Some GLSL formatting

This commit is contained in:
wheremyfoodat 2023-07-04 18:47:56 +03:00
parent e854d4ba63
commit 0cc8d0d8a4

View file

@ -232,17 +232,25 @@ const char* fragmentShader = R"(
#define RR_LUT 6u #define RR_LUT 6u
float lutLookup(uint lut, uint light, float value){ float lutLookup(uint lut, uint light, float value){
if(lut>=FR_LUT&&lut<=RR_LUT)lut-=1; if (lut >= FR_LUT && lut <= RR_LUT)
if(lut==SP_LUT)lut=8+light; lut-=1;
return texture(u_tex_lighting_lut,vec2(value,lut)).r; if (lut==SP_LUT)
lut=8+light;
return texture(u_tex_lighting_lut, vec2(value, lut)).r;
} }
vec3 regToColor(uint reg){
return vec3( vec3 regToColor(uint reg) {
float(bitfieldExtract(reg,20,8))/255., // Normalization scale to convert from [0...255] to [0.0...1.0]
float(bitfieldExtract(reg,10,8))/255., const float scale = 1.0 / 255.0;
float(bitfieldExtract(reg,00,8))/255.
return scale * vec3(
float(bitfieldExtract(reg, 20, 8)),
float(bitfieldExtract(reg, 10, 8)),
float(bitfieldExtract(reg, 00, 8))
); );
} }
// Convert an arbitrary-width floating point literal to an f32
float decodeFP(uint hex, uint E, uint M){ float decodeFP(uint hex, uint E, uint M){
uint width = M + E + 1u; uint width = M + E + 1u;
uint bias = 128u - (1u << (E - 1u)); uint bias = 128u - (1u << (E - 1u));
@ -254,11 +262,14 @@ const char* fragmentShader = R"(
if (exponent == (1u << E) - 1u) exponent = 255u; if (exponent == (1u << E) - 1u) exponent = 255u;
else exponent += bias; else exponent += bias;
hex = sign | (mantissa << (23u - M)) | (exponent << 23u); hex = sign | (mantissa << (23u - M)) | (exponent << 23u);
}else hex = sign; } else {
hex = sign;
}
return uintBitsToFloat(hex); return uintBitsToFloat(hex);
} }
//Implements the following algorthm: https://mathb.in/26766
// Implements the following algorthm: https://mathb.in/26766
void calcLighting(out vec4 primary_color, out vec4 secondary_color){ void calcLighting(out vec4 primary_color, out vec4 secondary_color){
// Quaternions describe a transformation from surface-local space to eye space. // Quaternions describe a transformation from surface-local space to eye space.
// In surface-local space, by definition (and up to permutation) the normal vector is (0,0,1), // In surface-local space, by definition (and up to permutation) the normal vector is (0,0,1),
@ -269,13 +280,13 @@ const char* fragmentShader = R"(
vec3 view = normalize(v_view); vec3 view = normalize(v_view);
uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008F); uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008F);
if(bitfieldExtract(GPUREG_LIGHTING_ENABLE,0,1)==0){ if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0){
primary_color = secondary_color = vec4(1.0); primary_color = secondary_color = vec4(1.0);
return; return;
} }
uint GPUREG_LIGHTING_AMBIENT = readPicaReg(0x01C0); uint GPUREG_LIGHTING_AMBIENT = readPicaReg(0x01C0);
uint GPUREG_LIGHTING_NUM_LIGHTS = (readPicaReg(0x01C2) & 0x7u) +1;
uint GPUREG_LIGHTING_NUM_LIGHTS = (readPicaReg(0x01C2)&0x7u)+1;
uint GPUREG_LIGHTING_LIGHT_PERMUTATION = readPicaReg(0x01D9); uint GPUREG_LIGHTING_LIGHT_PERMUTATION = readPicaReg(0x01D9);
primary_color = vec4(vec3(0.0),1.0); primary_color = vec4(vec3(0.0),1.0);
@ -292,103 +303,114 @@ const char* fragmentShader = R"(
bool error_unimpl = false; bool error_unimpl = false;
for(uint i = 0; i<GPUREG_LIGHTING_NUM_LIGHTS;++i){ for(uint i = 0; i < GPUREG_LIGHTING_NUM_LIGHTS; i++){
uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION,int(i*3),3); uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION,int(i*3),3);
uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140+0x10*light_id); uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140 + 0x10 * light_id);
uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141+0x10*light_id); uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141 + 0x10 * light_id);
uint GPUREG_LIGHTi_DIFFUSE = readPicaReg(0x0142+0x10*light_id); uint GPUREG_LIGHTi_DIFFUSE = readPicaReg(0x0142 +0x10 * light_id);
uint GPUREG_LIGHTi_AMBIENT = readPicaReg(0x0143+0x10*light_id); uint GPUREG_LIGHTi_AMBIENT = readPicaReg(0x0143 + 0x10 * light_id);
uint GPUREG_LIGHTi_VECTOR_LOW = readPicaReg(0x0144+0x10*light_id); uint GPUREG_LIGHTi_VECTOR_LOW = readPicaReg(0x0144 + 0x10 * light_id);
