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Merge pull request #22399 from hrydgard/specular-lighting
Correct the specular lighting math: Fix view vector, use Mitchell approximation
This commit is contained in:
17 files changed
+181
-90
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@@ -37,6 +37,8 @@ const char * const hlsl_preamble_fs =
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"#define inversesqrt rsqrt\n"
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"#define floatBitsToUint asuint\n"
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"#define uintBitsToFloat asfloat\n"
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"#define floatBitsToInt asint\n"
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"#define intBitsToFloat asfloat\n"
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"\n";
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static const char * const hlsl_d3d11_preamble_fs =
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@@ -71,6 +73,8 @@ static const char * const hlsl_preamble_vs =
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"#define inversesqrt rsqrt\n"
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"#define floatBitsToUint asuint\n"
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"#define uintBitsToFloat asfloat\n"
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"#define floatBitsToInt asint\n"
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"#define intBitsToFloat asfloat\n"
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"\n";
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static const char * const semanticNames[] = {
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+15
-1
@@ -116,8 +116,22 @@ void ComputeVertexShaderID(VShaderID *id_out, u32 vertType, bool useHWTransform,
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id.SetBits(VS_BIT_LS1, 2, gstate.getUVLS1());
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}
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if (doShadeMapping) {
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// Shade mapping depends on the type of its lights and whether they do specular, even when
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// they're off. The ubershader reads that from u_lightControl instead.
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if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
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id.SetBit(VS_BIT_LIGHT_UBERSHADER);
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} else {
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const int shadeLights[2] = { gstate.getUVLS0(), gstate.getUVLS1() };
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for (int l : shadeLights) {
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id.SetBits(VS_BIT_LIGHT0_COMP + 4 * l, 2, gstate.getLightComputation(l));
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id.SetBits(VS_BIT_LIGHT0_TYPE + 4 * l, 2, gstate.getLightType(l));
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}
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}
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}
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if (gstate.isLightingEnabled()) {
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// doShadeMapping is stored as UVGenMode, and light type doesn't matter for shade mapping.
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// doShadeMapping is stored as UVGenMode.
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id.SetBit(VS_BIT_LIGHTING_ENABLE);
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if (gstate_c.Use(GPU_USE_LIGHT_UBERSHADER)) {
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id.SetBit(VS_BIT_LIGHT_UBERSHADER);
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@@ -12,6 +12,7 @@
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#include "GPU/GPUState.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Math3D.h"
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using namespace Lin;
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@@ -222,7 +223,7 @@ void LightUpdateUniforms(UB_VS_Lights *ub, uint64_t dirtyUniforms) {
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Uint8x3ToFloat4(ub->materialDiffuse, gstate.materialdiffuse);
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}
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if (dirtyUniforms & DIRTY_MATSPECULAR) {
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Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, getFloat24(gstate.materialspecularcoef)));
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Uint8x3ToFloat4_Alpha(ub->materialSpecular, gstate.materialspecular, std::max(0.0f, PSPSpecularCoef(getFloat24(gstate.materialspecularcoef))));
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}
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if (dirtyUniforms & DIRTY_MATEMISSIVE) {
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// We're not touching the fourth f32 here, because we store an u32 of control bits in it.
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@@ -333,23 +333,11 @@ SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams ¶ms, in
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case GE_TEXMAP_ENVIRONMENT_MAP:
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// Shade mapping - use two light sources to generate U and V.
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{
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auto getLPosFloat = [&](int l, int i) {
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return getFloat24(gstate.lpos[l * 3 + i]);
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};
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auto getLPos = [&](int l) {
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return Vec3f(getLPosFloat(l, 0), getLPosFloat(l, 1), getLPosFloat(l, 2));
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};
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auto calcShadingLPos = [&](int l) {
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Vec3f pos = getLPos(l);
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return pos.NormalizedOr001(cpu_info.bSSE4_1);
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};
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// Might not have lighting enabled, so don't use lighter.
