diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 267070e45..809b16d2b 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -702,6 +702,12 @@ struct Regs { LN = 3, // Cosine of the angle between the light and the normal vectors }; + enum class LightingBumpMode : u32 { + None = 0, + NormalMap = 1, + TangentMap = 2, + }; + union LightColor { BitField< 0, 10, u32> b; BitField<10, 10, u32> g; @@ -775,7 +781,10 @@ struct Regs { union { BitField< 2, 2, LightingFresnelSelector> fresnel_selector; BitField< 4, 4, LightingConfig> config; + BitField<22, 2, u32> bump_selector; // 0: Texture 0, 1: Texture 1, 2: Texture 2 BitField<27, 1, u32> clamp_highlights; // 1: GL_TRUE, 0: GL_FALSE + BitField<28, 2, LightingBumpMode> bump_mode; // 1: GL_TRUE, 0: GL_FALSE + BitField<30, 1, u32> bump_renorm; // 0: GL_TRUE, 1: GL_FALSE }; union { diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h index 62a4d8953..d7eac5213 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.h +++ b/src/video_core/renderer_opengl/gl_rasterizer.h @@ -119,6 +119,9 @@ struct PicaShaderConfig { res.lighting.config = regs.lighting.config; res.lighting.fresnel_selector = regs.lighting.fresnel_selector; + res.lighting.bump_mode = regs.lighting.bump_mode; + res.lighting.bump_selector = regs.lighting.bump_selector; + res.lighting.bump_renorm = regs.lighting.bump_renorm == 0; res.lighting.clamp_highlights = regs.lighting.clamp_highlights != 0; return res; @@ -153,6 +156,9 @@ struct PicaShaderConfig { bool enable = false; unsigned src_num = 0; + Pica::Regs::LightingBumpMode bump_mode = Pica::Regs::LightingBumpMode::None; + unsigned bump_selector = 0; + bool bump_renorm = false; bool clamp_highlights = false; Pica::Regs::LightingConfig config = Pica::Regs::LightingConfig::Config0; diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index d59f2054b..ee4b54ab9 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -326,11 +326,28 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { "vec3 light_vector = vec3(0.0);\n" "vec3 refl_value = vec3(0.0);\n"; - // Convert interpolated quaternion to a GL fragment normal - out += "vec3 normal = normalize(vec3(\n"; - out += " 2.f*(normquat.x*normquat.z + normquat.y*normquat.w),\n"; - out += " 2.f*(normquat.y*normquat.z + normquat.x*normquat.w),\n"; - out += " 1.f - 2.f*(normquat.x*normquat.x + normquat.y*normquat.y)));\n"; + // Compute fragment normals + if (config.lighting.bump_mode == Pica::Regs::LightingBumpMode::NormalMap) { + // Bump mapping is enabled using a normal map, read perturbation vector from the selected texture + std::string bump_selector = std::to_string(config.lighting.bump_selector); + out += "vec3 surface_normal = 2.0 * texture(tex[" + bump_selector + "], texcoord[" + bump_selector + "]).rgb - 1.0;\n"; + + // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher precision result + if (config.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"; + } + } else if (config.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"; + } + + // 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"; // Gets the index into the specified lookup table for specular lighting auto GetLutIndex = [config](unsigned light_num, Regs::LightingLutInput input, bool abs) { @@ -516,6 +533,11 @@ layout (std140) uniform shader_data { uniform sampler2D tex[3]; uniform sampler1D lut[6]; +// 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() { vec4 primary_fragment_color = vec4(0.0); vec4 secondary_fragment_color = vec4(0.0);