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author | bunnei <bunneidev@gmail.com> | 2015-11-24 02:26:09 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2016-02-05 23:20:13 +0100 |
commit | c37de30cfc21cd6d742eed27a996a273f5ec2ca1 (patch) | |
tree | 44757e1d0fd83110229e7fad641a54f2e6353baf /src/video_core/renderer_opengl/gl_shader_gen.cpp | |
parent | gl_shader_gen: Implement fragment lighting specular 1 component. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 35 |
1 files changed, 26 insertions, 9 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 4f8b675bf..6487172b4 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -321,8 +321,8 @@ static void WriteTevStage(std::string& out, const PicaShaderConfig& config, unsi /// Writes the code to emulate fragment lighting static void WriteLighting(std::string& out, const PicaShaderConfig& config) { // Define lighting globals - out += "vec3 diffuse_sum = vec3(0.0);\n"; - out += "vec3 specular_sum = vec3(0.0);\n"; + out += "vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"; + out += "vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);\n"; out += "vec3 light_vector = vec3(0.0);\n"; // Convert interpolated quaternion to a GL fragment normal @@ -402,9 +402,6 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { dist_atten = GetLutValue((Regs::LightingSampler)lut_num, lut_index); } - // Compute primary fragment color (diffuse lighting) function - 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.lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0"; @@ -426,14 +423,34 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { } std::string specular_1 = "(" + d1_lut_value + " * " + light_src + ".specular_1)"; + // Fresnel + if (config.lighting.lut_fr.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Fresnel)) { + // Lookup fresnel LUT value + std::string fr_lut_index = GetLutIndex(light_config.num, config.lighting.lut_fr.type, config.lighting.lut_fr.abs_input); + std::string fr_lut_value = "(" + std::to_string(config.lighting.lut_fr.scale) + " * " + GetLutValue(Regs::LightingSampler::Fresnel, fr_lut_index) + ")"; + + // Enabled for difffuse lighting alpha component + if (config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::PrimaryAlpha || + config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::BothAlpha) + out += "diffuse_sum.a *= " + fr_lut_value + ";\n"; + + // Enabled for the specular lighting alpha component + if (config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::SecondaryAlpha || + config.lighting.fresnel_selector == Pica::Regs::LightingFresnelSelector::BothAlpha) + out += "specular_sum.a *= " + fr_lut_value + ";\n"; + } + + // Compute primary fragment color (diffuse lighting) function + out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * " + dot_product + ") + " + light_src + ".ambient) * " + dist_atten + ";\n"; + // Compute secondary fragment color (specular lighting) function - out += "specular_sum += (" + specular_0 + " + " + specular_1 + ") * " + clamp_highlights + " * " + dist_atten + ";\n"; + out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 + ") * " + clamp_highlights + " * " + dist_atten + ";\n"; } // Sum final lighting result - 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(specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; + out += "diffuse_sum.rgb += lighting_global_ambient;\n"; + out += "primary_fragment_color = clamp(diffuse_sum, vec4(0.0), vec4(1.0));\n"; + out += "secondary_fragment_color = clamp(specular_sum, vec4(0.0), vec4(1.0));\n"; } std::string GenerateFragmentShader(const PicaShaderConfig& config) { |