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Implemented Tangent Space Bump maps.
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25c5aa5869
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@ -139,34 +139,12 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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RasterizerOpenGL::~RasterizerOpenGL() {}
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/**
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* This is a helper function to resolve an issue with opposite quaternions being interpolated by
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* OpenGL. See below for a detailed description of this issue (yuriks):
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*
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* For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
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* interpolate two quaternions that are opposite, instead of going from one rotation to another
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* using the shortest path, you'll go around the longest path. You can test if two quaternions are
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* opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore
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* making Dot(-Q1, W2) positive.
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*
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* NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This
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* should be correct for nearly all cases, however a more correct implementation (but less trivial
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* and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions
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* manually using two Lerps, and doing this correction before each Lerp.
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*/
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static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
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Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
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Math::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
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return (Math::Dot(a, b) < 0.f);
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}
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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const Pica::Shader::OutputVertex& v2) {
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vertex_batch.emplace_back(v0, false);
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vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
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vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
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vertex_batch.emplace_back(v0);
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vertex_batch.emplace_back(v1);
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vertex_batch.emplace_back(v2);
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}
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void RasterizerOpenGL::DrawTriangles() {
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@ -271,7 +271,7 @@ private:
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/// Structure that the hardware rendered vertices are composed of
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struct HardwareVertex {
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HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) {
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HardwareVertex(const Pica::Shader::OutputVertex& v) {
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position[0] = v.pos.x.ToFloat32();
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position[1] = v.pos.y.ToFloat32();
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position[2] = v.pos.z.ToFloat32();
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@ -294,12 +294,6 @@ private:
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view[0] = v.view.x.ToFloat32();
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view[1] = v.view.y.ToFloat32();
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view[2] = v.view.z.ToFloat32();
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if (flip_quaternion) {
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for (float& x : normquat) {
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x = -x;
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}
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}
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}
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GLfloat position[4];
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@ -363,8 +363,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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"vec3 light_vector = vec3(0.0);\n"
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"vec3 refl_value = vec3(0.0);\n";
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out += "vec3 f_normal = normalize(normal);\n"
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"vec3 f_tangent = normalize(tangent);\n";
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// Compute fragment normals
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if (lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) {
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out += "f_tangent = normalize(f_tangent - dot(f_tangent, f_normal) * f_normal);\n"
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"vec3 f_bitangent = normalize(cross(f_tangent,f_normal));\n"
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"mat3 TBN = mat3(f_tangent, f_bitangent, f_normal);\n";
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// Bump mapping is enabled using a normal map, read perturbation vector from the selected
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// texture
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std::string bump_selector = std::to_string(lighting.bump_selector);
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@ -373,23 +378,27 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
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// precision result
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if (lighting.bump_renorm) {
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std::string val =
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"(1.0 - (surface_normal.x*surface_normal.x + surface_normal.y*surface_normal.y))";
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out += "surface_normal.z = sqrt(max(" + val + ", 0.0));\n";
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}
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if (lighting.bump_renorm)
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out += "surface_normal.z = normal_recalculate_ZComponent(surface_normal);\n";
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out += "f_normal = normalize(TBN * surface_normal);\n";
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} else if (lighting.bump_mode == Pica::Regs::LightingBumpMode::TangentMap) {
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// Bump mapping is enabled using a tangent map
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LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)");
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UNIMPLEMENTED();
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} else {
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// No bump mapping - surface local normal is just a unit normal
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out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n";
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}
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// Same as above but the TBN matrix is transposed
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// the light direction should be in view space.
