diff --git a/hw/xbox/nv2a/nv2a_regs.h b/hw/xbox/nv2a/nv2a_regs.h
index ae9e192ef2..9dd9b18a03 100644
--- a/hw/xbox/nv2a/nv2a_regs.h
+++ b/hw/xbox/nv2a/nv2a_regs.h
@@ -1056,6 +1056,7 @@
# define NV097_SET_TEXGEN_VIEW_MODEL_LOCAL_VIEWER 0
# define NV097_SET_TEXGEN_VIEW_MODEL_INFINITE_VIEWER 1
# define NV097_SET_FOG_PLANE 0x000009D0
+# define NV097_SET_SPECULAR_PARAMS 0x000009E0
# define NV097_SET_SCENE_AMBIENT_COLOR 0x00000A10
# define NV097_SET_VIEWPORT_OFFSET 0x00000A20
# define NV097_SET_POINT_PARAMS 0x00000A30
@@ -1259,6 +1260,7 @@
# define NV097_SET_CLEAR_RECT_HORIZONTAL 0x00001D98
# define NV097_SET_CLEAR_RECT_VERTICAL 0x00001D9C
# define NV097_SET_SPECULAR_FOG_FACTOR 0x00001E20
+# define NV097_SET_SPECULAR_PARAMS_BACK 0x00001E28
# define NV097_SET_COMBINER_COLOR_OCW 0x00001E40
# define NV097_SET_COMBINER_CONTROL 0x00001E60
# define NV097_SET_SHADOW_ZSLOPE_THRESHOLD 0x00001E68
diff --git a/hw/xbox/nv2a/pgraph/gl/renderer.h b/hw/xbox/nv2a/pgraph/gl/renderer.h
index 3529006898..89ed6ecfd3 100644
--- a/hw/xbox/nv2a/pgraph/gl/renderer.h
+++ b/hw/xbox/nv2a/pgraph/gl/renderer.h
@@ -122,6 +122,7 @@ typedef struct ShaderBinding {
GLint light_infinite_direction_loc[NV2A_MAX_LIGHTS];
GLint light_local_position_loc[NV2A_MAX_LIGHTS];
GLint light_local_attenuation_loc[NV2A_MAX_LIGHTS];
+ int specular_power_loc;
GLint clip_region_loc[8];
diff --git a/hw/xbox/nv2a/pgraph/gl/shaders.c b/hw/xbox/nv2a/pgraph/gl/shaders.c
index ad1c21f4a2..ad2f3e1b9b 100644
--- a/hw/xbox/nv2a/pgraph/gl/shaders.c
+++ b/hw/xbox/nv2a/pgraph/gl/shaders.c
@@ -193,8 +193,11 @@ static void update_shader_constant_locations(ShaderBinding *binding)
if (binding->state.fixed_function) {
binding->material_alpha_loc =
glGetUniformLocation(binding->gl_program, "material_alpha");
+ binding->specular_power_loc =
+ glGetUniformLocation(binding->gl_program, "specularPower");
} else {
binding->material_alpha_loc = -1;
+ binding->specular_power_loc = -1;
}
}
@@ -836,6 +839,10 @@ static void shader_update_constants(PGRAPHState *pg, ShaderBinding *binding,
}
}
+ if (binding->specular_power_loc != -1) {
+ glUniform1f(binding->specular_power_loc, pg->specular_power);
+ }
+
/* estimate the viewport by assuming it matches the surface ... */
unsigned int aa_width = 1, aa_height = 1;
pgraph_apply_anti_aliasing_factor(pg, &aa_width, &aa_height);
diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c b/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c
index 52e6296791..a26c1fa17f 100644
--- a/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c
+++ b/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c
@@ -230,10 +230,16 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
}
/* Lighting */
- if (state->lighting) {
-
+ if (!state->lighting) {
+ mstring_append(body, " oD0 = diffuse;\n");
+ mstring_append(body, " oD1 = specular;\n");
+ mstring_append(body, " oB0 = backDiffuse;\n");
+ mstring_append(body, " oB1 = backSpecular;\n");
+ } else {
//FIXME: Do 2 passes if we want 2 sided-lighting?
