Implemented Tangent Space Bump maps.

This commit is contained in:
Fernando Sahmkow 2017-01-22 18:21:46 -05:00
parent 25c5aa5869
commit 3f59c5a628
3 changed files with 48 additions and 59 deletions

View File

@ -139,34 +139,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
RasterizerOpenGL::~RasterizerOpenGL() {}
/**
* This is a helper function to resolve an issue with opposite quaternions being interpolated by
* OpenGL. See below for a detailed description of this issue (yuriks):
*
* For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
* interpolate two quaternions that are opposite, instead of going from one rotation to another
* using the shortest path, you'll go around the longest path. You can test if two quaternions are
* opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore
* making Dot(-Q1, W2) positive.
*
* NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This
* should be correct for nearly all cases, however a more correct implementation (but less trivial
* and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions
* manually using two Lerps, and doing this correction before each Lerp.
*/
static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
Math::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
return (Math::Dot(a, b) < 0.f);
}
void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
vertex_batch.emplace_back(v0, false);
vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
vertex_batch.emplace_back(v0);
vertex_batch.emplace_back(v1);
vertex_batch.emplace_back(v2);
}
void RasterizerOpenGL::DrawTriangles() {

View File

@ -271,7 +271,7 @@ private:
/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) {
HardwareVertex(const Pica::Shader::OutputVertex& v) {
position[0] = v.pos.x.ToFloat32();
position[1] = v.pos.y.ToFloat32();
position[2] = v.pos.z.ToFloat32();
@ -294,12 +294,6 @@ private:
view[0] = v.view.x.ToFloat32();
view[1] = v.view.y.ToFloat32();
view[2] = v.view.z.ToFloat32();
if (flip_quaternion) {
for (float& x : normquat) {
x = -x;
}
}
}
GLfloat position[4];

View File

@ -363,8 +363,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
"vec3 light_vector = vec3(0.0);\n"
"vec3 refl_value = vec3(0.0);\n";
out += "vec3 f_normal = normalize(normal);\n"
"vec3 f_tangent = normalize(tangent);\n";
// Compute fragment normals
if (lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) {
out += "f_tangent = normalize(f_tangent - dot(f_tangent, f_normal) * f_normal);\n"
"vec3 f_bitangent = normalize(cross(f_tangent,f_normal));\n"
"mat3 TBN = mat3(f_tangent, f_bitangent, f_normal);\n";
// Bump mapping is enabled using a normal map, read perturbation vector from the selected
// texture
std::string bump_selector = std::to_string(lighting.bump_selector);
@ -373,23 +378,27 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result
if (lighting.bump_renorm) {
std::string val =
"(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n";
}
if (lighting.bump_renorm)
out += "surface_normal.z = normal_recalculate_ZComponent(surface_normal);\n";
out += "f_normal = normalize(TBN * surface_normal);\n";
} else if (lighting.bump_mode == Pica::Regs::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
out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
}
// Same as above but the TBN matrix is transposed
// the light direction should be in view space.
out += "f_tangent = normalize(f_tangent - dot(f_tangent, f_normal) * f_normal);\n"
"vec3 f_bitangent = normalize(cross(f_tangent,f_normal));\n"
"mat3 TBN = transpose(mat3(f_tangent, f_bitangent, f_normal));\n";
// Bump mapping is enabled using a normal map, read perturbation vector from the selected
// texture
std::string bump_selector = std::to_string(lighting.bump_selector);
out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" +
bump_selector + "]).rgb - 1.0;\n";
// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
// eyespace
out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n";
// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
// precision result
if (lighting.bump_renorm)
out += "surface_normal.z = normal_recalculate_ZComponent(surface_normal);\n";
out += "f_normal = normalize(TBN * surface_normal);\n";
}
// Gets the index into the specified lookup table for specular lighting
auto GetLutIndex = [&lighting](unsigned light_num, Regs::LightingLutInput input, bool abs) {
@ -397,7 +406,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
std::string index;
switch (input) {
case Regs::LightingLutInput::NH:
index = "dot(normal, " + half_angle + ")";
index = "dot(f_normal, " + half_angle + ")";
break;
case Regs::LightingLutInput::VH:
@ -405,11 +414,11 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
break;
case Regs::LightingLutInput::NV:
index = std::string("dot(normal, normalize(view))");
index = std::string("dot(f_normal, normalize(view))");
break;
case Regs::LightingLutInput::LN:
index = std::string("dot(light_vector, normal)");
index = std::string("dot(light_vector, f_normal)");
break;
default:
@ -451,8 +460,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// Compute dot product of light_vector and normal, adjust if lighting is one-sided or
// two-sided
std::string dot_product = light_config.two_sided_diffuse
? "abs(dot(light_vector, normal))"
: "max(dot(light_vector, normal), 0.0)";
? "abs(dot(light_vector, f_normal))"
: "max(dot(light_vector, f_normal), 0.0)";
// If enabled, compute distance attenuation value
std::string dist_atten = "1.0";
@ -467,7 +476,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// If enabled, clamp specular component if lighting result is negative
std::string clamp_highlights =
lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
lighting.clamp_highlights ? "(dot(light_vector, f_normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
// Specular 0 component
std::string d0_lut_value = "1.0";
@ -585,7 +594,8 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
in vec4 primary_color;
in vec2 texcoord[3];
in float texcoord0_w;
in vec4 normquat;
in vec3 normal;
in vec3 tangent;
in vec3 view;
in vec4 gl_FragCoord;
@ -622,9 +632,9 @@ uniform sampler2D tex[3];
uniform sampler1D lut[6];
uniform usampler1D fog_lut;
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
float normal_recalculate_ZComponent(vec3 v) {
return sqrt(max(0.0,1.0 - v.x*v.x - v.y*v.y));
}
void main() {
@ -726,16 +736,23 @@ std::string GenerateVertexShader() {
out vec4 primary_color;
out vec2 texcoord[3];
out float texcoord0_w;
out vec4 normquat;
out vec3 normal;
out vec3 tangent;
out vec3 view;
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
void main() {
primary_color = vert_color;
texcoord[0] = vert_texcoord0;
texcoord[1] = vert_texcoord1;
texcoord[2] = vert_texcoord2;
texcoord0_w = vert_texcoord0_w;
normquat = vert_normquat;
normal = normalize(quaternion_rotate(vert_normquat,vec3(0.0,0.0,1.0)));
tangent = normalize(quaternion_rotate(vert_normquat,vec3(1.0,0.0,0.0)));
view = vert_view;
gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
}