uint GPUREG_LIGHTi_VECTOR_HIGH= readPicaReg(0x0145+0x10*light_id); uint GPUREG_LIGHTi_VECTOR_HIGH= readPicaReg(0x0145 + 0x10 * light_id);
uint GPUREG_LIGHTi_CONFIG = readPicaReg(0x0149+0x10*light_id); uint GPUREG_LIGHTi_CONFIG = readPicaReg(0x0149 + 0x10 * light_id);
vec3 light_vector = normalize(vec3( vec3 light_vector = normalize(vec3(
decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW,0,16),5,10), decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 0, 16), 5, 10),
decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW,16,16),5,10), decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_LOW, 16, 16), 5, 10),
decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_HIGH,0,16),5,10) decodeFP(bitfieldExtract(GPUREG_LIGHTi_VECTOR_HIGH, 0, 16), 5, 10)
)); ));
//Positional Light
if(bitfieldExtract(GPUREG_LIGHTi_CONFIG,0,1)==0)error_unimpl = true;
// Positional Light
if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 0, 1) == 0)
error_unimpl = true;
vec3 half_vector = normalize(normalize(light_vector)+view); vec3 half_vector = normalize(normalize(light_vector) + view);
for(int c=0;c<7u;++c){ for(int c = 0; c < 7; c++){
if(bitfieldExtract(GPUREG_LIGHTING_CONFIG1,16+c,1)==0){ if(bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 16 + c, 1) == 0){
uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE,c*4,3); uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE, c * 4, 3);
float scale = float(1u<<scale_id); float scale = float(1u << scale_id);
if(scale_id>=6u) scale/=256.0; if (scale_id >= 6u)
scale/=256.0;
uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT,c*4,3); uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT, c * 4, 3);
if(input_id==0u)d[c] = dot(normal,half_vector); if (input_id==0u) d[c] = dot(normal,half_vector);
else if(input_id==1u)d[c] = dot(view,half_vector); else if (input_id==1u) d[c] = dot(view,half_vector);
else if(input_id==2u)d[c] = dot(normal,view); else if (input_id==2u) d[c] = dot(normal,view);
else if(input_id==3u)d[c] = dot(light_vector,normal); else if (input_id==3u) d[c] = dot(light_vector,normal);
else if(input_id==4u){ else if (input_id==4u){
uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146+0x10*light_id); uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146 + 0x10 * light_id);
uint GPUREG_LIGHTi_SPOTDIR_HIGH= readPicaReg(0x0147+0x10*light_id); uint GPUREG_LIGHTi_SPOTDIR_HIGH= readPicaReg(0x0147 + 0x10 * light_id);
vec3 spot_light_vector = normalize(vec3( vec3 spot_light_vector = normalize(vec3(
decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW,0,16),1,11), decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 16), 1, 11),
decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW,16,16),1,11), decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 16), 1, 11),
decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH,0,16),1,11) decodeFP(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 16), 1, 11)
)); ));
d[c] = dot(-light_vector,spot_light_vector);// -L . P (aka Spotlight aka SP); d[c] = dot(-light_vector, spot_light_vector); // -L dot P (aka Spotlight aka SP);
}else if(input_id==5u){ } else if (input_id == 5u) {
d[c] = 1.0;//TODO: cos <greek symbol> (aka CP); d[c] = 1.0; // TODO: cos <greek symbol> (aka CP);
error_unimpl = true; error_unimpl = true;
}else d[c] = 1.0; } else {
d[c] = 1.0;
}
d[c] = lutLookup(c,light_id,d[c]*0.5+0.5)*scale; d[c] = lutLookup(c, light_id, d[c] * 0.5 + 0.5) * scale;
if(bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS,2*c,1)!=0u)d[c]=abs(d[c]); if (bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS, 2 * c, 1) != 0u)
}else d[c]=1.0; d[c] = abs(d[c]);
} else {
d[c] = 1.0;
}
} }
uint lookup_config = bitfieldExtract(GPUREG_LIGHTi_CONFIG,4,4); uint lookup_config = bitfieldExtract(GPUREG_LIGHTi_CONFIG,4,4);
if(lookup_config==0){ if (lookup_config == 0) {
d[D1_LUT] = 0.0; d[D1_LUT] = 0.0;
d[FR_LUT] = 0.0; d[FR_LUT] = 0.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT]; d[RG_LUT]= d[RB_LUT] = d[RR_LUT];
}else if(lookup_config==1){ } else if(lookup_config == 1) {
d[D0_LUT] = 0.0; d[D0_LUT] = 0.0;