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Vec3f lightpos0 = calcShadingLPos(gstate.getUVLS0());
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Vec3f lightpos1 = calcShadingLPos(gstate.getUVLS1());
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uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
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uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f;
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const Vec3f viewDir = PSPViewDirection(gstate.viewMatrix);
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const Vec3f worldpos(out[0], out[1], out[2]);
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uv[0] = PSPShadeMapCoord(gstate.getUVLS0(), worldpos, worldnormal, viewDir);
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uv[1] = PSPShadeMapCoord(gstate.getUVLS1(), worldpos, worldnormal, viewDir);
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uv[2] = 1.0f;
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}
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break;
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@@ -40,8 +40,8 @@ Lighter::Lighter(int vertType) {
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materialDiffuse.a = 1.0f;
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materialSpecular.GetFromRGB(gstate.materialspecular);
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materialSpecular.a = 1.0f;
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specCoef_ = getFloat24(gstate.materialspecularcoef);
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// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
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specCoef_ = PSPSpecularCoef(getFloat24(gstate.materialspecularcoef));
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viewDir_ = PSPViewDirection(gstate.viewMatrix);
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
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materialUpdate_ = hasColor ? (gstate.materialupdate & 7) : 0;
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@@ -117,11 +117,13 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
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toLight /= distanceToLight;
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dot = Dot(toLight, norm);
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}
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// Specular only applies when the light is in front of the surface.
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const bool facingLight = dot >= 0.0f;
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// Clamp dot to zero.
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if (dot < 0.0f) dot = 0.0f;
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if (poweredDiffuse)
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dot = powf(dot, specCoef_);
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dot = PSPLightPow(dot, specCoef_);
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// Attenuation
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switch (type) {
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@@ -136,7 +138,7 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
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lightDir = ldir[l];
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angle = Dot(toLight.NormalizedOr001(cpu_info.bSSE4_1), lightDir.NormalizedOr001(cpu_info.bSSE4_1));
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if (angle >= lcutoff[l])
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lightScale = clamp(1.0f / (latt[l].x + latt[l].y * distanceToLight + latt[l].z * distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, lconv[l]);
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lightScale = clamp(1.0f / (latt[l].x + latt[l].y * distanceToLight + latt[l].z * distanceToLight*distanceToLight), 0.0f, 1.0f) * PSPLightPow(angle, lconv[l]);
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break;
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default:
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// ILLEGAL
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@@ -146,18 +148,13 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
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Color4 lightDiff(lcolor[1][l], 0.0f);
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Color4 diff = (lightDiff * *diffuse) * dot;
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// Real PSP specular
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static const Vec3f toViewer(0, 0, 1);
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// Better specular
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// Vec3f toViewer = (viewer - pos).NormalizedOr001(cpu_info.bSSE4_1);
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if (doSpecular) {
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Vec3f halfVec = (toLight + toViewer).NormalizedOr001(cpu_info.bSSE4_1);
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if (doSpecular && facingLight) {
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Vec3f halfVec = (toLight + viewDir_).NormalizedOr001(cpu_info.bSSE4_1);
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dot = Dot(halfVec, norm);
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if (dot > 0.0f) {
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Color4 lightSpec(lcolor[2][l], 0.0f);
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
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lightSum1 += (lightSpec * *specular * (PSPLightPow(dot, specCoef_) * lightScale));
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}
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}
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@@ -17,11 +17,13 @@
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#pragma once
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#include <cmath>
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#include <cstring>
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#include "Common/CommonTypes.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPU.h"
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#include "GPU/GPUState.h"
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struct Color4 {
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float r, g, b, a;
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@@ -60,6 +62,59 @@ struct Color4 {
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}
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};
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// The GE's pow() for specular, powered diffuse and the spot exponent: 1 for e <= 0, else 0 for
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// x <= 0. Otherwise exp2(e * log2(x)) with log2 and exp2 each a straight line between powers of two
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// (Mitchell's approximation), which is what reading a float's bits as an integer gives: exponent
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// plus mantissa, scaled by 2^23. Matches hardware within one step of 255 (gpu/lighting/specular).