+ mstring_append_fmt(uniforms, "%sfloat specularPower;\n", u);
+
static char alpha_source_diffuse[] = "diffuse.a";
static char alpha_source_specular[] = "specular.a";
static char alpha_source_material[] = "material_alpha";
@@ -269,12 +275,6 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
continue;
}
- /* FIXME: It seems that we only have to handle the surface colors if
- * they are not part of the material [= vertex colors].
- * If they are material the cpu will premultiply light
- * colors
- */
-
mstring_append_fmt(body, "/* Light %d */ {\n", i);
if (state->light[i] == LIGHT_LOCAL
@@ -310,14 +310,10 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
u, i, u, i);
mstring_append_fmt(body,
" float attenuation = 1.0;\n"
- " float nDotVP = max(0.0, dot(tNormal, normalize(vec3(lightInfiniteDirection%d))));\n"
- " float nDotHV = max(0.0, dot(tNormal, vec3(lightInfiniteHalfVector%d)));\n",
+ " float nDotVP = max(0.0, dot(tNormal, normalize(lightInfiniteDirection%d)));\n"
+ " float nDotHV = max(0.0, dot(tNormal, lightInfiniteHalfVector%d));\n",
i, i);
- /* FIXME: Do specular */
-
- /* FIXME: tBackDiffuse */
-
break;
case LIGHT_LOCAL:
/* Everything done already */
@@ -349,11 +345,11 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
" if (nDotVP == 0.0) {\n"
" pf = 0.0;\n"
" } else {\n"
- " pf = pow(nDotHV, /* specular(l, m, n, l1, m1, n1) */ 0.001);\n"
+ " pf = pow(nDotHV, specularPower);\n"
" }\n"
" vec3 lightAmbient = lightAmbientColor(%d) * attenuation;\n"
" vec3 lightDiffuse = lightDiffuseColor(%d) * attenuation * nDotVP;\n"
- " vec3 lightSpecular = lightSpecularColor(%d) * pf;\n",
+ " vec3 lightSpecular = lightSpecularColor(%d) * attenuation * pf;\n",
i, i, i);
mstring_append(body,
@@ -374,26 +370,44 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
break;
}
- mstring_append(body,
- " oD1.xyz += specular.xyz * lightSpecular;\n");
+ switch (state->specular_src) {
+ case MATERIAL_COLOR_SRC_MATERIAL:
+ mstring_append(body,
+ " oD1.xyz += lightSpecular;\n");
+ break;
+ case MATERIAL_COLOR_SRC_DIFFUSE:
+ mstring_append(body,
+ " oD1.xyz += diffuse.xyz * lightSpecular;\n");
+ break;
+ case MATERIAL_COLOR_SRC_SPECULAR:
+ mstring_append(body,
+ " oD1.xyz += specular.xyz * lightSpecular;\n");
+ break;
+ }
mstring_append(body, "}\n");
}
- } else {
- mstring_append(body, " oD0 = diffuse;\n");
- mstring_append(body, " oD1 = specular;\n");
- }
- mstring_append(body, " oB0 = backDiffuse;\n");
- mstring_append(body, " oB1 = backSpecular;\n");
+ /* TODO: Implement two-sided lighting */
+ mstring_append(body, " oB0 = backDiffuse;\n");
+ mstring_append(body, " oB1 = backSpecular;\n");
+ }
if (!state->specular_enable) {
mstring_append(body, " oD1 = vec4(0.0, 0.0, 0.0, 1.0);\n");
mstring_append(body, " oB1 = vec4(0.0, 0.0, 0.0, 1.0);\n");
