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@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { |
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"vec3 refl_value = vec3(0.0);\n" |
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"vec3 refl_value = vec3(0.0);\n" |
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"vec3 spot_dir = vec3(0.0);\n;"; |
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"vec3 spot_dir = vec3(0.0);\n;"; |
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// Compute fragment normals
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// Compute fragment normals and tangents
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const std::string pertubation = |
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"2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; |
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if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { |
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if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { |
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// Bump mapping is enabled using a normal map, read perturbation vector from the selected
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// texture
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out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + |
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").rgb - 1.0;\n"; |
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// Bump mapping is enabled using a normal map
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out += "vec3 surface_normal = " + pertubation + ";\n"; |
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// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
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// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
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// precision result
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// precision result
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@ -534,18 +534,29 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { |
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"(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; |
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"(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))"; |
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out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; |
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out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n"; |
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} |
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} |
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// The tangent vector is not perturbed by the normal map and is just a unit vector.
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out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; |
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} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { |
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} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { |
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// Bump mapping is enabled using a tangent map
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// Bump mapping is enabled using a tangent map
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LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); |
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UNIMPLEMENTED(); |
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out += "vec3 surface_tangent = " + pertubation + ";\n"; |
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// Mathematically, recomputing Z-component of the tangent vector won't affect the relevant
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// computation below, which is also confirmed on 3DS. So we don't bother recomputing here
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// even if 'renorm' is enabled.
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// The normal vector is not perturbed by the tangent map and is just a unit vector.
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out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; |
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} else { |
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} else { |
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// No bump mapping - surface local normal is just a unit normal
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// No bump mapping - surface local normal and tangent are just unit vectors
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out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; |
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out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; |
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out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; |
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} |
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} |
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// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
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// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
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// eyespace.
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// eyespace.
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out += "vec3 normal = quaternion_rotate(normalize(normquat), surface_normal);\n"; |
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out += "vec4 normalized_normquat = normalize(normquat);\n"; |
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out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n"; |
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out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n"; |
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// Gets the index into the specified lookup table for specular lighting
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, |
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auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input, |
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@ -573,6 +584,23 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { |
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index = std::string("dot(light_vector, spot_dir)"); |
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index = std::string("dot(light_vector, spot_dir)"); |
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break; |
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break; |
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case LightingRegs::LightingLutInput::CP: |
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// CP input is only available with configuration 7
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if (lighting.config == LightingRegs::LightingConfig::Config7) { |
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// Note: even if the normal vector is modified by normal map, which is not the
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// normal of the tangent plane anymore, the half angle vector is still projected
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// using the modified normal vector.
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std::string half_angle_proj = half_angle + |
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" - normal / dot(normal, normal) * dot(normal, " + |
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half_angle + ")"; |
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// Note: the half angle vector projection is confirmed not normalized before the dot
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// product. The result is in fact not cos(phi) as the name suggested.
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index = "dot(" + half_angle_proj + ", tangent)"; |
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} else { |
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index = "0.0"; |
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} |
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break; |
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default: |
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default: |
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); |
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LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input); |
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UNIMPLEMENTED(); |
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UNIMPLEMENTED(); |
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