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inline float PSPLightPow(float x, float e) {
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if (!(x > 0.0f)) {
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return e > 0.0f ? 0.0f : 1.0f;
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}
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int32_t ix;
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memcpy(&ix, &x, sizeof(ix));
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float t = (e > 0.0f ? e : 0.0f) * (float)(ix - 0x3F800000) + 1065353216.0f;
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// Also turns NaN into 0, and stays below infinity's bits.
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t = t >= 0.0f ? (t < 2139095039.0f ? t : 2139095039.0f) : 0.0f;
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int32_t iy = (int32_t)t;
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float y;
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memcpy(&y, &iy, sizeof(y));
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return y;
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}
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// The GE only uses the top 4 bits of the specular coefficient's mantissa.
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inline float PSPSpecularCoef(float e) {
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u32 bits;
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memcpy(&bits, &e, sizeof(bits));
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bits &= 0xFFF80000;
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memcpy(&e, &bits, sizeof(bits));
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return e;
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}
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// The viewer is at infinity along view space +z, so in world space it's the view matrix's third column.
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inline Vec3f PSPViewDirection(const float viewMatrix[12]) {
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return Vec3f(viewMatrix[2], viewMatrix[5], viewMatrix[8]).NormalizedOr001(false);
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}
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inline Vec3f NormalizedOr000(const Vec3f &v) {
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float len2 = v.Length2();
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return len2 > 0.0f ? v * (1.0f / sqrtf(len2)) : Vec3f(0.0f, 0.0f, 0.0f);
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}
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// Shade mapping (environment map UV gen) coordinate from light l: (N.L + 1) / 2, with L the light's
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// direction as lighting sees it (a zero vector stays zero), or the half vector if the light does
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// specular. Lighting and light enables don't matter (gpu/lighting/shademap).
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inline float PSPShadeMapCoord(int l, const Vec3f &worldpos, const Vec3f &worldnormal, const Vec3f &viewDir) {
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Vec3f L(getFloat24(gstate.lpos[l * 3]), getFloat24(gstate.lpos[l * 3 + 1]), getFloat24(gstate.lpos[l * 3 + 2]));
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if (gstate.getLightType(l) != GE_LIGHTTYPE_DIRECTIONAL) {
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L -= worldpos;
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}
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L = NormalizedOr000(L);
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if (gstate.isUsingSpecularLight(l)) {
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L = NormalizedOr000(L + viewDir);
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}
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return (Dot(L, worldnormal) + 1.0f) * 0.5f;
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}
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// Convenient way to do precomputation to save the parts of the lighting calculation
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// that's common between the many vertices of a draw call.
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class Lighter {
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@@ -81,7 +136,7 @@ private:
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Color4 materialDiffuse;
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Color4 materialSpecular;
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float specCoef_;
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// Vec3f viewer_;
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Vec3f viewDir_;
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bool doShadeMapping_;
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int materialUpdate_;
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@@ -135,7 +135,9 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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int matUpdate = id.Bits(VS_BIT_MATERIAL_UPDATE, 3);
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bool lightUberShader = id.Bit(VS_BIT_LIGHT_UBERSHADER) && enableLighting; // checking lighting here for the shader test's benefit, in reality if ubershader is set, lighting is set.
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if (lightUberShader && !compat.bitwiseOps) {
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// With the ubershader, shade mapping reads its lights' type and computation from u_lightControl.
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bool shadeUberShader = id.Bit(VS_BIT_LIGHT_UBERSHADER) && doShadeMapping;
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if ((lightUberShader || shadeUberShader) && !compat.bitwiseOps) {
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*errorString = "Light ubershader requires bitwise ops in shader language";
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return false;
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}
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@@ -349,7 +351,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
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*uniformMask |= DIRTY_UVSCALEOFFSET;
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if (lightUberShader) {
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if (lightUberShader || shadeUberShader) {
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p.C("uniform uint u_lightControl;\n");
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*uniformMask |= DIRTY_LIGHT_CONTROL;
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}
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@@ -428,6 +430,22 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, " float len2 = dot(v, v);\n");
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WRITE(p, " return len2 == 0.0 ? vec3(0.0, 0.0, 1.0) : (v * inversesqrt(len2));\n");
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WRITE(p, "}\n");
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WRITE(p, "vec3 normalizeOr000(vec3 v) {\n");
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WRITE(p, " float len2 = dot(v, v);\n");
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WRITE(p, " return len2 == 0.0 ? splat3(0.0) : (v * inversesqrt(len2));\n");
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WRITE(p, "}\n");
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// The GE's pow for lighting: 1 for e <= 0, else 0 for x <= 0. Otherwise exp2(e * log2(x)) with
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// log2 and exp2 each a straight line between powers of two, which is what reading a float's
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// bits as an integer gives: exponent plus mantissa, scaled by 2^23. Without integers, a true
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// pow is close enough.
