mirror of https://github.com/xemu-project/xemu.git
Merge branch 'feat_spec_params' into work
This commit is contained in:
commit
2185aa91d0
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@ -122,6 +122,7 @@ typedef struct ShaderBinding {
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GLint light_infinite_direction_loc[NV2A_MAX_LIGHTS];
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GLint light_local_position_loc[NV2A_MAX_LIGHTS];
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GLint light_local_attenuation_loc[NV2A_MAX_LIGHTS];
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int specular_power_loc;
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GLint clip_region_loc[8];
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@ -193,8 +193,11 @@ static void update_shader_constant_locations(ShaderBinding *binding)
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if (binding->state.fixed_function) {
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binding->material_alpha_loc =
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glGetUniformLocation(binding->gl_program, "material_alpha");
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binding->specular_power_loc =
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glGetUniformLocation(binding->gl_program, "specularPower");
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} else {
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binding->material_alpha_loc = -1;
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binding->specular_power_loc = -1;
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}
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}
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@ -836,6 +839,10 @@ static void shader_update_constants(PGRAPHState *pg, ShaderBinding *binding,
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}
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}
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if (binding->specular_power_loc != -1) {
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glUniform1f(binding->specular_power_loc, pg->specular_power);
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}
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/* estimate the viewport by assuming it matches the surface ... */
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unsigned int aa_width = 1, aa_height = 1;
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pgraph_apply_anti_aliasing_factor(pg, &aa_width, &aa_height);
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@ -238,6 +238,8 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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} else {
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//FIXME: Do 2 passes if we want 2 sided-lighting?
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mstring_append_fmt(uniforms, "%sfloat specularPower;\n", u);
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static char alpha_source_diffuse[] = "diffuse.a";
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static char alpha_source_specular[] = "specular.a";
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static char alpha_source_material[] = "material_alpha";
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@ -301,7 +303,7 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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" float nDotVP = max(0.0, dot(tNormal, VP));\n"
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" float nDotHV = max(0.0, dot(tNormal, halfVector));\n",
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i, i, i, i, i,
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state->local_eye ? "VPeye" : "vec3(0.0, 0.0, -1.0)"
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state->local_eye ? "VPeye" : "vec3(0.0, 0.0, 0.0)"
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);
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}
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@ -361,27 +363,15 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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" if (nDotVP == 0.0) {\n"
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" pf = 0.0;\n"
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" } else {\n"
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" pf = pow(nDotHV, %f);\n"
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" pf = pow(nDotHV, specularPower);\n"
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" }\n"
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" vec3 lightAmbient = lightAmbientColor(%d) * attenuation;\n"
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" vec3 lightDiffuse = lightDiffuseColor(%d) * attenuation * nDotVP;\n"
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" vec3 lightSpecular = lightSpecularColor(%d) * attenuation * pf;\n",
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state->specular_power, i, i, i);
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i, i, i);
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switch (state->ambient_src) {
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case MATERIAL_COLOR_SRC_MATERIAL:
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mstring_append(body,
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" oD0.rgb += lightAmbient;\n");
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break;
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case MATERIAL_COLOR_SRC_DIFFUSE:
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mstring_append(body,
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" oD0.rgb += diffuse.rgb * lightAmbient;\n");
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break;
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case MATERIAL_COLOR_SRC_SPECULAR:
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mstring_append(body,
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" oD0.rgb += specular.rgb * lightAmbient;\n");
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break;
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}
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mstring_append(body,
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" oD0.xyz += lightAmbient;\n");
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switch (state->diffuse_src) {
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case MATERIAL_COLOR_SRC_MATERIAL:
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@ -1814,39 +1814,110 @@ DEF_METHOD_INC(NV097, SET_FOG_PLANE)
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pg->vsh_constants_dirty[NV_IGRAPH_XF_XFCTX_FOG] = true;
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}
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// Based on curve fitting to observed values from DirectX uses.
