mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-14 05:55:13 +01:00
gl_rasterizer/lighting: implement shadow attenuation
This commit is contained in:
parent
b5763cb952
commit
4256641da4
@ -115,6 +115,7 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
|
|||||||
!regs.lighting.IsDistAttenDisabled(num);
|
!regs.lighting.IsDistAttenDisabled(num);
|
||||||
state.lighting.light[light_index].spot_atten_enable =
|
state.lighting.light[light_index].spot_atten_enable =
|
||||||
!regs.lighting.IsSpotAttenDisabled(num);
|
!regs.lighting.IsSpotAttenDisabled(num);
|
||||||
|
state.lighting.light[light_index].shadow_enable = !regs.lighting.IsShadowDisabled(num);
|
||||||
}
|
}
|
||||||
|
|
||||||
state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
|
state.lighting.lut_d0.enable = regs.lighting.config1.disable_lut_d0 == 0;
|
||||||
@ -161,6 +162,13 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) {
|
|||||||
state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
|
state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 0;
|
||||||
state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
|
state.lighting.clamp_highlights = regs.lighting.config0.clamp_highlights != 0;
|
||||||
|
|
||||||
|
state.lighting.enable_shadow = regs.lighting.config0.enable_shadow != 0;
|
||||||
|
state.lighting.shadow_primary = regs.lighting.config0.shadow_primary != 0;
|
||||||
|
state.lighting.shadow_secondary = regs.lighting.config0.shadow_secondary != 0;
|
||||||
|
state.lighting.shadow_invert = regs.lighting.config0.shadow_invert != 0;
|
||||||
|
state.lighting.shadow_alpha = regs.lighting.config0.shadow_alpha != 0;
|
||||||
|
state.lighting.shadow_selector = regs.lighting.config0.shadow_selector;
|
||||||
|
|
||||||
state.proctex.enable = regs.texturing.main_config.texture3_enable;
|
state.proctex.enable = regs.texturing.main_config.texture3_enable;
|
||||||
if (state.proctex.enable) {
|
if (state.proctex.enable) {
|
||||||
state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
|
state.proctex.coord = regs.texturing.main_config.texture3_coordinates;
|
||||||
@ -203,6 +211,11 @@ static std::string SampleTexture(const PicaShaderConfig& config, unsigned textur
|
|||||||
return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
|
return "textureProj(tex[0], vec3(texcoord[0], texcoord0_w))";
|
||||||
case TexturingRegs::TextureConfig::TextureCube:
|
case TexturingRegs::TextureConfig::TextureCube:
|
||||||
return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
|
return "texture(tex_cube, vec3(texcoord[0], texcoord0_w))";
|
||||||
|
case TexturingRegs::TextureConfig::Shadow2D:
|
||||||
|
case TexturingRegs::TextureConfig::ShadowCube:
|
||||||
|
NGLOG_CRITICAL(HW_GPU, "Unhandled shadow texture");
|
||||||
|
UNIMPLEMENTED();
|
||||||
|
return "vec4(1.0)"; // stubbed to avoid rendering with wrong shadow
|
||||||
default:
|
default:
|
||||||
LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
|
LOG_CRITICAL(HW_GPU, "Unhandled texture type %x",
|
||||||
static_cast<int>(state.texture0_type));
|
static_cast<int>(state.texture0_type));
|
||||||
@ -606,6 +619,17 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||||||
out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
|
out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
|
||||||
out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
|
out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
|
||||||
|
|
||||||
|
if (lighting.enable_shadow) {
|
||||||
|
std::string shadow_texture = SampleTexture(config, lighting.shadow_selector);
|
||||||
|
if (lighting.shadow_invert) {
|
||||||
|
out += "vec4 shadow = vec4(1.0) - " + shadow_texture + ";\n";
|
||||||
|
} else {
|
||||||
|
out += "vec4 shadow = " + shadow_texture + ";\n";
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
out += "vec4 shadow = vec4(1.0);\n";
|
||||||
|
}
|
||||||
|
|
||||||
// Samples the specified lookup table for specular lighting
|
// Samples the specified lookup table for specular lighting
|
||||||
auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
|
auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num,
|
||||||
LightingRegs::LightingLutInput input, bool abs) {
|
LightingRegs::LightingLutInput input, bool abs) {
|
||||||
@ -814,13 +838,29 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool shadow_primary_enable = lighting.shadow_primary && light_config.shadow_enable;
|
||||||
|
bool shadow_secondary_enable = lighting.shadow_secondary && light_config.shadow_enable;
|
||||||
|
std::string shadow_primary = shadow_primary_enable ? " * shadow.rgb" : "";
|
||||||
|
std::string shadow_secondary = shadow_secondary_enable ? " * shadow.rgb" : "";
|
||||||
|
|
||||||
// Compute primary fragment color (diffuse lighting) function
|
// Compute primary fragment color (diffuse lighting) function
|
||||||
out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * dot_product) + " + light_src +
|
out += "diffuse_sum.rgb += ((" + light_src + ".diffuse * dot_product) + " + light_src +
|
||||||
".ambient) * " + dist_atten + " * " + spot_atten + ";\n";
|
".ambient) * " + dist_atten + " * " + spot_atten + shadow_primary + ";\n";
|
||||||
|
|
||||||
// Compute secondary fragment color (specular lighting) function
|
// Compute secondary fragment color (specular lighting) function
|
||||||
out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 +
|
out += "specular_sum.rgb += (" + specular_0 + " + " + specular_1 +
|
||||||
") * clamp_highlights * " + dist_atten + " * " + spot_atten + ";\n";
|
") * clamp_highlights * " + dist_atten + " * " + spot_atten + shadow_secondary +
|
||||||
|
";\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply shadow attenuation to alpha components if enabled
|
||||||
|
if (lighting.shadow_alpha) {
|
||||||
|
if (lighting.enable_primary_alpha) {
|
||||||
|
out += "diffuse_sum.a *= shadow.a;\n";
|
||||||
|
}
|
||||||
|
if (lighting.enable_secondary_alpha) {
|
||||||
|
out += "specular_sum.a *= shadow.a;\n";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sum final lighting result
|
// Sum final lighting result
|
||||||
|
@ -66,6 +66,7 @@ struct PicaShaderConfigState {
|
|||||||
bool spot_atten_enable;
|
bool spot_atten_enable;
|
||||||
bool geometric_factor_0;
|
bool geometric_factor_0;
|
||||||
bool geometric_factor_1;
|
bool geometric_factor_1;
|
||||||
|
bool shadow_enable;
|
||||||
} light[8];
|
} light[8];
|
||||||
|
|
||||||
bool enable;
|
bool enable;
|
||||||
@ -79,6 +80,13 @@ struct PicaShaderConfigState {
|
|||||||
bool enable_primary_alpha;
|
bool enable_primary_alpha;
|
||||||
bool enable_secondary_alpha;
|
bool enable_secondary_alpha;
|
||||||
|
|
||||||
|
bool enable_shadow;
|
||||||
|
bool shadow_primary;
|
||||||
|
bool shadow_secondary;
|
||||||
|
bool shadow_invert;
|
||||||
|
bool shadow_alpha;
|
||||||
|
unsigned shadow_selector;
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
bool enable;
|
bool enable;
|
||||||
bool abs_input;
|
bool abs_input;
|
||||||
|
Loading…
Reference in New Issue
Block a user