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WRITE(p, "float pspPow(float x, float e) {\n");
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if (compat.bitwiseOps) {
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WRITE(p, " float t = max(e, 0.0) * float(floatBitsToInt(max(x, 1e-30)) - 0x3F800000) + 1065353216.0;\n");
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WRITE(p, " return x > 0.0 || e <= 0.0 ? intBitsToFloat(int(max(t, 0.0))) : 0.0;\n");
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} else {
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WRITE(p, " return e <= 0.0 ? 1.0 : pow(max(x, 0.0), e);\n");
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}
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WRITE(p, "}\n");
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}
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if (ShaderLanguageIsOpenGL(compat.shaderLanguage) || compat.shaderLanguage == GLSL_VULKAN) {
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@@ -490,6 +508,14 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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} else {
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WRITE(p, " mediump vec3 worldnormal = normalizeOr001(mul(vec4(0.0, 0.0, %s1.0, 0.0), u_world).xyz);\n", flipNormal ? "-" : "");
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}
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if (enableLighting || doShadeMapping) {
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// The viewer is at infinity along view space +z: in world space, the view matrix's third column.
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if (compat.shaderLanguage == HLSL_D3D11) {
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WRITE(p, " mediump vec3 viewDir = normalizeOr001(vec3(u_view[0].z, u_view[1].z, u_view[2].z));\n");
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} else {
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WRITE(p, " mediump vec3 viewDir = normalizeOr001(u_view[2].xyz);\n");
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}
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}
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WRITE(p, " vec4 viewPos = vec4(mul(vec4(worldpos, 1.0), u_view).xyz, 1.0);\n");
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if (useSimpleStereo) {
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@@ -643,7 +669,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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p.C(" } else {\n"); // type must be 0x02 - GE_LIGHTTYPE_SPOT
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p.F(" angle = dot(u_lightdir%s, toLight);\n", iStr);
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p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
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p.F(" lightScale = attenuation * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
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p.F(" lightScale = attenuation * pspPow(angle, u_lightangle_spotCoef%s.y);\n", iStr, iStr);
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p.C(" } else {\n");
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p.C(" lightScale = 0.0;\n");
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p.C(" }\n");
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@@ -653,17 +679,13 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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p.C(" }\n");
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p.C(" ldot = dot(toLight, worldnormal);\n");
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p.C(" if (comp == 0x2u) {\n"); // GE_LIGHTCOMP_ONLYPOWDIFFUSE
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p.C(" ldot = u_matspecular.a > 0.0 ? pow(max(ldot, 0.0), u_matspecular.a) : 1.0;\n");
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p.C(" ldot = pspPow(ldot, u_matspecular.a);\n");
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p.C(" }\n");
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p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
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p.C(" if (comp == 0x1u && ldot >= 0.0) {\n"); // do specular. note - must allow for the >= case, since the u_matspecular.a <= 0.0 case relies on it.
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p.C(" if (u_matspecular.a > 0.0) {\n");
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p.C(" vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);\n");
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p.C(" float halfInvLen = inversesqrt(dot(halfVec, halfVec));\n");
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p.C(" ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);\n");
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p.C(" } else {\n");
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p.C(" ldot = 1.0;\n");
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p.C(" }\n");
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p.C(" vec3 halfVec = toLight + viewDir;\n");
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p.C(" float halfInvLen = inversesqrt(dot(halfVec, halfVec));\n");
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p.C(" ldot = pspPow(dot(halfVec, worldnormal) * halfInvLen, u_matspecular.a);\n");
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p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot * lightScale;\n", iStr);
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p.C(" }\n");
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p.F(" lightSum0.rgb += (u_lightambient%s * ambientColor.rgb + diffuse) * lightScale;\n", iStr);
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@@ -703,11 +725,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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if (poweredDiffuse) {
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// pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0.
