mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-23 23:35:35 +00:00
gl_rasterizer/lighting: implement lut input 5 (CP)
This commit is contained in:
parent
39c7c1f580
commit
40b7d0bf3f
|
@ -84,7 +84,7 @@ struct LightingRegs {
|
|||
NV = 2, // Cosine of the angle between the normal and the view vector
|
||||
LN = 3, // Cosine of the angle between the light and the normal vectors
|
||||
SP = 4, // Cosine of the angle between the light and the inverse spotlight vectors
|
||||
CP = 5, // TODO: document and implement
|
||||
CP = 5, // Cosine of the angle between the tangent and projection of half-angle vectors
|
||||
};
|
||||
|
||||
enum class LightingBumpMode : u32 {
|
||||
|
|
|
@ -534,18 +534,24 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
"(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
|
||||
out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n";
|
||||
}
|
||||
|
||||
// The tangent vector is not perturbed by the normal map and is just a unit vector.
|
||||
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
|
||||
} else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
|
||||
// Bump mapping is enabled using a tangent map
|
||||
LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)");
|
||||
UNIMPLEMENTED();
|
||||
} else {
|
||||
// No bump mapping - surface local normal is just a unit normal
|
||||
// No bump mapping - surface local normal and tangent are just unit vectors
|
||||
out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
|
||||
out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n";
|
||||
}
|
||||
|
||||
// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
|
||||
// eyespace.
|
||||
out += "vec3 normal = quaternion_rotate(normalize(normquat), surface_normal);\n";
|
||||
out += "vec4 normalized_normquat = normalize(normquat);\n";
|
||||
out += "vec3 normal = quaternion_rotate(normalized_normquat, surface_normal);\n";
|
||||
out += "vec3 tangent = quaternion_rotate(normalized_normquat, surface_tangent);\n";
|
||||
|
||||
// Gets the index into the specified lookup table for specular lighting
|
||||
auto GetLutIndex = [&lighting](unsigned light_num, LightingRegs::LightingLutInput input,
|
||||
|
@ -573,6 +579,23 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
|
|||
index = std::string("dot(light_vector, spot_dir)");
|
||||
break;
|
||||
|
||||
case LightingRegs::LightingLutInput::CP:
|
||||
// CP input is only available with configuration 7
|
||||
if (lighting.config == LightingRegs::LightingConfig::Config7) {
|
||||
// Note: even if the normal vector is modified by normal map, which is not the
|
||||
// normal of the tangent plane anymore, the half angle vector is still projected
|
||||
// using the modified normal vector.
|
||||
std::string half_angle_proj = half_angle +
|
||||
" - normal / dot(normal, normal) * dot(normal, " +
|
||||
half_angle + ")";
|
||||
// Note: the half angle vector projection is confirmed not normalized before the dot
|
||||
// product. The result is in fact not cos(phi) as the name suggested.
|
||||
index = "dot(" + half_angle_proj + ", tangent)";
|
||||
} else {
|
||||
index = "0.0";
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %d\n", (int)input);
|
||||
UNIMPLEMENTED();
|
||||
|
|
Loading…
Reference in a new issue