} else {
if (!state->separate_specular) {
- mstring_append(body, " oD1 = specular;\n");
- mstring_append(body, " oB1 = backSpecular;\n");
+ if (state->lighting) {
+ mstring_append(body,
+ " oD0.xyz += oD1.xyz;\n"
+ " oB0.xyz += oB1.xyz;\n"
+ );
+ }
+ mstring_append(body,
+ " oD1 = specular;\n"
+ " oB1 = backSpecular;\n"
+ );
}
if (state->ignore_specular_alpha) {
mstring_append(body,
diff --git a/hw/xbox/nv2a/pgraph/methods.h.inc b/hw/xbox/nv2a/pgraph/methods.h.inc
index 894dff7709..322c72be31 100644
--- a/hw/xbox/nv2a/pgraph/methods.h.inc
+++ b/hw/xbox/nv2a/pgraph/methods.h.inc
@@ -96,6 +96,7 @@ DEF_METHOD_RANGE(NV097, SET_FOG_PARAMS, 3)
DEF_METHOD_RANGE(NV097, SET_TEXGEN_PLANE_S, 4*4*4)
DEF_METHOD(NV097, SET_TEXGEN_VIEW_MODEL)
DEF_METHOD_RANGE(NV097, SET_FOG_PLANE, 4)
+DEF_METHOD_RANGE(NV097, SET_SPECULAR_PARAMS, 6)
DEF_METHOD_RANGE(NV097, SET_SCENE_AMBIENT_COLOR, 3)
DEF_METHOD_RANGE(NV097, SET_VIEWPORT_OFFSET, 4)
DEF_METHOD_RANGE(NV097, SET_POINT_PARAMS, 8)
@@ -178,6 +179,7 @@ DEF_METHOD(NV097, CLEAR_SURFACE)
DEF_METHOD(NV097, SET_CLEAR_RECT_HORIZONTAL)
DEF_METHOD(NV097, SET_CLEAR_RECT_VERTICAL)
DEF_METHOD_RANGE(NV097, SET_SPECULAR_FOG_FACTOR, 2)
+DEF_METHOD_RANGE(NV097, SET_SPECULAR_PARAMS_BACK, 6)
DEF_METHOD(NV097, SET_SHADER_CLIP_PLANE_MODE)
DEF_METHOD_RANGE(NV097, SET_COMBINER_COLOR_OCW, 8)
DEF_METHOD(NV097, SET_COMBINER_CONTROL)
diff --git a/hw/xbox/nv2a/pgraph/pgraph.c b/hw/xbox/nv2a/pgraph/pgraph.c
index c63b17b4db..8eeb418edb 100644
--- a/hw/xbox/nv2a/pgraph/pgraph.c
+++ b/hw/xbox/nv2a/pgraph/pgraph.c
@@ -19,6 +19,8 @@
* License along with this library; if not, see .
*/
+#include
+
#include "hw/xbox/nv2a/nv2a_int.h"
#include "ui/xemu-notifications.h"
#include "ui/xemu-settings.h"
@@ -1803,6 +1805,113 @@ DEF_METHOD_INC(NV097, SET_FOG_PLANE)
pg->vsh_constants_dirty[NV_IGRAPH_XF_XFCTX_FOG] = true;
}
+struct CurveCoefficients {
+ float a;
+ float b;
+ float c;
+};
+
+static const struct CurveCoefficients curve_coefficients[] = {
+ {1.000108475163, -9.838607076280, 54.829089549713},
+ {1.199164441703, -3.292603784852, 7.799987995214},
+ {8.653441252033, 29.189473787191, 43.586027561823},
+ {-531.307758450301, 117.398468683934, 113.155490738338},
+ {-4.662713151292, 1.221108944572, 1.217360986939},
+ {-124.435242105211, 35.401219563514, 35.408114377045},
+ {10672560.259502287954, 21565843.555823743343, 10894794.336297152564},
+ {-51973801.463933646679, -104199997.554352939129, -52225454.356278456748},
+ {972270.324080004124, 2025882.096547174733, 1054898.052467488218},
+};
+
+static const float kCoefficient0StepPoints[] = {
+ -0.022553957999, // power = 1.25
+ -0.421539008617, // power = 4.00
+ -0.678715527058, // power = 9.00
+ -0.838916420937, // power = 20.00
+ -0.961754500866, // power = 90.00
+ -0.990773200989, // power = 375.00
+ -0.994858562946, // power = 650.00
+ -0.996561050415, // power = 1000.00
+ -0.999547004700, // power = 1250.00
+};
+
+static float reconstruct_quadratic(float c0, const struct CurveCoefficients *coefficients) {
+ return coefficients->a + coefficients->b * c0 + coefficients->c * c0 * c0;
+}
+
+static float reconstruct_saturation_growth_rate(float c0, const struct CurveCoefficients *coefficients) {
+ return (coefficients->a * c0) / (coefficients->b + coefficients->c * c0);
+}
+
+static float (* const reconstruct_func_map[])(float, const struct CurveCoefficients *) = {
+ reconstruct_quadratic, // 1.0..1.25 max error 0.01 %
+ reconstruct_quadratic, // 1.25..4.0 max error 2.2 %
+ reconstruct_quadratic, // 4.0..9.0 max error 2.3 %
+ reconstruct_saturation_growth_rate, // 9.0..20.0 max error 1.4 %
+ reconstruct_saturation_growth_rate, // 20.0..90.0 max error 2.1 %
+ reconstruct_saturation_growth_rate, // 90.0..375.0 max error 2.8%
+ reconstruct_quadratic, // 375..650 max error 1.0 %
+ reconstruct_quadratic, // 650..1000 max error 1.7%
+ reconstruct_quadratic, // 1000..1250 max error 1.0%
+};
+
+static float reconstruct_specular_power(const float *params) {
+ // See https://github.com/dracc/xgu/blob/db3172d8c983629f0dc971092981846da22438ae/xgux.h#L279
+
+ // Values < 1.0 will result in a positive c1 and (c2 - c0 * 2) will be very
+ // close to the original value.
+ if (params[1] > 0.0f && params[2] < 1.0f) {
+ return params[2] - (params[0] * 2.0f);
+ }
+
+ float c0 = params[0];
+ float c3 = params[3];
+ // FIXME: This handling is not correct, but is distinct without crashing.
+ // It does not appear possible for a DirectX-generated value to be positive,
+ // so while this differs from hardware behavior, it may be irrelevant in
+ // practice.
+ if (c0 > 0.0f || c3 > 0.0f) {
+ return 0.0001f;
+ }
+
+ float reconstructed_power = 0.f;
+ for (uint32_t i = 0; i < sizeof(kCoefficient0StepPoints) / sizeof(kCoefficient0StepPoints[0]); ++i) {
+ if (c0 > kCoefficient0StepPoints[i]) {
+ reconstructed_power = reconstruct_func_map[i](c0, &curve_coefficients[i]);
+ break;
+ }
+ }
+
+ float reconstructed_half_power = 0.f;
+ for (uint32_t i = 0; i < sizeof(kCoefficient0StepPoints) / sizeof(kCoefficient0StepPoints[0]); ++i) {
+ if (c3 > kCoefficient0StepPoints[i]) {
+ reconstructed_half_power = reconstruct_func_map[i](c3, &curve_coefficients[i]);
+ break;
+ }
+ }
+
+ // The range can be extended beyond 1250 by using the half power params. This
+ // will only work for DirectX generated values, arbitrary params could
+ // erroneously trigger this.
+ //
+ // There are some very low power (~1) values that have inverted powers, but
+ // they are easily identified by comparatively high c0 parameters.