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// Seen in Tales of the World: Radiant Mythology (#2424.)
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p.C(" if (u_matspecular.a > 0.0) {\n");
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p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
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p.C(" } else {\n");
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p.C(" ldot = 1.0;\n");
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p.C(" }\n");
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p.C(" ldot = pspPow(ldot, u_matspecular.a);\n");
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}
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const char *timesLightScale = " * lightScale";
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@@ -724,7 +742,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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case GE_LIGHTTYPE_UNKNOWN:
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||||
p.F(" angle = dot(u_lightdir%s, toLight);\n", iStr, iStr);
|
||||
p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
|
||||
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distSq)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(max(angle, 0.0), u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
|
||||
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distSq)), 0.0, 1.0) * pspPow(angle, u_lightangle_spotCoef%s.y);\n", iStr, iStr);
|
||||
p.C(" } else {\n");
|
||||
p.C(" lightScale = 0.0;\n");
|
||||
p.C(" }\n");
|
||||
@@ -737,13 +755,9 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
|
||||
p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
|
||||
if (doSpecular) {
|
||||
p.C(" if (ldot >= 0.0) {\n");
|
||||
p.C(" if (u_matspecular.a > 0.0) {\n");
|
||||
p.C(" vec3 halfVec = toLight + vec3(0.0, 0.0, 1.0);\n");
|
||||
p.C(" float halfInvLen = inversesqrt(dot(halfVec, halfVec));\n");
|
||||
p.C(" ldot = pow(max(dot(halfVec, worldnormal) * halfInvLen, 0.0), u_matspecular.a);\n");
|
||||
p.C(" } else {\n");
|
||||
p.C(" ldot = 1.0;\n");
|
||||
p.C(" }\n");
|
||||
p.C(" vec3 halfVec = toLight + viewDir;\n");
|
||||
p.C(" float halfInvLen = inversesqrt(dot(halfVec, halfVec));\n");
|
||||
p.C(" ldot = pspPow(dot(halfVec, worldnormal) * halfInvLen, u_matspecular.a);\n");
|
||||
p.C(" if (ldot > 0.0)\n");
|
||||
p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot %s;\n", iStr, timesLightScale);
|
||||
p.C(" }\n");
|
||||
@@ -851,9 +865,31 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
|
||||
snprintf(ls0Str, sizeof(ls0Str), "%d", ls0);
|
||||
snprintf(ls1Str, sizeof(ls1Str), "%d", ls1);
|
||||
}
|
||||
std::string lightFactor0 = StringFromFormat("(length(u_lightpos%s) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%s), worldnormal))", ls0Str, ls0Str);
|
||||
std::string lightFactor1 = StringFromFormat("(length(u_lightpos%s) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%s), worldnormal))", ls1Str, ls1Str);
|
||||
WRITE(p, " %sv_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", compat.vsOutPrefix, lightFactor0.c_str(), lightFactor1.c_str());
|
||||
// N.L with L the light vector as lighting sees it (zero stays zero), or the half vector
|
||||
// if the light does specular. Whether lighting or the light is on doesn't matter.
|
||||
auto shadeLight = [&](int ls, const char *lsStr, const char *name) {
|
||||
if (shadeUberShader) {
|
||||
p.F(" vec3 %s = u_lightpos%s;\n", name, lsStr);
|
||||
p.F(" if (((u_lightControl >> 0x%02xu) & 0x3u) != 0x0u) %s = u_lightpos%s - worldpos;\n", 4 + 4 * ls + 2, name, lsStr);
|
||||
p.F(" %s = normalizeOr000(%s);\n", name, name);
|
||||
p.F(" if (((u_lightControl >> 0x%02xu) & 0x3u) == 0x1u) %s = normalizeOr000(%s + viewDir);\n", 4 + 4 * ls, name, name);
|
||||
return;
|
||||
}
|
||||
GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * ls, 2));
|
||||
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * ls, 2));
|
||||
if (type == GE_LIGHTTYPE_DIRECTIONAL) {
|
||||
// Prenormalized.