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// x = -log2(30.80722523) / power
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// c3_param = -1.01441946 * pow(exp2( x ), 2) + 0.01451685
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#define SPECULAR_POWER_NUMERATOR_CONSTANT 30.80722523f
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#define SPECULAR_POWER_COEFFICIENT_A -1.0141946f
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#define SPECULAR_POWER_CONSTANT_COEFFICIENT 0.01451685f
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//#define SPECULAR_POWER_LOG_CONSTANT (-2.f * log2(SPECULAR_POWER_NUMERATOR_CONSTANT))
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#define SPECULAR_POWER_LOG_CONSTANT -9.8903942108154297f
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static float reconstruct_specular_power_from_c3(uint32_t c3_parameter)
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{
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float c3 = *(float*)&c3_parameter;
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struct CurveCoefficients {
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float a;
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float b;
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float c;
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};
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// FIXME: This handling is not correct, but is visually distinct without causing a crash.
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// It does not appear possible for a DirectX-generated value to be positive, so while this differs from hardware
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// behavior, it may be irrelevant in practice.
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float invert = 1.f;
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if (c3 > 0.0f) {
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invert = -1.f;
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c3 *= invert;
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static const struct CurveCoefficients curve_coefficients[] = {
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{1.000108475163, -9.838607076280, 54.829089549713},
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{1.199164441703, -3.292603784852, 7.799987995214},
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{8.653441252033, 29.189473787191, 43.586027561823},
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{-531.307758450301, 117.398468683934, 113.155490738338},
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{-4.662713151292, 1.221108944572, 1.217360986939},
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{-124.435242105211, 35.401219563514, 35.408114377045},
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{10672560.259502287954, 21565843.555823743343, 10894794.336297152564},
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{-51973801.463933646679, -104199997.554352939129, -52225454.356278456748},
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{972270.324080004124, 2025882.096547174733, 1054898.052467488218},
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};
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static const float kCoefficient0StepPoints[] = {
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-0.022553957999, // power = 1.25
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-0.421539008617, // power = 4.00
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-0.678715527058, // power = 9.00
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-0.838916420937, // power = 20.00
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-0.961754500866, // power = 90.00
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-0.990773200989, // power = 375.00
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-0.994858562946, // power = 650.00
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-0.996561050415, // power = 1000.00
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-0.999547004700, // power = 1250.00
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};
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static float reconstruct_quadratic(float c0, const struct CurveCoefficients *coefficients) {
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return coefficients->a + coefficients->b * c0 + coefficients->c * c0 * c0;
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}
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static float reconstruct_saturation_growth_rate(float c0, const struct CurveCoefficients *coefficients) {
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return (coefficients->a * c0) / (coefficients->b + coefficients->c * c0);
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}
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static float (* const reconstruct_func_map[])(float, const struct CurveCoefficients *) = {
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reconstruct_quadratic, // 1.0..1.25 max error 0.01 %
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reconstruct_quadratic, // 1.25..4.0 max error 2.2 %
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reconstruct_quadratic, // 4.0..9.0 max error 2.3 %
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reconstruct_saturation_growth_rate, // 9.0..20.0 max error 1.4 %
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reconstruct_saturation_growth_rate, // 20.0..90.0 max error 2.1 %
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reconstruct_saturation_growth_rate, // 90.0..375.0 max error 2.8%
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reconstruct_quadratic, // 375..650 max error 1.0 %
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reconstruct_quadratic, // 650..1000 max error 1.7%
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reconstruct_quadratic, // 1000..1250 max error 1.0%
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};
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static float reconstruct_specular_power(const float *params) {
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// See https://github.com/dracc/xgu/blob/db3172d8c983629f0dc971092981846da22438ae/xgux.h#L279
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// Values < 1.0 will result in a positive c1 and (c2 - c0 * 2) will be very
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// close to the original value.
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if (params[1] > 0.0f && params[2] < 1.0f) {
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return params[2] - (params[0] * 2.0f);
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}
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float c0 = params[0];
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float c3 = params[3];
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// FIXME: This handling is not correct, but is distinct without crashing.
