diff --git a/GPU/Directx9/VertexShaderGeneratorDX9.cpp b/GPU/Directx9/VertexShaderGeneratorDX9.cpp index 677bf6c0e5..056bcc1580 100644 --- a/GPU/Directx9/VertexShaderGeneratorDX9.cpp +++ b/GPU/Directx9/VertexShaderGeneratorDX9.cpp @@ -604,7 +604,7 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage bool diffuseIsZero = true; bool specularIsZero = true; bool distanceNeeded = false; - + bool anySpots = false; if (enableLighting) { WRITE(p, " float4 lightSum0 = u_ambient * %s + float4(u_matemissive, 0.0);\n", ambientStr); @@ -618,6 +618,8 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage specularIsZero = false; if (type != GE_LIGHTTYPE_DIRECTIONAL) distanceNeeded = true; + if (type == GE_LIGHTTYPE_SPOT || type == GE_LIGHTTYPE_UNKNOWN) + anySpots = true; } if (!specularIsZero) { @@ -631,6 +633,10 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage WRITE(p, " float distance;\n"); WRITE(p, " float lightScale;\n"); } + WRITE(p, " float ldot;\n"); + if (anySpots) { + WRITE(p, " float angle;\n"); + } } // Calculate lights if needed. If shade mapping is enabled, lights may need to be @@ -654,12 +660,15 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage bool doSpecular = comp != GE_LIGHTCOMP_ONLYDIFFUSE; bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE; + WRITE(p, " ldot = max(dot(toLight, worldnormal), 0.0);\n"); if (poweredDiffuse) { - WRITE(p, " float dot%i = pow(dot(toLight, worldnormal), u_matspecular.a);\n", i); - // TODO: Somehow the NaN check from GLES seems unnecessary here? - // If it returned 0, it'd be wrong, so that's strange. - } else { - WRITE(p, " float dot%i = dot(toLight, worldnormal);\n", i); + // pow(0.0, 0.0) may be undefined, but the PSP seems to treat it as 1.0. + // Seen in Tales of the World: Radiant Mythology (#2424.) + WRITE(p, " if (ldot == 0.0 && u_matspecular.a == 0.0) {\n"); + WRITE(p, " ldot = 1.0;\n"); + WRITE(p, " } else {\n"); + WRITE(p, " ldot = pow(ldot, u_matspecular.a);\n"); + WRITE(p, " }\n"); } const char *timesLightScale = " * lightScale"; @@ -674,9 +683,9 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage break; case GE_LIGHTTYPE_SPOT: case GE_LIGHTTYPE_UNKNOWN: - WRITE(p, " float angle%i = dot(normalize(u_lightdir%i), toLight);\n", i, i); - WRITE(p, " if (angle%i >= u_lightangle_spotCoef%i.x) {\n", i, i); - WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, u_lightangle_spotCoef%i.y);\n", i, i, i); + WRITE(p, " angle = dot(normalize(u_lightdir%i), toLight);\n", i); + WRITE(p, " if (angle >= u_lightangle_spotCoef%i.x) {\n", i); + WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, float3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle, u_lightangle_spotCoef%i.y);\n", i, i); WRITE(p, " } else {\n"); WRITE(p, " lightScale = 0.0;\n"); WRITE(p, " }\n"); @@ -686,11 +695,11 @@ void GenerateVertexShaderHLSL(const VShaderID &id, char *buffer, ShaderLanguage break; } - WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(dot%i, 0.0);\n", i, diffuseStr, i); + WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * ldot;\n", i, diffuseStr); if (doSpecular) { - WRITE(p, " dot%i = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);\n", i); - WRITE(p, " if (dot%i > 0.0)\n", i); - WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) %s);\n", i, specularStr, i, timesLightScale); + WRITE(p, " ldot = dot(normalize(toLight + float3(0.0, 0.0, 1.0)), worldnormal);\n"); + WRITE(p, " if (ldot > 0.0)\n"); + WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(ldot, u_matspecular.a) %s);\n", i, specularStr, timesLightScale); } WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale); }