
||||
struct {
|
||||
struct {
|
||||
unsigned num = 0;
|
||||
bool directional = false;
|
||||
bool two_sided_diffuse = false;
|
||||
bool dist_atten_enabled = false;
|
||||
bool dist_atten_enable = false;
|
||||
GLfloat dist_atten_scale = 0.0f;
|
||||
GLfloat dist_atten_bias = 0.0f;
|
||||
} light_src[8];
|
||||
} light[8];
|
||||
|
||||
bool lighting_enabled = false;
|
||||
unsigned num_lights = 0;
|
||||
bool enable = false;
|
||||
unsigned src_num = 0;
|
||||
bool clamp_highlights = false;
|
||||
|
||||
struct {
|
||||
bool d0_abs = false;
|
||||
Pica::Regs::LightingLutInput d0_type = Pica::Regs::LightingLutInput::NH;
|
||||
} lighting_lut;
|
||||
bool enable = false;
|
||||
bool abs_input = false;
|
||||
Pica::Regs::LightingLutInput type = Pica::Regs::LightingLutInput::NH;
|
||||
} lut_d0;
|
||||
} lighting;
|
||||
};
|
||||
};
|
||||
|
||||
|
|
|
@ -360,7 +360,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
|
||||
if (abs) {
|
||||
// LUT index is in the range of (0.0, 1.0)
|
||||
index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
|
||||
index = config.lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
|
||||
return "clamp(" + index + ", 0.0, FLOAT_255)";
|
||||
} else {
|
||||
// LUT index is in the range of (-1.0, 1.0)
|
||||
|
@ -378,10 +378,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
};
|
||||
|
||||
// Write the code to emulate each enabled light
|
||||
for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) {
|
||||
unsigned num = config.light_src[light_index].num;
|
||||
const auto& light_config = config.light_src[light_index];
|
||||
std::string light_src = "light_src[" + std::to_string(num) + "]";
|
||||
for (unsigned light_index = 0; light_index < config.lighting.src_num; ++light_index) {
|
||||
const auto& light_config = config.lighting.light[light_index];
|
||||
std::string light_src = "light_src[" + std::to_string(light_config.num) + "]";
|
||||
|
||||
// Compute light vector (directional or positional)
|
||||
if (light_config.directional)
|
||||
|
@ -394,12 +393,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
|
||||
// If enabled, compute distance attenuation value
|
||||
std::string dist_atten = "1.0";
|
||||
if (light_config.dist_atten_enabled) {
|
||||
if (light_config.dist_atten_enable) {
|
||||
std::string scale = std::to_string(light_config.dist_atten_scale);
|
||||
std::string bias = std::to_string(light_config.dist_atten_bias);
|
||||
std::string lut_index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")";
|
||||
lut_index = "((clamp(" + lut_index + ", 0.0, FLOAT_255)))";
|
||||
const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
|
||||
const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
|
||||
dist_atten = GetLutValue((Regs::LightingSampler)lut_num, lut_index);
|
||||
}
|
||||
|
||||
|
@ -407,11 +406,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
out += "diffuse_sum += ((" + light_src + ".diffuse * " + dot_product + ") + " + light_src + ".ambient) * " + dist_atten + ";\n";
|
||||
|
||||
// If enabled, clamp specular component if lighting result is negative
|
||||
std::string clamp_highlights = config.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
|
||||
std::string clamp_highlights = config.lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
|
||||
|
||||
// Lookup specular distribution 0 LUT value
|
||||
std::string d0_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs);
|
||||
std::string d0_lut_value = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index);
|
||||
// Lookup specular "distribution 0" LUT value
|
||||
std::string d0_lut_value = "1.0";
|
||||
if (config.lighting.lut_d0.enable) {
|
||||
std::string d0_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input);
|
||||
d0_lut_value = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index);
|
||||
}
|
||||
|
||||
// Compute secondary fragment color (specular lighting) function
|
||||
out += "specular_sum += " + clamp_highlights + " * " + d0_lut_value + " * " + light_src + ".specular_0 * " + dist_atten + ";\n";
|
||||
|
@ -463,15 +465,15 @@ vec4 primary_fragment_color = vec4(0.0);
|
|||
vec4 secondary_fragment_color = vec4(0.0);
|
||||
)";
|
||||
|
||||
if (config.lighting_enabled)
|
||||
WriteLighting(out, config);
|
||||
|
||||
// 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; }";
|
||||
return out;
|
||||
}
|
||||
|
||||
if (config.lighting.enable)
|
||||
WriteLighting(out, config);
|
||||
|
||||
out += "vec4 combiner_buffer = vec4(0.0);\n";
|
||||
out += "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n";
|
||||
out += "vec4 last_tex_env_out = vec4(0.0);\n";
|
||||
|
|
Loading…
Reference in a new issue