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-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp10
-rw-r--r--src/video_core/swrasterizer/lighting.cpp39
-rw-r--r--src/video_core/swrasterizer/lighting.h3
-rw-r--r--src/video_core/swrasterizer/rasterizer.cpp4
4 files changed, 46 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index 015e69da9..c8fc7a0ff 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -8,6 +8,7 @@
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/logging/log.h"
+#include "core/core.h"
#include "video_core/regs_framebuffer.h"
#include "video_core/regs_lighting.h"
#include "video_core/regs_rasterizer.h"
@@ -594,8 +595,8 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) {
// 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 = "normalize(half_vector) - normal / dot(normal, "
- "normal) * dot(normal, normalize(half_vector))";
+ std::string half_angle_proj =
+ "normalize(half_vector) - normal * dot(normal, normalize(half_vector))";
// 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)";
@@ -1155,6 +1156,11 @@ vec4 secondary_fragment_color = vec4(0.0);
// Blend the fog
out += "last_tex_env_out.rgb = mix(fog_color.rgb, last_tex_env_out.rgb, fog_factor);\n";
+ } else if (state.fog_mode == TexturingRegs::FogMode::Gas) {
+ Core::Telemetry().AddField(Telemetry::FieldType::Session, "VideoCore_Pica_UseGasMode",
+ true);
+ LOG_CRITICAL(Render_OpenGL, "Unimplemented gas mode");
+ UNIMPLEMENTED();
}
out += "gl_FragDepth = depth;\n";
diff --git a/src/video_core/swrasterizer/lighting.cpp b/src/video_core/swrasterizer/lighting.cpp
index 39a3e396d..b38964530 100644
--- a/src/video_core/swrasterizer/lighting.cpp
+++ b/src/video_core/swrasterizer/lighting.cpp
@@ -22,18 +22,37 @@ static float LookupLightingLut(const Pica::State::Lighting& lighting, size_t lut
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
- const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view) {
+ const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
+ const Math::Vec4<u8> (&texture_color)[4]) {
- // TODO(Subv): Bump mapping
- Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
+ Math::Vec3<float> surface_normal;
+ Math::Vec3<float> surface_tangent;
if (lighting.config0.bump_mode != LightingRegs::LightingBumpMode::None) {
- LOG_CRITICAL(HW_GPU, "unimplemented bump mapping");
- UNIMPLEMENTED();
+ Math::Vec3<float> perturbation =
+ texture_color[lighting.config0.bump_selector].xyz().Cast<float>() / 127.5f -
+ Math::MakeVec(1.0f, 1.0f, 1.0f);
+ if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::NormalMap) {
+ if (!lighting.config0.disable_bump_renorm) {
+ const float z_square = 1 - perturbation.xy().Length2();
+ perturbation.z = std::sqrt(std::max(z_square, 0.0f));
+ }
+ surface_normal = perturbation;
+ surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
+ } else if (lighting.config0.bump_mode == LightingRegs::LightingBumpMode::TangentMap) {
+ surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
+ surface_tangent = perturbation;
+ } else {
+ LOG_ERROR(HW_GPU, "Unknown bump mode %u", lighting.config0.bump_mode.Value());
+ }
+ } else {
+ surface_normal = Math::MakeVec(0.0f, 0.0f, 1.0f);
+ surface_tangent = Math::MakeVec(1.0f, 0.0f, 0.0f);
}
// Use the normalized the quaternion when performing the rotation
auto normal = Math::QuaternionRotate(normquat, surface_normal);
+ auto tangent = Math::QuaternionRotate(normquat, surface_tangent);
Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f};
Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f};
@@ -102,6 +121,16 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
result = Math::Dot(light_vector, spot_dir.Cast<float>() / 2047.0f);
break;
}
+ case LightingRegs::LightingLutInput::CP:
+ if (lighting.config0.config == LightingRegs::LightingConfig::Config7) {
+ const Math::Vec3<float> norm_half_vector = half_vector.Normalized();
+ const Math::Vec3<float> half_vector_proj =
+ norm_half_vector - normal * Math::Dot(normal, norm_half_vector);
+ result = Math::Dot(half_vector_proj, tangent);
+ } else {
+ result = 0.0f;
+ }
+ break;
default:
LOG_CRITICAL(HW_GPU, "Unknown lighting LUT input %u\n", static_cast<u32>(input));
UNIMPLEMENTED();
diff --git a/src/video_core/swrasterizer/lighting.h b/src/video_core/swrasterizer/lighting.h
index 438dca926..d807a3d94 100644
--- a/src/video_core/swrasterizer/lighting.h
+++ b/src/video_core/swrasterizer/lighting.h
@@ -13,6 +13,7 @@ namespace Pica {
std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
const Pica::LightingRegs& lighting, const Pica::State::Lighting& lighting_state,
- const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view);
+ const Math::Quaternion<float>& normquat, const Math::Vec3<float>& view,
+ const Math::Vec4<u8> (&texture_color)[4]);
} // namespace Pica
diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp
index fdc1df199..862135614 100644
--- a/src/video_core/swrasterizer/rasterizer.cpp
+++ b/src/video_core/swrasterizer/rasterizer.cpp
@@ -437,8 +437,8 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
GetInterpolatedAttribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
GetInterpolatedAttribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
};
- std::tie(primary_fragment_color, secondary_fragment_color) =
- ComputeFragmentsColors(g_state.regs.lighting, g_state.lighting, normquat, view);
+ std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
+ g_state.regs.lighting, g_state.lighting, normquat, view, texture_color);
}
for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();