mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-05-13 23:35:06 +12:00
Move documentation, sign extend spot dir
This commit is contained in:
parent
cab30494f6
commit
4e7185a058
2 changed files with 95 additions and 62 deletions
79
docs/3ds/lighting.md
Normal file
79
docs/3ds/lighting.md
Normal file
|
@ -0,0 +1,79 @@
|
||||||
|
## Info on the lighting implementation
|
||||||
|
|
||||||
|
### Missing shadow attenuation
|
||||||
|
Shadow attenuation samples a texture unit, and that likely needs render to texture for most games so that they can construct
|
||||||
|
their shadow map. As such the colors are not multiplied by the shadow attenuation value, so there's no shadows.
|
||||||
|
|
||||||
|
### Missing bump mapping
|
||||||
|
Bump mapping also samples a texture unit, most likely doesn't need render to texture however may need better texture sampling
|
||||||
|
implementation (such as GPUREG_TEXUNITi_BORDER_COLOR, GPUREG_TEXUNITi_BORDER_PARAM). Bump mapping would work for some things,
|
||||||
|
namely the 3ds-examples bump mapping demo, but would break others such as Toad Treasure Tracker with a naive `texture` implementation.
|
||||||
|
|
||||||
|
Also the CP configuration is missing, because it needs a tangent map implementation. It is currently marked with error_unimpl.
|
||||||
|
|
||||||
|
### samplerEnabledBitfields
|
||||||
|
Holds the enabled state of the lighting samples for various PICA configurations
|
||||||
|
As explained in https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTING_CONFIG0
|
||||||
|
|
||||||
|
```c
|
||||||
|
const bool samplerEnabled[9 * 7] = bool[9 * 7](
|
||||||
|
// D0 D1 SP FR RB RG RR
|
||||||
|
true, false, true, false, false, false, true, // Configuration 0: D0, SP, RR
|
||||||
|
false, false, true, true, false, false, true, // Configuration 1: FR, SP, RR
|
||||||
|
true, true, false, false, false, false, true, // Configuration 2: D0, D1, RR
|
||||||
|
true, true, false, true, false, false, false, // Configuration 3: D0, D1, FR
|
||||||
|
true, true, true, false, true, true, true, // Configuration 4: All except for FR
|
||||||
|
true, false, true, true, true, true, true, // Configuration 5: All except for D1
|
||||||
|
true, true, true, true, false, false, true, // Configuration 6: All except for RB and RG
|
||||||
|
false, false, false, false, false, false, false, // Configuration 7: Unused
|
||||||
|
true, true, true, true, true, true, true // Configuration 8: All
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
The above has been condensed to two uints for performance reasons.
|
||||||
|
You can confirm they are the same by running the following:
|
||||||
|
```c
|
||||||
|
const uint samplerEnabledBitfields[2] = { 0x7170e645u, 0x7f013fefu };
|
||||||
|
for (int i = 0; i < 9 * 7; i++) {
|
||||||
|
unsigned arrayIndex = (i >> 5);
|
||||||
|
bool b = (samplerEnabledBitfields[arrayIndex] & (1u << (i & 31))) != 0u;
|
||||||
|
if (samplerEnabled[i] == b) {
|
||||||
|
printf("%d: happy\n", i);
|
||||||
|
} else {
|
||||||
|
printf("%d: unhappy\n", i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### lightLutLookup
|
||||||
|
lut_id is one of these values
|
||||||
|
0 D0
|
||||||
|
1 D1
|
||||||
|
2 SP
|
||||||
|
3 FR
|
||||||
|
4 RB
|
||||||
|
5 RG
|
||||||
|
6 RR
|
||||||
|
|
||||||
|
lut_index on the other hand represents the actual index of the LUT in the texture
|
||||||
|
u_tex_lighting_lut has 24 LUTs and they are used like so:
|
||||||
|
0 D0
|
||||||
|
1 D1
|
||||||
|
2 is missing because SP uses LUTs 8-15
|
||||||
|
3 FR
|
||||||
|
4 RB
|
||||||
|
5 RG
|
||||||
|
6 RR
|
||||||
|
8-15 SP0-7
|
||||||
|
16-23 DA0-7, but this is not handled in this function as the lookup is a bit different
|
||||||
|
|
||||||
|
The light environment configuration controls which LUTs are available for use
|
||||||
|
If a LUT is not available in the selected configuration, its value will always read a constant 1.0 regardless of the enable state in GPUREG_LIGHTING_CONFIG1
|
||||||
|
If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
