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authorbunnei <bunneidev@gmail.com>2015-11-15 05:23:08 +0100
committerbunnei <bunneidev@gmail.com>2016-02-05 23:17:30 +0100
commitbf89870437ebb0d983cfc20c3ac0490169f59f44 (patch)
tree8bf0f8121c02e66fd5aeeff8cacb7e288c84ae90 /src/video_core/renderer_opengl/gl_shader_gen.cpp
parentrenderer_opengl: Implement HW fragment lighting distance attenuation. (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp82
1 files changed, 70 insertions, 12 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index cf99cff76..abcc89f1d 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -35,8 +35,7 @@ static void AppendSource(std::string& out, TevStageConfig::Source source,
out += "primary_fragment_color";
break;
case Source::SecondaryFragmentColor:
- // HACK: Until we implement fragment lighting, use zero
- out += "vec4(0.0)";
+ out += "secondary_fragment_color";
break;
case Source::Texture0:
out += "texture(tex[0], texcoord[0])";
@@ -334,6 +333,8 @@ in vec3 view;
out vec4 color;
struct LightSrc {
+ vec3 specular_0;
+ vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
@@ -358,6 +359,7 @@ uniform sampler2D tex[3];
void main() {
vec4 primary_fragment_color = vec4(0.0);
+vec4 secondary_fragment_color = vec4(0.0);
)";
if (config.lighting_enabled) {
@@ -367,41 +369,97 @@ vec4 primary_fragment_color = vec4(0.0);
out += " 1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n";
out += "vec4 secondary_color = vec4(0.0);\n";
out += "vec3 diffuse_sum = vec3(0.0);\n";
+ out += "vec3 specular_sum = vec3(0.0);\n";
out += "vec3 fragment_position = -view;\n";
+ out += "vec3 light_vector = vec3(0.0);\n";
+ out += "float dist_atten = 1.0;\n";
+
+ // Gets the index into the specified lookup table for specular lighting
+ auto GetLutIndex = [&](unsigned light_num, Regs::LightingLutInput input, bool abs) {
+ const std::string half_angle = "normalize(view + light_vector)";
+ std::string index;
+ switch (input) {
+ case Regs::LightingLutInput::NH:
+ index = "dot(normal, " + half_angle + ")";
+ break;
+
+ case Regs::LightingLutInput::VH:
+ index = std::string("dot(view, " + half_angle + ")");
+ break;
+
+ case Regs::LightingLutInput::NV:
+ index = std::string("dot(normal, view)");
+ break;
+
+ case Regs::LightingLutInput::LN:
+ index = std::string("dot(light_vector, normal)");
+ break;
+
+ default:
+ LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
+ UNIMPLEMENTED();
+ break;
+ }
+
+ if (abs) {
+ // In the range of [ 0.f, 1.f]
+ index = config.light_src[light_num].two_sided_diffuse ? "abs(" + index + ")" : "max(" + index + ", 0.f)";
+ return "clamp(int(" + index + " * 256.0), 0, 255)";
+ } else {
+ // In the range of [-1.f, 1.f]
+ index = "clamp(" + index + ", -1.0, 1.0)";
+ return std::string("uint(int(" + index + " * 127.f) & 0xff)");
+ }
+
+ return std::string();
+ };
for (unsigned light_index = 0; light_index < config.num_lights; ++light_index) {
unsigned num = config.light_src[light_index].num;
std::string light_src = "light_src[" + std::to_string(num) + "]";
- std::string light_vector;
if (config.light_src[light_index].directional)
- light_vector = "normalize(-" + light_src + ".position)";
+ out += "light_vector = normalize(-" + light_src + ".position);\n";
else
- light_vector = "normalize(" + light_src + ".position - fragment_position)";
+ out += "light_vector = normalize(" + light_src + ".position - fragment_position);\n";
std::string dot_product;
if (config.light_src[light_index].two_sided_diffuse)
- dot_product = "abs(dot(" + light_vector + ", normal))";
+ dot_product = "abs(dot(light_vector, normal))";
else
- dot_product = "max(dot(" + light_vector + ", normal), 0.0)";
+ dot_product = "max(dot(light_vector, normal), 0.0)";
- std::string dist_atten = "1.0";
+ // Compute distance attenuation value
+ out += "dist_atten = 1.0;\n";
if (config.light_src[light_index].dist_atten_enabled) {
std::string scale = std::to_string(config.light_src[light_index].dist_atten_scale);
std::string bias = std::to_string(config.light_src[light_index].dist_atten_bias);
std::string lut_index = "(" + scale + " * length(fragment_position - " + light_src + ".position) + " + bias + ")";
std::string clamped_lut_index = "((clamp(int(" + lut_index + " * 256.0), 0, 255)))";
- unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
-
- dist_atten = "lighting_lut_" + std::to_string(lut_num /4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
+ const unsigned lut_num = ((unsigned)Regs::LightingSampler::DistanceAttenuation + num);
+ out += "dist_atten = lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "];\n";
}
- out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * " + dist_atten + ";\n";
+ // Compute primary fragment color (diffuse lighting) function
+ out += "diffuse_sum += ((light_src[" + std::to_string(num) + "].diffuse * " + dot_product + ") + light_src[" + std::to_string(num) + "].ambient) * dist_atten;\n";
+
+ // Compute secondary fragment color (specular lighting) function
+ std::string clamped_lut_index = GetLutIndex(num, config.lighting_lut.d0_type, config.lighting_lut.d0_abs);
+ const unsigned lut_num = (unsigned)Regs::LightingSampler::Distribution0;
+ std::string lut_lookup = "lighting_lut_" + std::to_string(lut_num / 4) + "[" + clamped_lut_index + "][" + std::to_string(lut_num & 3) + "]";
+
+ out += "specular_sum += (" + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten);\n";
+ }
+
+ out += "float clamp_highlights = 1.0;\n";
+ if (config.clamp_highlights) {
+ out += "if (dot(light_vector, normal) <= 0.0) clamp_highlights = 0.0;\n";
}
out += "diffuse_sum += lighting_global_ambient;\n";
out += "primary_fragment_color = vec4(clamp(diffuse_sum, vec3(0.0), vec3(1.0)), 1.0);\n";
+ out += "secondary_fragment_color = vec4(clamp(clamp_highlights * specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n";
}
// Do not do any sort of processing if it's obvious we're not going to pass the alpha test