mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-21 18:29:05 +02:00
Merge pull request #11377 from unknownbrackets/lighting
D3D11: Fix pow(0, 0) lighting handling
This commit is contained in:
3 files changed
+38
-34
No files matched your search
@@ -57,7 +57,6 @@ enum DoLightComputation {
|
||||
|
||||
void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage lang) {
|
||||
char *p = buffer;
|
||||
const u32 vertType = gstate.vertType;
|
||||
|
||||
bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
|
||||
bool lmode = id.Bit(VS_BIT_LMODE);
|
||||
@@ -76,7 +75,6 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
bool hasNormal = id.Bit(VS_BIT_HAS_NORMAL) && useHWTransform;
|
||||
bool hasTexcoord = id.Bit(VS_BIT_HAS_TEXCOORD) || !useHWTransform;
|
||||
bool enableFog = id.Bit(VS_BIT_ENABLE_FOG);
|
||||
bool throughmode = id.Bit(VS_BIT_IS_THROUGH);
|
||||
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
|
||||
int ls0 = id.Bits(VS_BIT_LS0, 2);
|
||||
int ls1 = id.Bits(VS_BIT_LS1, 2);
|
||||
@@ -97,7 +95,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (i == shadeLight0 || i == shadeLight1)
|
||||
doLight[i] = LIGHT_SHADE;
|
||||
if (id.Bit(VS_BIT_LIGHTING_ENABLE) && id.Bit(VS_BIT_LIGHT0_ENABLE + i))
|
||||
if (enableLighting && id.Bit(VS_BIT_LIGHT0_ENABLE + i))
|
||||
doLight[i] = LIGHT_FULL;
|
||||
}
|
||||
}
|
||||
@@ -167,9 +165,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
}
|
||||
if (enableLighting) {
|
||||
WRITE(p, "float4 u_ambient : register(c%i);\n", CONST_VS_AMBIENT);
|
||||
if ((gstate.materialupdate & 2) == 0 || !hasColor)
|
||||
if ((matUpdate & 2) == 0 || !hasColor)
|
||||
WRITE(p, "float3 u_matdiffuse : register(c%i);\n", CONST_VS_MATDIFFUSE);
|
||||
// if ((gstate.materialupdate & 4) == 0)
|
||||
// if ((matUpdate & 4) == 0)
|
||||
WRITE(p, "float4 u_matspecular : register(c%i);\n", CONST_VS_MATSPECULAR); // Specular coef is contained in alpha
|
||||
WRITE(p, "float3 u_matemissive : register(c%i);\n", CONST_VS_MATEMISSIVE);
|
||||
}
|
||||
@@ -184,6 +182,8 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
WRITE(p, "cbuffer bones : register(b2) {\n%s};\n", cb_vs_bonesStr);
|
||||
}
|
||||
|
||||
bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
|
||||
|
||||
// And the "varyings".
|
||||
bool texCoordInVec3 = false;
|
||||
if (useHWTransform) {
|
||||
@@ -210,7 +210,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
WRITE(p, "struct VS_IN {\n");
|
||||
WRITE(p, " float4 position : POSITION;\n");
|
||||
if (doTexture && hasTexcoord) {
|
||||
if (doTextureTransform && !throughmode) {
|
||||
if (doTextureTransform && !isModeThrough) {
|
||||
texCoordInVec3 = true;
|
||||
WRITE(p, " float3 texcoord : TEXCOORD0;\n");
|
||||
}
|
||||
@@ -369,7 +369,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
WRITE(p, " Out.v_fogdepth = In.position.w;\n");
|
||||
}
|
||||
if (lang == HLSL_D3D11 || lang == HLSL_D3D11_LEVEL9) {
|
||||
if (gstate.isModeThrough()) {
|
||||
if (isModeThrough) {
|
||||
WRITE(p, " Out.gl_Position = mul(u_proj_through, float4(In.position.xyz, 1.0));\n");
|
||||
} else {
|
||||
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
|
||||
@@ -379,7 +379,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (gstate.isModeThrough()) {
|
||||
if (isModeThrough) {
|
||||
WRITE(p, " Out.gl_Position = mul(float4(In.position.xyz, 1.0), u_proj_through);\n");
|
||||
} else {
|
||||
if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
|
||||
@@ -592,9 +592,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
|
||||
// TODO: Declare variables for dots for shade mapping if needed.
