nv2a: Partial implementation of SET_SPECULAR_PARAMS

This commit is contained in:
Erik Abair 2025-03-29 11:40:57 -07:00
parent 7d64c2dfb9
commit ef2d5e74f1
7 changed files with 95 additions and 27 deletions

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@ -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

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@ -230,8 +230,12 @@ 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?
static char alpha_source_diffuse[] = "diffuse.a";
@ -269,12 +273,6 @@ 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 +308,10 @@ 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 */
@ -349,12 +343,13 @@ 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, %f);\n"
" }\n"
" vec3 lightAmbient = lightAmbientColor(%d) * attenuation;\n"
" vec3 lightDiffuse = lightDiffuseColor(%d) * attenuation * nDotVP;\n"
" vec3 lightSpecular = lightSpecularColor(%d) * pf;\n",
i, i, i);
" vec3 lightSpecular = lightSpecularColor(%d) * attenuation * pf;\n"
" lightSpecular *= vec3(lessThanEqual(lightSpecular.rgb, vec3(1.0)));\n",
state->specular_power, i, i, i);
mstring_append(body,
" oD0.xyz += lightAmbient;\n");
@ -374,26 +369,40 @@ 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");
mstring_append(body,
" oD0.xyz += oD1.xyz;\n"
" oD1 = specular;\n"
" oB0.xyz += oB1.xyz;\n"
" oB1 = backSpecular;\n"
);
}
if (state->ignore_specular_alpha) {
mstring_append(body,

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@ -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)

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@ -19,6 +19,8 @@
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include <math.h>
#include "hw/xbox/nv2a/nv2a_int.h"
#include "ui/xemu-notifications.h"
#include "ui/xemu-settings.h"
@ -1803,6 +1805,42 @@ DEF_METHOD_INC(NV097, SET_FOG_PLANE)
pg->vsh_constants_dirty[NV_IGRAPH_XF_XFCTX_FOG] = true;
}
// Based on curve fitting to observed values from DirectX uses.
// x = -log2(30.80722523) / power
// c3_param = -1.01441946 * pow(exp2( x ), 2) + 0.01451685
#define SPECULAR_POWER_NUMERATOR_CONSTANT 30.80722523f
#define SPECULAR_POWER_COEFFICIENT_A -1.0141946f
#define SPECULAR_POWER_CONSTANT_COEFFICIENT 0.01451685f
//#define SPECULAR_POWER_LOG_CONSTANT (-2.f * log2(SPECULAR_POWER_NUMERATOR_CONSTANT))
#define SPECULAR_POWER_LOG_CONSTANT -9.8903942108154297f
static float reconstruct_specular_power_from_c3(uint32_t c3_parameter)
{
float c3 = *(float*)&c3_parameter;
// FIXME: This handling is not correct, but is visually distinct without causing a crash.
// 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.
float invert = 1.f;
if (c3 > 0.0f) {
invert = -1.f;
c3 *= invert;
}
c3 -= SPECULAR_POWER_CONSTANT_COEFFICIENT;
float ret = SPECULAR_POWER_LOG_CONSTANT / log2(c3 / SPECULAR_POWER_COEFFICIENT_A);
assert(!isnan(ret) && "Failed to reconstruct specular power factor");
return ret * invert;
}
DEF_METHOD_INC(NV097, SET_SPECULAR_PARAMS)
{
int slot = (method - NV097_SET_SPECULAR_PARAMS) / 4;
NV2A_DPRINTF("NV097_SET_SPECULAR_PARAMS[%d] 0x%X\n", slot, parameter);
if (slot == 3) {
pg->specular_power = reconstruct_specular_power_from_c3(parameter);
}
}
DEF_METHOD_INC(NV097, SET_SCENE_AMBIENT_COLOR)
{
int slot = (method - NV097_SET_SCENE_AMBIENT_COLOR) / 4;
@ -2740,6 +2778,15 @@ 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;
NV2A_DPRINTF("SET_SPECULAR_PARAMS_BACK[%d] 0x%X\n", slot, parameter);
if (slot == 3) {
pg->specular_power_back = reconstruct_specular_power_from_c3(parameter);
}
}
DEF_METHOD(NV097, SET_SHADER_CLIP_PLANE_MODE)
{
pgraph_reg_w(pg, NV_PGRAPH_SHADERCLIPMODE, parameter);

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@ -197,6 +197,9 @@ typedef struct PGRAPHState {
float light_local_position[NV2A_MAX_LIGHTS][3];
float light_local_attenuation[NV2A_MAX_LIGHTS][3];
float specular_power;
float specular_power_back;
float point_params[8];
VertexAttribute vertex_attributes[NV2A_VERTEXSHADER_ATTRIBUTES];

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@ -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) &

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@ -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];