Lighting Attenuation Fixes

This commit is contained in:
NanoByte011 2015-01-21 15:55:32 -07:00
parent e7f2a04699
commit f475e367f2
4 changed files with 44 additions and 59 deletions

View File

@ -56,46 +56,31 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
uid_data.attnfunc |= chan.attnfunc << (2*litchan_index);
uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index);
if (!(chan.attnfunc & 1))
switch (chan.attnfunc)
{
// atten disabled
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(index, swizzle));
case LIGHTATTN_NONE:
case LIGHTATTN_DIR:
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = 1.0f;\n");
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
case LIGHTATTN_SPEC:
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index));
object.Write("cosAttn = " LIGHT_COSATT".xyz;\n", LIGHT_COSATT_PARAMS(index));
object.Write("distAttn = %s(" LIGHT_DISTATT".xyz);\n", (chan.diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, float3(1.0, attn, attn*attn));\n");
break;
default: _assert_(0);
}
}
else // spec and spot
{
if (chan.attnfunc == 3)
{ // spot
case LIGHTATTN_SPOT:
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
LIGHT_DIR_PARAMS(index));
"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n", LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / dot(" LIGHT_DISTATT".xyz, float3(1.0,dist,dist2));\n",
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
}
else if (chan.attnfunc == 1)
{ // specular
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / (" LIGHT_DISTATT".x + " LIGHT_DISTATT".y*attn + " LIGHT_DISTATT".z*attn*attn);\n",
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
break;
}
switch (chan.diffusefunc)
@ -114,7 +99,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
break;
default: _assert_(0);
}
}
object.Write("\n");
}

View File

@ -401,7 +401,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write("\tfloat3 pos = WorldPos;\n");
out.Write("\tint4 lacc;\n"
"\tfloat3 ldir, h;\n"
"\tfloat3 ldir, h, cosAttn, distAttn;\n"
"\tfloat dist, dist2, attn;\n");
// TODO: Our current constant usage code isn't able to handle more than one buffer.

View File

@ -176,7 +176,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
out.Write("o.pos = float4(dot(" I_PROJECTION"[0], pos), dot(" I_PROJECTION"[1], pos), dot(" I_PROJECTION"[2], pos), dot(" I_PROJECTION"[3], pos));\n");
out.Write("int4 lacc;\n"
"float3 ldir, h;\n"
"float3 ldir, h, cosAttn, distAttn;\n"
"float dist, dist2, attn;\n");
uid_data->numColorChans = xfmem.numChan.numColorChans;

View File

@ -44,10 +44,10 @@
#define LIGHTDIF_SIGN 1
#define LIGHTDIF_CLAMP 2
#define LIGHTATTN_SPEC 0 // specular attenuation
#define LIGHTATTN_SPOT 1 // distance/spotlight attenuation
#define LIGHTATTN_NONE 2
#define LIGHTATTN_DIR 3
#define LIGHTATTN_NONE 0 // no attenuation
#define LIGHTATTN_SPEC 1 // point light attenuation
#define LIGHTATTN_DIR 2 // directional light attenuation
#define LIGHTATTN_SPOT 3 // spot light attenuation
#define GX_PERSPECTIVE 0
#define GX_ORTHOGRAPHIC 1