|
||||
|
||||
const char *ambientStr = (gstate.materialupdate & 1) && hasColor ? "In.color0" : "u_matambientalpha";
|
||||
const char *diffuseStr = (gstate.materialupdate & 2) && hasColor ? "In.color0.rgb" : "u_matdiffuse";
|
||||
const char *specularStr = (gstate.materialupdate & 4) && hasColor ? "In.color0.rgb" : "u_matspecular.rgb";
|
||||
const char *ambientStr = (matUpdate & 1) && hasColor ? "In.color0" : "u_matambientalpha";
|
||||
const char *diffuseStr = (matUpdate & 2) && hasColor ? "In.color0.rgb" : "u_matdiffuse";
|
||||
const char *specularStr = (matUpdate & 4) && hasColor ? "In.color0.rgb" : "u_matspecular.rgb";
|
||||
if (doBezier || doSpline) {
|
||||
ambientStr = (matUpdate & 1) && hasColor ? "col" : "u_matambientalpha";
|
||||
diffuseStr = (matUpdate & 2) && hasColor ? "col.rgb" : "u_matdiffuse";
|
||||
@@ -604,7 +604,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
bool diffuseIsZero = true;
|
||||
bool specularIsZero = true;
|
||||
bool distanceNeeded = false;
|
||||
|
||||
bool anySpots = false;
|
||||
if (enableLighting) {
|
||||
WRITE(p, " float4 lightSum0 = u_ambient * %s + float4(u_matemissive, 0.0);\n", ambientStr);
|
||||
|
||||
@@ -618,6 +618,8 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
specularIsZero = false;
|
||||
if (type != GE_LIGHTTYPE_DIRECTIONAL)
|
||||
distanceNeeded = true;
|
||||
if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN)
|
||||
anySpots = true;
|
||||
}
|
||||
|
||||
if (!specularIsZero) {
|
||||
@@ -631,6 +633,10 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
WRITE(p, " float distance;\n");
|
||||
WRITE(p, " float lightScale;\n");
|
||||
}
|
||||
WRITE(p, " float ldot;\n");
|
||||
if (anySpots) {
|
||||
WRITE(p, " float angle;\n");
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate lights if needed. If shade mapping is enabled, lights may need to be
|
||||
@@ -654,12 +660,15 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
bool doSpecular = comp != GE_LIGHTCOMP_ONLYDIFFUSE;
|
||||
bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE;
|
||||
|
||||
WRITE(p, " ldot = max(dot(toLight, worldnormal), 0.0);\n");
|
||||
if (poweredDiffuse) {
|
||||
WRITE(p, " float dot%i = pow(dot(toLight, worldnormal), u_matspecular.a);\n", i);
|
||||
// TODO: Somehow the NaN check from GLES seems unnecessary here?
|
||||
// If it returned 0, it'd be wrong, so that's strange.
|
||||
} else {
|
||||
WRITE(p, " float dot%i = dot(toLight, worldnormal);\n", i);
|
||||
// pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0.
|
||||
// Seen in Tales of the World: Radiant Mythology (#2424.)
|
||||
WRITE(p, " if (ldot == 0.0 && u_matspecular.a == 0.0) {\n");
|
||||
WRITE(p, " ldot = 1.0;\n");
|
||||
WRITE(p, " } else {\n");
|
||||
WRITE(p, " ldot = pow(ldot, u_matspecular.a);\n");
|
||||
WRITE(p, " }\n");
|
||||
}
|
||||
|
||||
const char *timesLightScale = " * lightScale";
|
||||
@@ -674,9 +683,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
break;
|
||||
case GE_LIGHTTYPE_SPOT:
|
||||
case GE_LIGHTTYPE_UNKNOWN:
|
||||
WRITE(p, " float angle%i = dot(normalize(u_lightdir%i), toLight);\n", i, i);
|
||||
WRITE(p, " if (angle%i >= u_lightangle_spotCoef%i.x) {\n", i, i);
|
||||
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, u_lightangle_spotCoef%i.y);\n", i, i, i);
|
||||
WRITE(p, " angle = dot(normalize(u_lightdir%i), toLight);\n", i);
|
||||
WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i);
|
||||
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef%i.y);\n", i, i);
|
||||
WRITE(p, " } else {\n");
|
||||
WRITE(p, " lightScale = 0.0;\n");
|
||||
WRITE(p, " }\n");
|
||||
@@ -686,11 +695,11 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
break;
|
||||
}
|
||||
|
||||
WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(dot%i, 0.0);\n", i, diffuseStr, i);
|
||||
WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * ldot;\n", i, diffuseStr);
|
||||