|
||||
p.F(" vec3 %s = u_lightpos%s;\n", name, lsStr);
|
||||
} else {
|
||||
p.F(" vec3 %s = normalizeOr000(u_lightpos%s - worldpos);\n", name, lsStr);
|
||||
}
|
||||
if (comp == GE_LIGHTCOMP_BOTH) {
|
||||
p.F(" %s = normalizeOr000(%s + viewDir);\n", name, name);
|
||||
}
|
||||
};
|
||||
shadeLight(ls0, ls0Str, "shadeL0");
|
||||
shadeLight(ls1, ls1Str, "shadeL1");
|
||||
WRITE(p, " %sv_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + dot(shadeL0, worldnormal), 1.0 + dot(shadeL1, worldnormal)) * 0.5, 1.0);\n", compat.vsOutPrefix);
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
@@ -46,6 +46,7 @@
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/ge_constants.h"
|
||||
#include "GPU/Common/ShaderUniforms.h"
|
||||
#include "GPU/Common/TransformCommon.h"
|
||||
#include "GPU/GLES/ShaderManagerGLES.h"
|
||||
#include "GPU/GLES/DrawEngineGLES.h"
|
||||
|
||||
@@ -549,7 +550,7 @@ void LinkedShader::UpdateUniforms(const ShaderID &vsid, const ShaderLanguageDesc
|
||||
SetColorUniform3(render_, &u_matemissive, gstate.materialemissive);
|
||||
}
|
||||
if (dirty & DIRTY_MATSPECULAR) {
|
||||
SetColorUniform3ExtraFloat(render_, &u_matspecular, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
|
||||
SetColorUniform3ExtraFloat(render_, &u_matspecular, gstate.materialspecular, PSPSpecularCoef(getFloat24(gstate.materialspecularcoef)));
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
@@ -855,7 +856,7 @@ enum class CacheDetectFlags {
|
||||
};
|
||||
|
||||
#define CACHE_HEADER_MAGIC 0x83277592
|
||||
#define CACHE_VERSION 43
|
||||
#define CACHE_VERSION 44
|
||||
|
||||
struct CacheHeader {
|
||||
uint32_t magic;
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
#include "Common/CPUDetect.h"
|
||||
#include "Common/Math/SIMDHeaders.h"
|
||||
#include "GPU/GPUState.h"
|
||||
#include "GPU/Common/TransformCommon.h"
|
||||
#include "GPU/Software/Lighting.h"
|
||||
|
||||
#if PPSSPP_ARCH(SSE2)
|
||||
@@ -49,7 +50,7 @@ static inline float pspLightPow(float v, float e) {
|
||||
return 1.0f;
|
||||
}
|
||||
if (v > 0.0f) {
|
||||
return pow(v, e);
|
||||
return PSPLightPow(v, e);
|
||||
}
|
||||
// Negative stays negative, so let's just return the original.
|
||||
return v;
|
||||
@@ -179,7 +180,7 @@ void ComputeState(State *state, bool hasColor0) {
|
||||
}
|
||||
|
||||
if (anyDiffuse || anySpecular) {
|
||||
state->specularExp = gstate.getMaterialSpecularCoef();
|
||||
state->specularExp = PSPSpecularCoef(gstate.getMaterialSpecularCoef());
|
||||
if (state->specularExp <= 0.0f)
|
||||
state->specularExp = 0.0f;
|
||||
else if (std::isnan(state->specularExp))
|
||||
@@ -193,20 +194,11 @@ void ComputeState(State *state, bool hasColor0) {
|
||||
state->usesWorldNormal = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP || anyDiffuse || anySpecular;
|
||||
}
|
||||
|
||||
static inline float GenerateLightCoord(VertexData &vertex, const WorldCoords &worldnormal, int light) {
|
||||
// TODO: Should specular lighting should affect this, too? Doesn't in GLES.