|
||||||
|
|
||||||
|
### Distance attenuation
|
||||||
|
Distance attenuation is computed differently from the other factors, for example
|
||||||
|
it doesn't store its scale in GPUREG_LIGHTING_LUTINPUT_SCALE and it doesn't use
|
||||||
|
GPUREG_LIGHTING_LUTINPUT_SELECT. Instead, it uses the distance from the light to the
|
||||||
|
fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
|
||||||
|
See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
|
|
@ -37,32 +37,7 @@ vec4 tevNextPreviousBuffer;
|
||||||
bool tevUnimplementedSourceFlag = false;
|
bool tevUnimplementedSourceFlag = false;
|
||||||
vec3 normal;
|
vec3 normal;
|
||||||
|
|
||||||
// Holds the enabled state of the lighting samples for various PICA configurations
|
// See docs/lighting.md
|
||||||
// As explained in https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTING_CONFIG0
|
|
||||||
// const bool samplerEnabled[9 * 7] = bool[9 * 7](
|
|
||||||
// // D0 D1 SP FR RB RG RR
|
|
||||||
// true, false, true, false, false, false, true, // Configuration 0: D0, SP, RR
|
|
||||||
// false, false, true, true, false, false, true, // Configuration 1: FR, SP, RR
|
|
||||||
// true, true, false, false, false, false, true, // Configuration 2: D0, D1, RR
|
|
||||||
// true, true, false, true, false, false, false, // Configuration 3: D0, D1, FR
|
|
||||||
// true, true, true, false, true, true, true, // Configuration 4: All except for FR
|
|
||||||
// true, false, true, true, true, true, true, // Configuration 5: All except for D1
|
|
||||||
// true, true, true, true, false, false, true, // Configuration 6: All except for RB and RG
|
|
||||||
// false, false, false, false, false, false, false, // Configuration 7: Unused
|
|
||||||
// true, true, true, true, true, true, true // Configuration 8: All
|
|
||||||
// );
|
|
||||||
|
|
||||||
// The above have been condensed to two uints to save space
|
|
||||||
// You can confirm they are the same by running the following:
|
|
||||||
// for (int i = 0; i < 9 * 7; i++) {
|
|
||||||
// unsigned arrayIndex = (i >> 5);
|
|
||||||
// bool b = (samplerEnabledBitfields[arrayIndex] & (1u << (i & 31))) != 0u;
|
|
||||||
// if (samplerEnabled[i] == b) {
|
|
||||||
// printf("%d: happy\n", i);
|
|
||||||
// } else {
|
|
||||||
// printf("%d: unhappy\n", i);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
const uint samplerEnabledBitfields[2] = uint[2](0x7170e645u, 0x7f013fefu);
|
const uint samplerEnabledBitfields[2] = uint[2](0x7170e645u, 0x7f013fefu);
|
||||||
|
|
||||||
bool isSamplerEnabled(uint environment_id, uint lut_id) {
|
bool isSamplerEnabled(uint environment_id, uint lut_id) {
|
||||||
|
@ -219,27 +194,6 @@ float decodeFP(uint hex, uint E, uint M) {
|
||||||
|
|
||||||
float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light_vector, vec3 half_vector) {
|
float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light_vector, vec3 half_vector) {
|
||||||
uint lut_index;
|
uint lut_index;
|
||||||
// lut_id is one of these values
|
|
||||||
// 0 D0
|
|
||||||
// 1 D1
|
|
||||||
// 2 SP
|
|
||||||
// 3 FR
|
|
||||||
// 4 RB
|
|
||||||
// 5 RG
|
|
||||||
// 6 RR
|
|
||||||
|
|
||||||
// lut_index on the other hand represents the actual index of the LUT in the texture
|
|
||||||
// u_tex_lighting_lut has 24 LUTs and they are used like so:
|
|
||||||
// 0 D0
|
|
||||||
// 1 D1
|
|
||||||
// 2 is missing because SP uses LUTs 8-15
|
|
||||||
// 3 FR
|
|
||||||
// 4 RB
|
|
||||||
// 5 RG
|
|
||||||
// 6 RR
|
|
||||||
// 8-15 SP0-7
|
|
||||||
// 16-23 DA0-7, but this is not handled in this function as the lookup is a bit different
|
|
||||||
|
|
||||||
int bit_in_config1;
|
int bit_in_config1;
|
||||||
if (lut_id == SP_LUT) {
|
if (lut_id == SP_LUT) {
|
||||||
// These are the spotlight attenuation LUTs
|
// These are the spotlight attenuation LUTs
|
||||||
|
@ -252,9 +206,6 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
|
||||||
error_unimpl = true;
|