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out += "f_tangent = normalize(f_tangent - dot(f_tangent, f_normal) * f_normal);\n"
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"vec3 f_bitangent = normalize(cross(f_tangent,f_normal));\n"
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"mat3 TBN = transpose(mat3(f_tangent, f_bitangent, f_normal));\n";
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// Bump mapping is enabled using a normal map, read perturbation vector from the selected
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// texture
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std::string bump_selector = std::to_string(lighting.bump_selector);
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out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" +
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bump_selector + "]).rgb - 1.0;\n";
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// Rotate the surface-local normal by the interpolated normal quaternion to convert it to
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// eyespace
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out += "vec3 normal = normalize(quaternion_rotate(normquat, surface_normal));\n";
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// Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher
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// precision result
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if (lighting.bump_renorm)
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out += "surface_normal.z = normal_recalculate_ZComponent(surface_normal);\n";
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out += "f_normal = normalize(TBN * surface_normal);\n";
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}
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// Gets the index into the specified lookup table for specular lighting
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auto GetLutIndex = [&lighting](unsigned light_num, Regs::LightingLutInput input, bool abs) {
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@ -397,7 +406,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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std::string index;
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switch (input) {
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case Regs::LightingLutInput::NH:
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index = "dot(normal, " + half_angle + ")";
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index = "dot(f_normal, " + half_angle + ")";
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break;
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case Regs::LightingLutInput::VH:
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@ -405,11 +414,11 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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break;
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case Regs::LightingLutInput::NV:
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index = std::string("dot(normal, normalize(view))");
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index = std::string("dot(f_normal, normalize(view))");
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break;
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case Regs::LightingLutInput::LN:
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index = std::string("dot(light_vector, normal)");
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index = std::string("dot(light_vector, f_normal)");
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break;
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default:
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@ -451,8 +460,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// Compute dot product of light_vector and normal, adjust if lighting is one-sided or
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// two-sided
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std::string dot_product = light_config.two_sided_diffuse
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? "abs(dot(light_vector, normal))"
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: "max(dot(light_vector, normal), 0.0)";
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? "abs(dot(light_vector, f_normal))"
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: "max(dot(light_vector, f_normal), 0.0)";
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// If enabled, compute distance attenuation value
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std::string dist_atten = "1.0";
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@ -467,7 +476,7 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
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// If enabled, clamp specular component if lighting result is negative
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std::string clamp_highlights =
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lighting.clamp_highlights ? "(dot(light_vector, normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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lighting.clamp_highlights ? "(dot(light_vector, f_normal) <= 0.0 ? 0.0 : 1.0)" : "1.0";
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// Specular 0 component
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std::string d0_lut_value = "1.0";
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@ -585,7 +594,8 @@ std::string GenerateFragmentShader(const PicaShaderConfig& config) {
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in vec4 primary_color;
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in vec2 texcoord[3];
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in float texcoord0_w;
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in vec4 normquat;
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in vec3 normal;
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in vec3 tangent;
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in vec3 view;
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in vec4 gl_FragCoord;
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@ -622,9 +632,9 @@ uniform sampler2D tex[3];
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uniform sampler1D lut[6];
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uniform usampler1D fog_lut;
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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float normal_recalculate_ZComponent(vec3 v) {
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return sqrt(max(0.0,1.0 - v.x*v.x - v.y*v.y));
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}
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void main() {
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@ -726,16 +736,23 @@ std::string GenerateVertexShader() {
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out vec4 primary_color;
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out vec2 texcoord[3];
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out float texcoord0_w;
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out vec4 normquat;
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out vec3 normal;
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out vec3 tangent;
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out vec3 view;
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// Rotate the vector v by the quaternion q
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vec3 quaternion_rotate(vec4 q, vec3 v) {
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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void main() {
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primary_color = vert_color;
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texcoord[0] = vert_texcoord0;
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texcoord[1] = vert_texcoord1;
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texcoord[2] = vert_texcoord2;
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texcoord0_w = vert_texcoord0_w;
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normquat = vert_normquat;
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normal = normalize(quaternion_rotate(vert_normquat,vec3(0.0,0.0,1.0)));
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tangent = normalize(quaternion_rotate(vert_normquat,vec3(1.0,0.0,0.0)));
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view = vert_view;
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gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
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}
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