mirror of https://github.com/xemu-project/xemu.git
nv2a: Partial implementation of SET_SPECULAR_PARAMS
This commit is contained in:
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c4bf201bfc
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447475456e
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@ -1056,6 +1056,7 @@
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# define NV097_SET_TEXGEN_VIEW_MODEL_LOCAL_VIEWER 0
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# define NV097_SET_TEXGEN_VIEW_MODEL_INFINITE_VIEWER 1
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# define NV097_SET_FOG_PLANE 0x000009D0
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# define NV097_SET_SPECULAR_PARAMS 0x000009E0
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# define NV097_SET_SCENE_AMBIENT_COLOR 0x00000A10
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# define NV097_SET_VIEWPORT_OFFSET 0x00000A20
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# define NV097_SET_POINT_PARAMS 0x00000A30
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@ -1259,6 +1260,7 @@
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# define NV097_SET_CLEAR_RECT_HORIZONTAL 0x00001D98
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# define NV097_SET_CLEAR_RECT_VERTICAL 0x00001D9C
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# define NV097_SET_SPECULAR_FOG_FACTOR 0x00001E20
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# define NV097_SET_SPECULAR_PARAMS_BACK 0x00001E28
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# define NV097_SET_COMBINER_COLOR_OCW 0x00001E40
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# define NV097_SET_COMBINER_CONTROL 0x00001E60
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# define NV097_SET_SHADOW_ZSLOPE_THRESHOLD 0x00001E68
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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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@ -230,10 +230,16 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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}
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/* Lighting */
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if (state->lighting) {
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if (!state->lighting) {
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mstring_append(body, " oD0 = diffuse;\n");
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mstring_append(body, " oD1 = specular;\n");
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mstring_append(body, " oB0 = backDiffuse;\n");
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mstring_append(body, " oB1 = backSpecular;\n");
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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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@ -269,12 +275,6 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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continue;
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}
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/* FIXME: It seems that we only have to handle the surface colors if
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* they are not part of the material [= vertex colors].
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* If they are material the cpu will premultiply light
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* colors
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*/
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mstring_append_fmt(body, "/* Light %d */ {\n", i);
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if (state->light[i] == LIGHT_LOCAL
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@ -310,14 +310,10 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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u, i, u, i);
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mstring_append_fmt(body,
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" float attenuation = 1.0;\n"
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" float nDotVP = max(0.0, dot(tNormal, normalize(vec3(lightInfiniteDirection%d))));\n"
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" float nDotHV = max(0.0, dot(tNormal, vec3(lightInfiniteHalfVector%d)));\n",
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" float nDotVP = max(0.0, dot(tNormal, normalize(lightInfiniteDirection%d)));\n"
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" float nDotHV = max(0.0, dot(tNormal, lightInfiniteHalfVector%d));\n",
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i, i);
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/* FIXME: Do specular */
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/* FIXME: tBackDiffuse */
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break;
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case LIGHT_LOCAL:
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/* Everything done already */
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@ -349,11 +345,11 @@ 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, /* specular(l, m, n, l1, m1, n1) */ 0.001);\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) * pf;\n",
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" vec3 lightSpecular = lightSpecularColor(%d) * attenuation * pf;\n",
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i, i, i);
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mstring_append(body,
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@ -374,26 +370,44 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
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break;
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}
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mstring_append(body,
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" oD1.xyz += specular.xyz * lightSpecular;\n");
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switch (state->specular_src) {
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case MATERIAL_COLOR_SRC_MATERIAL:
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mstring_append(body,
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" oD1.xyz += lightSpecular;\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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" oD1.xyz += diffuse.xyz * lightSpecular;\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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" oD1.xyz += specular.xyz * lightSpecular;\n");
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break;
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}
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mstring_append(body, "}\n");
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}
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} else {
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mstring_append(body, " oD0 = diffuse;\n");
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mstring_append(body, " oD1 = specular;\n");
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}
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mstring_append(body, " oB0 = backDiffuse;\n");
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mstring_append(body, " oB1 = backSpecular;\n");
