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gl_rasterizer/lighting: Implement tangent mapping
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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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// Bump mapping is enabled using a normal map
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// texture
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out += "vec3 surface_normal = " + pertubation + ";\n";
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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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// 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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@ -539,8 +539,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
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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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out += "vec3 surface_tangent = " + pertubation + ";\n";
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UNIMPLEMENTED();
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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 and tangent are just unit vectors
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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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