From 4256641da483a6a03fded2dffb974243690955a0 Mon Sep 17 00:00:00 2001 From: wwylele Date: Sun, 1 Apr 2018 18:22:14 +0300 Subject: [PATCH] gl_rasterizer/lighting: implement shadow attenuation --- .../renderer_opengl/gl_shader_gen.cpp | 44 ++++++++++++++++++- .../renderer_opengl/gl_shader_gen.h | 8 ++++ 2 files changed, 50 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 8e0964496d..9c0f10a41c 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -115,6 +115,7 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { !regs.lighting.IsDistAttenDisabled(num); state.lighting.light[light_index].spot_atten_enable = !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; @@ -161,6 +162,13 @@ PicaShaderConfig PicaShaderConfig::BuildFromRegs(const Pica::Regs& regs) { state.lighting.bump_renorm = regs.lighting.config0.disable_bump_renorm == 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; if (state.proctex.enable) { 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))"; case TexturingRegs::TextureConfig::TextureCube: 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: LOG_CRITICAL(HW_GPU, "Unhandled texture type %x", static_cast(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 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 auto GetLutValue = [&lighting](LightingRegs::LightingSampler sampler, unsigned light_num, 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 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 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 diff --git a/src/video_core/renderer_opengl/gl_shader_gen.h b/src/video_core/renderer_opengl/gl_shader_gen.h index 12bda326f9..929c3c015b 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.h +++ b/src/video_core/renderer_opengl/gl_shader_gen.h @@ -66,6 +66,7 @@ struct PicaShaderConfigState { bool spot_atten_enable; bool geometric_factor_0; bool geometric_factor_1; + bool shadow_enable; } light[8]; bool enable; @@ -79,6 +80,13 @@ struct PicaShaderConfigState { bool enable_primary_alpha; bool enable_secondary_alpha; + bool enable_shadow; + bool shadow_primary; + bool shadow_secondary; + bool shadow_invert; + bool shadow_alpha; + unsigned shadow_selector; + struct { bool enable; bool abs_input;