|
||||
Vec3<float> L = GetLightVec(gstate.lpos, light);
|
||||
// In other words, L.Length2() == 0.0f means Dot({0, 0, 1}, worldnormal).
|
||||
float diffuse_factor = Dot(L.NormalizedOr001(cpu_info.bSSE4_1), worldnormal);
|
||||
|
||||
return (diffuse_factor + 1.0f) / 2.0f;
|
||||
}
|
||||
|
||||
void GenerateLightST(VertexData &vertex, const WorldCoords &worldnormal) {
|
||||
void GenerateLightST(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const Vec3f &viewDir) {
|
||||
// Always calculate texture coords from lighting results if environment mapping is active
|
||||
// This should be done even if lighting is disabled altogether.
|
||||
vertex.texturecoords.s() = GenerateLightCoord(vertex, worldnormal, gstate.getUVLS0());
|
||||
vertex.texturecoords.t() = GenerateLightCoord(vertex, worldnormal, gstate.getUVLS1());
|
||||
vertex.texturecoords.s() = PSPShadeMapCoord(gstate.getUVLS0(), worldpos, worldnormal, viewDir);
|
||||
vertex.texturecoords.t() = PSPShadeMapCoord(gstate.getUVLS1(), worldpos, worldnormal, viewDir);
|
||||
}
|
||||
|
||||
#if defined(_M_SSE)
|
||||
@@ -368,7 +360,7 @@ static void ProcessSIMD(VertexData &vertex, const WorldCoords &worldpos, const W
|
||||
}
|
||||
|
||||
if (lstate.specular && diffuse_factor >= 0.0f) {
|
||||
Vec3<float> H = L + Vec3<float>(0.f, 0.f, 1.f);
|
||||
Vec3<float> H = L + state.viewDir;
|
||||
|
||||
float specular_factor = Dot33(H.NormalizedOr001(useSSE4), worldnormal);
|
||||
specular_factor = pspLightPow(specular_factor, state.specularExp);
|
||||
|
||||
@@ -53,6 +53,7 @@ struct State {
|
||||
|
||||
Vec4<int> baseAmbientColorFactor;
|
||||
float specularExp;
|
||||
Vec3f viewDir;
|
||||
|
||||
struct {
|
||||
bool colorForAmbient : 1;
|
||||
@@ -67,7 +68,7 @@ struct State {
|
||||
|
||||
void ComputeState(State *state, bool hasColor0);
|
||||
|
||||
void GenerateLightST(VertexData &vertex, const WorldCoords &worldnormal);
|
||||
void GenerateLightST(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const Vec3f &viewDir);
|
||||
void Process(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const State &state);
|
||||
|
||||
}
|
||||
@@ -1159,7 +1159,7 @@ void DrawTriangleSlice(
|
||||
int32x4_t sec = vsetq_lane_s32(0, sec_color[i].ivec, 3);
|
||||
prim_color[i].ivec = vaddq_s32(prim_color[i].ivec, sec);
|
||||
#else
|
||||
prim_color[i] = Vec4<int>(sec_color[i], 0);
|
||||
prim_color[i] += Vec4<int>(sec_color[i], 0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -111,7 +111,7 @@ const SoftwareCommandTableEntry softgpuCommandTable[] = {
|
||||
{ GE_CMD_FOGENABLE, 0, SoftDirty::PIXEL_BASIC | SoftDirty::PIXEL_CACHED | SoftDirty::TRANSFORM_BASIC | SoftDirty::TRANSFORM_FOG | SoftDirty::TRANSFORM_MATRIX },
|
||||
{ GE_CMD_TEXMODE, 0, SoftDirty::SAMPLER_BASIC | SoftDirty::SAMPLER_TEXLIST | SoftDirty::RAST_TEX },
|
||||
// Currently this doesn't affect any state, but maybe it should.
