gl_shader_gen: Refactor lighting config to match Pica register naming.
- Also implement D0 LUT enable.
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6307999116
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@ -718,6 +718,8 @@ struct Regs {
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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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// Each bit specifies whether distance attenuation should be applied for the
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// corresponding light
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@ -73,23 +73,24 @@ struct PicaShaderConfig {
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// Fragment lighting
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res.lighting_enabled = !regs.lighting.disable;
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res.num_lights = regs.lighting.src_num + 1;
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res.lighting.enable = !regs.lighting.disable;
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res.lighting.src_num = regs.lighting.src_num + 1;
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for (unsigned light_index = 0; light_index < res.num_lights; ++light_index) {
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for (unsigned light_index = 0; light_index < res.lighting.src_num; ++light_index) {
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unsigned num = regs.lighting.light_enable.GetNum(light_index);
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const auto& light = regs.lighting.light[num];
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res.light_src[light_index].num = num;
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res.light_src[light_index].directional = light.directional != 0;
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res.light_src[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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res.light_src[light_index].dist_atten_enabled = regs.lighting.IsDistAttenEnabled(num);
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res.light_src[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
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res.light_src[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
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res.lighting.light[light_index].num = num;
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res.lighting.light[light_index].directional = light.directional != 0;
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res.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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res.lighting.light[light_index].dist_atten_enable = regs.lighting.IsDistAttenEnabled(num);
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res.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
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res.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
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}
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res.lighting_lut.d0_abs = 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.clamp_highlights = regs.lighting.clamp_highlights != 0;
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res.lighting.lut_d0.enable = regs.lighting.lut_enable_d0 == 0;
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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.clamp_highlights = regs.lighting.clamp_highlights != 0;
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return res;
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}
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@ -111,23 +112,26 @@ struct PicaShaderConfig {
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std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
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u8 combiner_buffer_input = 0;
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struct {
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struct {
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unsigned num = 0;
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bool directional = false;
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bool two_sided_diffuse = false;
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bool dist_atten_enabled = false;
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bool dist_atten_enable = false;
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GLfloat dist_atten_scale = 0.0f;
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GLfloat dist_atten_bias = 0.0f;
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} light_src[8];
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} light[8];
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bool lighting_enabled = false;
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unsigned num_lights = 0;
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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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struct {
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bool d0_abs = false;
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Pica::Regs::LightingLutInput d0_type = Pica::Regs::LightingLutInput::NH;
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} lighting_lut;
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bool enable = false;
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bool abs_input = false;
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Pica::Regs::LightingLutInput type = Pica::Regs::LightingLutInput::NH;
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} lut_d0;
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} lighting;
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};
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};
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@ -360,7 +360,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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if (abs) {
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// LUT index is in the range of (0.0, 1.0)
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index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
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index = config.lighting.light[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
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return "clamp(" + index + ", 0.0, FLOAT_255)";
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} else {
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// LUT index is in the range of (-1.0, 1.0)
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@ -378,10 +378,9 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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};
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// Write the code to emulate each enabled light
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for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) {
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unsigned num = config.light_src[light_index].num;
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const auto& light_config = config.light_src[light_index];
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std::string light_src = "light_src[" + std::to_string(num) + "]";
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for (unsigned light_index = 0; light_index < config.lighting.src_num; ++light_index) {
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const auto& light_config = config.lighting.light[light_index];
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std::string light_src = "light_src[" + std::to_string(light_config.num) + "]";
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// Compute light vector (directional or positional)
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if (light_config.directional)
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@ -394,12 +393,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// If enabled, compute distance attenuation value
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std::string dist_atten = "1.0";
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if (light_config.dist_atten_enabled) {
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if (light_config.dist_atten_enable) {
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std::string scale = std::to_string(light_config.dist_atten_scale);
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std::string bias = std::to_string(light_config.dist_atten_bias);
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std::string lut_index = "(" + scale + " * length(-view - " + light_src + ".position) + " + bias + ")";
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lut_index = "((clamp(" + lut_index + ", 0.0, FLOAT_255)))";
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
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const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + light_config.num);
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dist_atten = GetLutValue((Regs::LightingSampler)lut_num, lut_index);
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}
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@ -407,11 +406,14 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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out += "diffuse_sum += ((" + light_src + ".diffuse * " + dot_product + ") + " + light_src + ".ambient) * " + dist_atten + ";\n";
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// If enabled, clamp specular component if lighting result is negative
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std::string clamp_highlights = config.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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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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std::string d0_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs);
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std::string d0_lut_value = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index);
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// Lookup specular "distribution 0" LUT value
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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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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 = GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index);
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}
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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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@ -463,15 +465,15 @@ vec4 primary_fragment_color = vec4(0.0);
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vec4 secondary_fragment_color = vec4(0.0);
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)";
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if (config.lighting_enabled)
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WriteLighting(out, config);
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// Do not do any sort of processing if it's obvious we're not going to pass the alpha test
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if (config.alpha_test_func == Regs::CompareFunc::Never) {
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out += "discard; }";
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return out;
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}
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if (config.lighting.enable)
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WriteLighting(out, config);
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out += "vec4 combiner_buffer = vec4(0.0);\n";
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out += "vec4 next_combiner_buffer = tev_combiner_buffer_color;\n";
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out += "vec4 last_tex_env_out = vec4(0.0);\n";
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