d[D1_LUT] = 0.0; d[D1_LUT] = 0.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT]; d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
}else if(lookup_config==2){ } else if(lookup_config == 2) {
d[FR_LUT] = 0.0; d[FR_LUT] = 0.0;
d[SP_LUT] = 0.0; d[SP_LUT] = 0.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT]; d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
}else if(lookup_config==3){ } else if(lookup_config == 3) {
d[SP_LUT] = 0.0; d[SP_LUT] = 0.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT]=1.0; d[RG_LUT]= d[RB_LUT] = d[RR_LUT] = 1.0;
}else if(lookup_config==4)d[FR_LUT] = 0.0; } else if (lookup_config == 4) {
else if(lookup_config==5)d[D1_LUT] = 0.0; d[FR_LUT] = 0.0;
else if(lookup_config==6)d[RG_LUT]=d[RB_LUT]=d[RR_LUT]; } else if (lookup_config == 5) {
d[D1_LUT] = 0.0;
} else if (lookup_config == 6) {
d[RG_LUT] = d[RB_LUT] = d[RR_LUT];
}
float distance_factor = 1.0; //a float distance_factor = 1.0; // a
float indirect_factor = 1.0;//fi float indirect_factor = 1.0; // fi
float shadow_factor = 1.0; //o float shadow_factor = 1.0; // o
float NdotL = dot(normal,light_vector); //Li*N float NdotL = dot(normal, light_vector); //Li dot N
//Two sided diffuse // Two sided diffuse
if(bitfieldExtract(GPUREG_LIGHTi_CONFIG,1,1)==0)NdotL=max(0.0,NdotL); if (bitfieldExtract(GPUREG_LIGHTi_CONFIG, 1, 1) == 0) NdotL = max(0.0, NdotL);
else NdotL=abs(NdotL); else NdotL = abs(NdotL);
float light_factor = distance_factor*d[SP_LUT]*indirect_factor*shadow_factor; float light_factor = distance_factor*d[SP_LUT]*indirect_factor*shadow_factor;
primary_color.rgb += light_factor*(regToColor(GPUREG_LIGHTi_AMBIENT) + regToColor(GPUREG_LIGHTi_DIFFUSE)*NdotL); primary_color.rgb += light_factor * (regToColor(GPUREG_LIGHTi_AMBIENT) + regToColor(GPUREG_LIGHTi_DIFFUSE)*NdotL);
secondary_color.rgb += light_factor*( secondary_color.rgb += light_factor * (
regToColor(GPUREG_LIGHTi_SPECULAR0)*d[D0_LUT]+ regToColor(GPUREG_LIGHTi_SPECULAR0) * d[D0_LUT] +
regToColor(GPUREG_LIGHTi_SPECULAR1)*d[D1_LUT]*vec3(d[RR_LUT],d[RG_LUT],d[RB_LUT]) regToColor(GPUREG_LIGHTi_SPECULAR1) * d[D1_LUT] * vec3(d[RR_LUT], d[RG_LUT], d[RB_LUT])
); );
} }
uint fresnel_output1 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0,2,1); uint fresnel_output1 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 2, 1);
uint fresnel_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0,3,1); uint fresnel_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 3, 1);
if(fresnel_output1==1u) primary_color.a = d[FR_LUT]; if (fresnel_output1 == 1u) primary_color.a = d[FR_LUT];
if(fresnel_output2==1u) secondary_color.a = d[FR_LUT]; if (fresnel_output2 == 1u) secondary_color.a = d[FR_LUT];
if(error_unimpl){ if (error_unimpl) {
secondary_color = primary_color = vec4(1.0,0.,1.0,1.0); secondary_color = primary_color = vec4(1.0,0.,1.0,1.0);
} }
} }
@ -430,7 +452,7 @@ const char* fragmentShader = R"(
if (tevUnimplementedSourceFlag) { if (tevUnimplementedSourceFlag) {
// fragColour = vec4(1.0, 0.0, 1.0, 1.0); // fragColour = vec4(1.0, 0.0, 1.0, 1.0);
} }
//fragColour.rg = texture(u_tex_lighting_lut,vec2(gl_FragCoord.x/200.,float(int(gl_FragCoord.y/2)%24))).rr; // fragColour.rg = texture(u_tex_lighting_lut,vec2(gl_FragCoord.x/200.,float(int(gl_FragCoord.y/2)%24))).rr;
// Get original depth value by converting from [near, far] = [0, 1] to [-1, 1] // Get original depth value by converting from [near, far] = [0, 1] to [-1, 1]
@ -573,7 +595,7 @@ void Renderer::initGraphicsContext() {
depthmapEnableLoc = OpenGL::uniformLocation(triangleProgram, "u_depthmapEnable"); depthmapEnableLoc = OpenGL::uniformLocation(triangleProgram, "u_depthmapEnable");
picaRegLoc = OpenGL::uniformLocation(triangleProgram, "u_picaRegs"); picaRegLoc = OpenGL::uniformLocation(triangleProgram, "u_picaRegs");
// Init sampler objects // Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex0"), 0); glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex0"), 0);
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex1"), 1); glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex1"), 1);
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex2"), 2); glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex2"), 2);