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// It does not appear possible for a DirectX-generated value to be positive,
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// so while this differs from hardware behavior, it may be irrelevant in
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// practice.
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if (c0 > 0.0f || c3 > 0.0f) {
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return 0.0001f;
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}
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float reconstructed_power = 0.f;
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for (uint32_t i = 0; i < sizeof(kCoefficient0StepPoints) / sizeof(kCoefficient0StepPoints[0]); ++i) {
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if (c0 > kCoefficient0StepPoints[i]) {
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reconstructed_power = reconstruct_func_map[i](c0, &curve_coefficients[i]);
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break;
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}
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}
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c3 -= SPECULAR_POWER_CONSTANT_COEFFICIENT;
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float ret = SPECULAR_POWER_LOG_CONSTANT / log2(c3 / SPECULAR_POWER_COEFFICIENT_A);
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assert(!isnan(ret) && "Failed to reconstruct specular power factor");
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return ret * invert;
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float reconstructed_half_power = 0.f;
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for (uint32_t i = 0; i < sizeof(kCoefficient0StepPoints) / sizeof(kCoefficient0StepPoints[0]); ++i) {
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if (c3 > kCoefficient0StepPoints[i]) {
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reconstructed_half_power = reconstruct_func_map[i](c3, &curve_coefficients[i]);
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break;
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}
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}
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// The range can be extended beyond 1250 by using the half power params. This
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// will only work for DirectX generated values, arbitrary params could
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// erroneously trigger this.
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//
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// There are some very low power (~1) values that have inverted powers, but
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// they are easily identified by comparatively high c0 parameters.
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if (reconstructed_power == 0.f || (reconstructed_half_power > reconstructed_power && c0 < -0.1f)) {
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return reconstructed_half_power * 2.f;
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}
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return reconstructed_power;
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}
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DEF_METHOD_INC(NV097, SET_SPECULAR_PARAMS)
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{
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int slot = (method - NV097_SET_SPECULAR_PARAMS) / 4;
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NV2A_DPRINTF("NV097_SET_SPECULAR_PARAMS[%d] 0x%X\n", slot, parameter);
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if (slot == 3) {
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pg->specular_power = reconstruct_specular_power_from_c3(parameter);
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pg->specular_params[slot] = *(float *)¶meter;
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if (slot == 5) {
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pg->specular_power = reconstruct_specular_power(pg->specular_params);
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}
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}
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@ -2831,9 +2902,9 @@ DEF_METHOD_INC(NV097, SET_SPECULAR_FOG_FACTOR)
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DEF_METHOD_INC(NV097, SET_SPECULAR_PARAMS_BACK)
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{
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int slot = (method - NV097_SET_SPECULAR_PARAMS_BACK) / 4;
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NV2A_DPRINTF("SET_SPECULAR_PARAMS_BACK[%d] 0x%X\n", slot, parameter);
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if (slot == 3) {
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pg->specular_power_back = reconstruct_specular_power_from_c3(parameter);
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pg->specular_params_back[slot] = *(float *)¶meter;
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if (slot == 5) {
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pg->specular_power_back = reconstruct_specular_power(pg->specular_params_back);
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}
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}
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@ -197,7 +197,9 @@ typedef struct PGRAPHState {
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float light_local_position[NV2A_MAX_LIGHTS][3];
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float light_local_attenuation[NV2A_MAX_LIGHTS][3];
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float specular_params[6];
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float specular_power;
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float specular_params_back[6];
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float specular_power_back;
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float point_params[8];
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@ -190,6 +190,7 @@ typedef struct ShaderBinding {
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int light_infinite_direction_loc[NV2A_MAX_LIGHTS];
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int light_local_position_loc[NV2A_MAX_LIGHTS];
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int light_local_attenuation_loc[NV2A_MAX_LIGHTS];
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int specular_power_loc;
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int clip_region_loc;
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