if (doSpecular) {
|
||||
WRITE(p, " dot%i = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);\n", i);
|
||||
WRITE(p, " if (dot%i > 0.0)\n", i);
|
||||
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) %s);\n", i, specularStr, i, timesLightScale);
|
||||
WRITE(p, " ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);\n");
|
||||
WRITE(p, " if (ldot > 0.0)\n");
|
||||
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(ldot, u_matspecular.a) %s);\n", i, specularStr, timesLightScale);
|
||||
}
|
||||
WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale);
|
||||
}
|
||||
@@ -726,9 +735,6 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage
|
||||
WRITE(p, " Out.v_color1 = float3(0, 0, 0);\n");
|
||||
}
|
||||
|
||||
bool scaleUV = !throughmode && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
|
||||
|
||||
|
||||
// Step 3: UV generation
|
||||
if (doTexture) {
|
||||
switch (uvGenMode) {
|
||||
|
||||
@@ -178,7 +178,6 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
bool hasNormal = id.Bit(VS_BIT_HAS_NORMAL) && useHWTransform;
|
||||
bool hasTexcoord = id.Bit(VS_BIT_HAS_TEXCOORD) || !useHWTransform;
|
||||
bool enableFog = id.Bit(VS_BIT_ENABLE_FOG);
|
||||
bool throughmode = id.Bit(VS_BIT_IS_THROUGH);
|
||||
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
|
||||
int ls0 = id.Bits(VS_BIT_LS0, 2);
|
||||
int ls1 = id.Bits(VS_BIT_LS1, 2);
|
||||
@@ -203,7 +202,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (i == shadeLight0 || i == shadeLight1)
|
||||
doLight[i] = LIGHT_SHADE;
|
||||
if (id.Bit(VS_BIT_LIGHTING_ENABLE) && id.Bit(VS_BIT_LIGHT0_ENABLE + i))
|
||||
if (enableLighting && id.Bit(VS_BIT_LIGHT0_ENABLE + i))
|
||||
doLight[i] = LIGHT_FULL;
|
||||
}
|
||||
}
|
||||
@@ -231,7 +230,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
|
||||
bool texcoordVec3In = false;
|
||||
if (doTexture && hasTexcoord) {
|
||||
if (!useHWTransform && doTextureProjection && !throughmode) {
|
||||
if (!useHWTransform && doTextureProjection && !isModeThrough) {
|
||||
WRITE(p, "%s vec3 texcoord;\n", attribute);
|
||||
texcoordVec3In = true;
|
||||
} else {
|
||||
@@ -257,7 +256,7 @@ void GenerateVertexShader(const VShaderID &id, char *buffer, uint32_t *attrMask,
|
||||
// Add all the uniforms we'll need to transform properly.
|
||||
}
|
||||
|
||||
bool scaleUV = !throughmode && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
|
||||
bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
|
||||
|
||||
if (useHWTransform) {
|
||||
// When transforming by hardware, we need a great deal more uniforms...
|
||||
|
||||
@@ -122,7 +122,6 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
bool hasNormal = id.Bit(VS_BIT_HAS_NORMAL) && useHWTransform;
|
||||
bool hasTexcoord = id.Bit(VS_BIT_HAS_TEXCOORD) || !useHWTransform;
|
||||
bool enableFog = id.Bit(VS_BIT_ENABLE_FOG);
|
||||
bool throughmode = id.Bit(VS_BIT_IS_THROUGH);
|
||||
bool flipNormal = id.Bit(VS_BIT_NORM_REVERSE);
|
||||
int ls0 = id.Bits(VS_BIT_LS0, 2);
|
||||
int ls1 = id.Bits(VS_BIT_LS1, 2);
|
||||
@@ -175,7 +174,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
|
||||
bool texcoordInVec3 = false;
|
||||
if (doTexture && hasTexcoord) {
|
||||
if (!useHWTransform && doTextureTransform && !throughmode) {
|
||||
if (!useHWTransform && doTextureTransform && !isModeThrough) {
|
||||
WRITE(p, "layout (location = %d) in vec3 texcoord;\n", (int)PspAttributeLocation::TEXCOORD);
|
||||
texcoordInVec3 = true;
|
||||
}
|
||||
@@ -618,7 +617,7 @@ bool GenerateVulkanGLSLVertexShader(const VShaderID &id, char *buffer) {
|
||||
}
|
||||
}
|
||||
|
||||
bool scaleUV = !throughmode && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
|
||||
bool scaleUV = !isModeThrough && (uvGenMode == GE_TEXMAP_TEXTURE_COORDS || uvGenMode == GE_TEXMAP_UNKNOWN);
|
||||
|
||||
// Step 3: UV generation
|
||||
if (doTexture) {
|
||||
|
||||
Reference in new issue
Block a user