error_unimpl = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// The light environment configuration controls which LUTs are available for use
|
|
||||||
// If a LUT is not available in the selected configuration, its value will always read a constant 1.0 regardless of the enable state in GPUREG_LIGHTING_CONFIG1
|
|
||||||
// If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
|
|
||||||
bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment
|
bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment
|
||||||
|
|
||||||
if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
|
if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
|
||||||
|
@ -285,14 +236,23 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 4u: {
|
case 4u: {
|
||||||
// These are ints so that bitfieldExtract sign extends for us
|
uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146u + (light_id << 4u));
|
||||||
int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (light_id << 4u)));
|
uint GPUREG_LIGHTi_SPOTDIR_HIGH = readPicaReg(0x0147u + (light_id << 4u));
|
||||||
int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u)));
|
|
||||||
|
// Sign extend them. Normally bitfieldExtract would do that but it's missing on some versions
|
||||||
|
// of GLSL so we do it manually
|
||||||
|
int se_x = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13);
|
||||||
|
int se_y = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
|
||||||
|
int se_z = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
|
||||||
|
|
||||||
|
if (se_x & 0x1000) se_x |= 0xffffe000;
|
||||||
|
if (se_y & 0x1000) se_y |= 0xffffe000;
|
||||||
|
if (se_z & 0x1000) se_z |= 0xffffe000;
|
||||||
|
|
||||||
// These are fixed point 1.1.11 values, so we need to convert them to float
|
// These are fixed point 1.1.11 values, so we need to convert them to float
|
||||||
float x = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
|
float x = float(se_x) / 2047.0;
|
||||||
float y = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
|
float y = float(se_y) / 2047.0;
|
||||||
float z = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
|
float z = float(se_z) / 2047.0;
|
||||||
vec3 spotlight_vector = vec3(x, y, z);
|
vec3 spotlight_vector = vec3(x, y, z);
|
||||||
delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
|
delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
|
||||||
break;
|
break;
|
||||||
|
@ -359,7 +319,6 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
||||||
uint bump_mode = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 28, 2);
|
uint bump_mode = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 28, 2);
|
||||||
|
|
||||||
// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
|
// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
|
||||||
// Could be because the texture is not sampled correctly, may need the clamp/border color configurations
|
|
||||||
switch (bump_mode) {
|
switch (bump_mode) {
|
||||||
default: {
|
default: {
|
||||||
normal = rotateVec3ByQuaternion(vec3(0.0, 0.0, 1.0), v_quaternion);
|
normal = rotateVec3ByQuaternion(vec3(0.0, 0.0, 1.0), v_quaternion);
|
||||||
|
@ -424,11 +383,6 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
||||||
geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
|
geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Distance attenuation is computed differently from the other factors, for example
|
|
||||||
// it doesn't store its scale in GPUREG_LIGHTING_LUTINPUT_SCALE and it doesn't use
|
|
||||||
// GPUREG_LIGHTING_LUTINPUT_SELECT. Instead, it uses the distance from the light to the
|
|
||||||
// fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
|
|
||||||
// See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
|
|
||||||
float distance_attenuation = 1.0;
|
float distance_attenuation = 1.0;
|
||||||
if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
|
if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
|
||||||
uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
|
uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue