diff --git a/hw/xbox/nv2a/nv2a_regs.h b/hw/xbox/nv2a/nv2a_regs.h index 0990d635fe..0c0fb70eef 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 @@ -1264,6 +1265,7 @@ # 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 0b3c014e7d..2f7b7b4198 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) @@ -183,6 +184,7 @@ 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 fa6d734405..feb5f858ca 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; @@ -2785,6 +2894,15 @@ 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;