+ if (reconstructed_power == 0.f || (reconstructed_half_power > reconstructed_power && c0 < -0.1f)) {
+ return reconstructed_half_power * 2.f;
+ }
+
+ return reconstructed_power;
+}
+
+DEF_METHOD_INC(NV097, SET_SPECULAR_PARAMS)
+{
+ int slot = (method - NV097_SET_SPECULAR_PARAMS) / 4;
+ pg->specular_params[slot] = *(float *)¶meter;
+ if (slot == 5) {
+ pg->specular_power = reconstruct_specular_power(pg->specular_params);
+ }
+}
+
DEF_METHOD_INC(NV097, SET_SCENE_AMBIENT_COLOR)
{
int slot = (method - NV097_SET_SCENE_AMBIENT_COLOR) / 4;
@@ -2740,6 +2849,15 @@ DEF_METHOD_INC(NV097, SET_SPECULAR_FOG_FACTOR)
pgraph_reg_w(pg, NV_PGRAPH_SPECFOGFACTOR0 + slot*4, parameter);
}
+DEF_METHOD_INC(NV097, SET_SPECULAR_PARAMS_BACK)
+{
+ int slot = (method - NV097_SET_SPECULAR_PARAMS_BACK) / 4;
+ pg->specular_params_back[slot] = *(float *)¶meter;
+ if (slot == 5) {
+ pg->specular_power_back = reconstruct_specular_power(pg->specular_params_back);
+ }
+}
+
DEF_METHOD(NV097, SET_SHADER_CLIP_PLANE_MODE)
{
pgraph_reg_w(pg, NV_PGRAPH_SHADERCLIPMODE, parameter);
diff --git a/hw/xbox/nv2a/pgraph/pgraph.h b/hw/xbox/nv2a/pgraph/pgraph.h
index 64b671e71d..c74e370bba 100644
--- a/hw/xbox/nv2a/pgraph/pgraph.h
+++ b/hw/xbox/nv2a/pgraph/pgraph.h
@@ -197,6 +197,11 @@ typedef struct PGRAPHState {
float light_local_position[NV2A_MAX_LIGHTS][3];
float light_local_attenuation[NV2A_MAX_LIGHTS][3];
+ float specular_params[6];
+ float specular_power;
+ float specular_params_back[6];
+ float specular_power_back;
+
float point_params[8];
VertexAttribute vertex_attributes[NV2A_VERTEXSHADER_ATTRIBUTES];
diff --git a/hw/xbox/nv2a/pgraph/shaders.c b/hw/xbox/nv2a/pgraph/shaders.c
index ce80dc127a..79f66026d9 100644
--- a/hw/xbox/nv2a/pgraph/shaders.c
+++ b/hw/xbox/nv2a/pgraph/shaders.c
@@ -97,6 +97,9 @@ ShaderState pgraph_get_shader_state(PGRAPHState *pg)
state.ignore_specular_alpha = !GET_MASK(
pgraph_reg_r(pg, NV_PGRAPH_CSV0_C), NV_PGRAPH_CSV0_C_ALPHA_FROM_MATERIAL_SPECULAR);
+ state.specular_power = pg->specular_power;
+ state.specular_power_back = pg->specular_power_back;
+
/* vertex program stuff */
state.vertex_program = vertex_program,
state.z_perspective = pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
diff --git a/hw/xbox/nv2a/pgraph/shaders.h b/hw/xbox/nv2a/pgraph/shaders.h
index 9496cbbea2..b384b679bf 100644
--- a/hw/xbox/nv2a/pgraph/shaders.h
+++ b/hw/xbox/nv2a/pgraph/shaders.h
@@ -81,6 +81,8 @@ typedef struct ShaderState {
bool separate_specular;
bool ignore_specular_alpha;
+ float specular_power;
+ float specular_power_back;
bool lighting;
enum VshLight light[NV2A_MAX_LIGHTS];
diff --git a/hw/xbox/nv2a/pgraph/vk/renderer.h b/hw/xbox/nv2a/pgraph/vk/renderer.h
index eb0726ac2f..d728805475 100644
--- a/hw/xbox/nv2a/pgraph/vk/renderer.h
+++ b/hw/xbox/nv2a/pgraph/vk/renderer.h
@@ -190,6 +190,7 @@ typedef struct ShaderBinding {
int light_infinite_direction_loc[NV2A_MAX_LIGHTS];
int light_local_position_loc[NV2A_MAX_LIGHTS];
int light_local_attenuation_loc[NV2A_MAX_LIGHTS];
+ int specular_power_loc;
int clip_region_loc;