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| author | 2017-06-08 18:48:12 +0300 | |
|---|---|---|
| committer | 2017-06-11 21:30:53 +0300 | |
| commit | 972548e3eec73b16cb804ecf67a21b48bc09d299 (patch) | |
| tree | c669c516b23744f3efaf68b20c539ebe5f7d980a /src | |
| parent | gl_rasterizer/lighting: implement lut input 5 (CP) (diff) | |
| download | yuzu-972548e3eec73b16cb804ecf67a21b48bc09d299.tar.gz yuzu-972548e3eec73b16cb804ecf67a21b48bc09d299.tar.xz yuzu-972548e3eec73b16cb804ecf67a21b48bc09d299.zip | |
gl_rasterizer/lighting: Implement tangent mapping
Diffstat (limited to 'src')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 89977a62b..14be1201f 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp | |||
| @@ -520,12 +520,12 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
| 520 | "vec3 refl_value = vec3(0.0);\n" | 520 | "vec3 refl_value = vec3(0.0);\n" |
| 521 | "vec3 spot_dir = vec3(0.0);\n;"; | 521 | "vec3 spot_dir = vec3(0.0);\n;"; |
| 522 | 522 | ||
| 523 | // Compute fragment normals | 523 | // Compute fragment normals and tangents |
| 524 | const std::string pertubation = | ||
| 525 | "2.0 * (" + SampleTexture(config, lighting.bump_selector) + ").rgb - 1.0"; | ||
| 524 | if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { | 526 | if (lighting.bump_mode == LightingRegs::LightingBumpMode::NormalMap) { |
| 525 | // Bump mapping is enabled using a normal map, read perturbation vector from the selected | 527 | // Bump mapping is enabled using a normal map |
| 526 | // texture | 528 | out += "vec3 surface_normal = " + pertubation + ";\n"; |
| 527 | out += "vec3 surface_normal = 2.0 * (" + SampleTexture(config, lighting.bump_selector) + | ||
| 528 | ").rgb - 1.0;\n"; | ||
| 529 | 529 | ||
| 530 | // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher | 530 | // Recompute Z-component of perturbation if 'renorm' is enabled, this provides a higher |
| 531 | // precision result | 531 | // precision result |
| @@ -539,8 +539,13 @@ static void WriteLighting(std::string& out, const PicaShaderConfig& config) { | |||
| 539 | out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; | 539 | out += "vec3 surface_tangent = vec3(1.0, 0.0, 0.0);\n"; |
| 540 | } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { | 540 | } else if (lighting.bump_mode == LightingRegs::LightingBumpMode::TangentMap) { |
| 541 | // Bump mapping is enabled using a tangent map | 541 | // Bump mapping is enabled using a tangent map |
| 542 | LOG_CRITICAL(HW_GPU, "unimplemented bump mapping mode (tangent mapping)"); | 542 | out += "vec3 surface_tangent = " + pertubation + ";\n"; |
| 543 | UNIMPLEMENTED(); | 543 | // Mathematically, recomputing Z-component of the tangent vector won't affect the relevant |
| 544 | // computation below, which is also confirmed on 3DS. So we don't bother recomputing here | ||
| 545 | // even if 'renorm' is enabled. | ||
| 546 | |||
| 547 | // The normal vector is not perturbed by the tangent map and is just a unit vector. | ||
| 548 | out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; | ||
| 544 | } else { | 549 | } else { |
| 545 | // No bump mapping - surface local normal and tangent are just unit vectors | 550 | // No bump mapping - surface local normal and tangent are just unit vectors |
| 546 | out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; | 551 | out += "vec3 surface_normal = vec3(0.0, 0.0, 1.0);\n"; |