gl_shader_gen: Implement fragment lighting specular 1 component.

This commit is contained in:
bunnei 2015-11-19 22:42:06 -05:00
parent 781b046579
commit 0e67c21c9e
3 changed files with 41 additions and 11 deletions

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@ -713,6 +713,16 @@ struct Regs {
}
};
static bool IsLightingSamplerSupported(LightingConfig config, LightingSampler sampler) {
switch (sampler) {
case LightingSampler::Distribution0:
return (config != LightingConfig::Config1);
case LightingSampler::Distribution1:
return (config != LightingConfig::Config0) && (config != LightingConfig::Config1) && (config != LightingConfig::Config5);
}
return false;
}
struct {
struct LightSrc {
LightColor specular_0; // material.specular_0 * light.specular_0
@ -751,12 +761,13 @@ struct Regs {
BitField<0, 3, u32> src_num; // number of enabled lights - 1
union {
BitField< 4, 4, u32> config;
BitField< 4, 4, LightingConfig> config;
BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE
};
union {
BitField<16, 1, u32> lut_enable_d0; // 0: GL_TRUE, 1: GL_FALSE
BitField<17, 1, u32> lut_enable_d1; // 0: GL_TRUE, 1: GL_FALSE
// Each bit specifies whether distance attenuation should be applied for the
// corresponding light
@ -804,13 +815,13 @@ struct Regs {
} abs_lut_input;
union {
BitField< 0, 3, u32> d0;
BitField< 4, 3, u32> d1;
BitField< 8, 3, u32> sp;
BitField<12, 3, u32> fr;
BitField<16, 3, u32> rb;
BitField<20, 3, u32> rg;
BitField<24, 3, u32> rr;
BitField< 0, 3, LightingLutInput> d0;
BitField< 4, 3, LightingLutInput> d1;
BitField< 8, 3, LightingLutInput> sp;
BitField<12, 3, LightingLutInput> fr;
BitField<16, 3, LightingLutInput> rb;
BitField<20, 3, LightingLutInput> rg;
BitField<24, 3, LightingLutInput> rr;
} lut_input;
union {

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@ -91,6 +91,13 @@ struct PicaShaderConfig {
res.lighting.lut_d0.abs_input = regs.lighting.abs_lut_input.d0 == 0;
res.lighting.lut_d0.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d0.Value();
res.lighting.lut_d0.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d0);
res.lighting.lut_d1.enable = regs.lighting.lut_enable_d1 == 0;
res.lighting.lut_d1.abs_input = regs.lighting.abs_lut_input.d1 == 0;
res.lighting.lut_d1.type = (Pica::Regs::LightingLutInput)regs.lighting.lut_input.d1.Value();
res.lighting.lut_d1.scale = regs.lighting.lut_scale.GetScale(regs.lighting.lut_scale.d1);
res.lighting.config = regs.lighting.config;
res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0;
return res;
@ -126,6 +133,7 @@ struct PicaShaderConfig {
bool enable = false;
unsigned src_num = 0;
bool clamp_highlights = false;
Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0;
struct {
bool enable = false;

View File

@ -408,15 +408,26 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// 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";
// Lookup specular "distribution 0" LUT value
// Specular 0 component
std::string d0_lut_value = "1.0";
if (config.lighting.lut_d0.enable) {
if (config.lighting.lut_d0.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution0)) {
// Lookup specular "distribution 0" LUT value
std::string d0_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d0.type, config.lighting.lut_d0.abs_input);
d0_lut_value = "(" + std::to_string(config.lighting.lut_d0.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution0, d0_lut_index) + ")";
}
std::string specular_0 = "(" + d0_lut_value + " * " + light_src + ".specular_0)";
// Specular 1 component
std::string d1_lut_value = "1.0";
if (config.lighting.lut_d1.enable && Pica::Regs::IsLightingSamplerSupported(config.lighting.config, Pica::Regs::LightingSampler::Distribution1)) {
// Lookup specular "distribution 1" LUT value
std::string d1_lut_index = GetLutIndex(light_config.num, config.lighting.lut_d1.type, config.lighting.lut_d1.abs_input);
d1_lut_value = "(" + std::to_string(config.lighting.lut_d1.scale) + " * " + GetLutValue(Regs::LightingSampler::Distribution1, d1_lut_index) + ")";
}
std::string specular_1 = "(" + d1_lut_value + " * " + light_src + ".specular_1)";
// Compute secondary fragment color (specular lighting) function
out += "specular_sum += " + clamp_highlights + " * " + d0_lut_value + " * " + light_src + ".specular_0 * " + dist_atten + ";\n";
out += "specular_sum += (" + specular_0 + " + " + specular_1 + ") * " + clamp_highlights + " * " + dist_atten + ";\n";
}
// Sum final lighting result