|
||||
{ GE_CMD_TEXSHADELS },
|
||||
{ GE_CMD_TEXSHADELS, 0, SoftDirty::TRANSFORM_BASIC },
|
||||
{ GE_CMD_SHADEMODE, 0, SoftDirty::RAST_BASIC },
|
||||
{ GE_CMD_TEXFUNC, 0, SoftDirty::SAMPLER_BASIC },
|
||||
{ GE_CMD_COLORTEST, 0, SoftDirty::PIXEL_BASIC | SoftDirty::PIXEL_CACHED },
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
#include "GPU/Common/DrawEngineCommon.h"
|
||||
#include "GPU/Common/VertexDecoderCommon.h"
|
||||
#include "GPU/Common/SoftwareTransformCommon.h"
|
||||
#include "GPU/Common/TransformCommon.h"
|
||||
#include "GPU/Common/VertexReader.h"
|
||||
#include "GPU/GPUStateSIMDUtil.h"
|
||||
#include "Common/Math/SIMDHeaders.h"
|
||||
@@ -259,6 +260,13 @@ void ComputeTransformState(TransformState *state, const VertexReader &vreader) {
|
||||
} else {
|
||||
state->lightingState.usesWorldNormal = state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP;
|
||||
}
|
||||
if (state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
|
||||
// Shade mapping uses the light vector as lighting sees it, which depends on position for other lights.
|
||||
if (!gstate.isDirectionalLight(gstate.getUVLS0()) || !gstate.isDirectionalLight(gstate.getUVLS1())) {
|
||||
canSkipWorldPos = false;
|
||||
}
|
||||
}
|
||||
state->lightingState.viewDir = PSPViewDirection(gstate.viewMatrix);
|
||||
|
||||
float world[16];
|
||||
float view[16];
|
||||
@@ -446,7 +454,7 @@ ClipVertexData TransformUnit::ReadVertex(const VertexReader &vreader, const Tran
|
||||
Vec3<float> stq = Vec3ByMatrix43(source, gstate.tgenMatrix);
|
||||
vertex.v.texturecoords = Vec3Packedf(stq.x, stq.y, stq.z);
|
||||
} else if (state.uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
|
||||
Lighting::GenerateLightST(vertex.v, worldnormal);
|
||||
Lighting::GenerateLightST(vertex.v, worldpos, worldnormal, state.lightingState.viewDir);
|
||||
}
|
||||
|
||||
PROFILE_THIS_SCOPE("light");
|
||||
|
||||
@@ -369,7 +369,7 @@ enum class VulkanCacheDetectFlags {
|
||||
};
|
||||
|
||||
#define CACHE_HEADER_MAGIC 0xff51f420
|
||||
#define CACHE_VERSION 60
|
||||
#define CACHE_VERSION 61
|
||||
|
||||
struct VulkanCacheHeader {
|
||||
uint32_t magic;
|
||||
|
||||
+1
-1
Submodule frametests updated: 401ec1c03f...49a8baadc9.
+1
-1
Submodule pspautotests updated: 7302fa573c...a3f220d0fd.
@@ -230,6 +230,8 @@ tests_good = [
|
||||
"gpu/ge/intrsuspend",
|
||||
"gpu/ge/queue",
|
||||
"gpu/ge/queue2",
|
||||
"gpu/lighting/shademap",
|
||||
"gpu/lighting/specular",
|
||||
"gpu/primitives/indices",
|
||||
"gpu/primitives/invalidprim",
|
||||
"gpu/primitives/points",
|
||||
@@ -510,17 +512,9 @@ known_failures = {
|
||||
# The ISA returns the canonical NaN (0x7fc00000) from every operation, never the operand's
|
||||
# NaN, so a negative or signaling NaN input loses its sign and payload. Everything else passes.
|
||||
"cpu/fpu/roundmode",
|
||||
# The software renderer's output differs from the reference by the same amount on both of
|
||||
# these architectures, despite them using completely different SIMD paths. Unexplained.
|
||||
"gpu/clipping/homogeneous",
|
||||
"gpu/commands/cull",
|
||||
"gpu/primitives/triangles",
|
||||
],
|
||||
"loongarch64": [
|
||||
"cpu/fpu/fpu",
|
||||
"gpu/clipping/homogeneous",
|
||||
"gpu/commands/cull",
|
||||
"gpu/primitives/triangles",
|
||||
],
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user