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/* TODO: Implement two-sided lighting */
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mstring_append(body, " oB0 = backDiffuse;\n");
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mstring_append(body, " oB1 = backSpecular;\n");
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}
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if (!state->specular_enable) {
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mstring_append(body, " oD1 = vec4(0.0, 0.0, 0.0, 1.0);\n");
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mstring_append(body, " oB1 = vec4(0.0, 0.0, 0.0, 1.0);\n");
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} else {
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if (!state->separate_specular) {
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mstring_append(body, " oD1 = specular;\n");
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mstring_append(body, " oB1 = backSpecular;\n");
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if (state->lighting) {
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mstring_append(body,
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" oD0.xyz += oD1.xyz;\n"
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" oB0.xyz += oB1.xyz;\n"
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);
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}
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mstring_append(body,
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" oD1 = specular;\n"
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" oB1 = backSpecular;\n"
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);
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}
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if (state->ignore_specular_alpha) {
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mstring_append(body,
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@ -96,6 +96,7 @@ DEF_METHOD_RANGE(NV097, SET_FOG_PARAMS, 3)
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DEF_METHOD_RANGE(NV097, SET_TEXGEN_PLANE_S, 4*4*4)
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DEF_METHOD(NV097, SET_TEXGEN_VIEW_MODEL)
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DEF_METHOD_RANGE(NV097, SET_FOG_PLANE, 4)
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DEF_METHOD_RANGE(NV097, SET_SPECULAR_PARAMS, 6)
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DEF_METHOD_RANGE(NV097, SET_SCENE_AMBIENT_COLOR, 3)
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DEF_METHOD_RANGE(NV097, SET_VIEWPORT_OFFSET, 4)
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DEF_METHOD_RANGE(NV097, SET_POINT_PARAMS, 8)
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@ -178,6 +179,7 @@ DEF_METHOD(NV097, CLEAR_SURFACE)
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DEF_METHOD(NV097, SET_CLEAR_RECT_HORIZONTAL)
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DEF_METHOD(NV097, SET_CLEAR_RECT_VERTICAL)
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DEF_METHOD_RANGE(NV097, SET_SPECULAR_FOG_FACTOR, 2)
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DEF_METHOD_RANGE(NV097, SET_SPECULAR_PARAMS_BACK, 6)
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DEF_METHOD(NV097, SET_SHADER_CLIP_PLANE_MODE)
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DEF_METHOD_RANGE(NV097, SET_COMBINER_COLOR_OCW, 8)
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DEF_METHOD(NV097, SET_COMBINER_CONTROL)
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@ -19,6 +19,8 @@
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* License along with this library; if not, see <http://www.gnu.org/licenses/>.
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*/
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#include <math.h>
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#include "hw/xbox/nv2a/nv2a_int.h"
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#include "ui/xemu-notifications.h"
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#include "ui/xemu-settings.h"
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@ -1803,6 +1805,113 @@ 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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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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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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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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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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DEF_METHOD_INC(NV097, SET_SCENE_AMBIENT_COLOR)
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{
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int slot = (method - NV097_SET_SCENE_AMBIENT_COLOR) / 4;
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pgraph_reg_w(pg, NV_PGRAPH_SPECFOGFACTOR0 + slot*4, parameter);
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}
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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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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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DEF_METHOD(NV097, SET_SHADER_CLIP_PLANE_MODE)
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{
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pgraph_reg_w(pg, NV_PGRAPH_SHADERCLIPMODE, parameter);
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@ -197,6 +197,11 @@ 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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VertexAttribute vertex_attributes[NV2A_VERTEXSHADER_ATTRIBUTES];
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@ -97,6 +97,9 @@ ShaderState pgraph_get_shader_state(PGRAPHState *pg)
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state.ignore_specular_alpha = !GET_MASK(
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pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_ALPHA_FROM_MATERIAL_SPECULAR);
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state.specular_power = pg->specular_power;
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state.specular_power_back = pg->specular_power_back;
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/* vertex program stuff */
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state.vertex_program = vertex_program,
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state.z_perspective = pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
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@ -81,6 +81,8 @@ typedef struct ShaderState {
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bool separate_specular;
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bool ignore_specular_alpha;
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float specular_power;
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float specular_power_back;
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bool lighting;
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enum VshLight light[NV2A_MAX_LIGHTS];
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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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