mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-06 06:05:40 +12:00
Move comments to docs, sign extend stuff for Android (#539)
* Move documentation, sign extend spot dir * Update gles.patch * Fix compilation errors * Update gles.patch
This commit is contained in:
parent
e1268f57b5
commit
6279ce3df2
3 changed files with 127 additions and 101 deletions
66
.github/gles.patch
vendored
66
.github/gles.patch
vendored
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@ -21,7 +21,7 @@ index 990e2f80..2e7842ac 100644
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void main() {
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diff --git a/src/host_shaders/opengl_fragment_shader.frag b/src/host_shaders/opengl_fragment_shader.frag
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index 23c5c4cb..a9851a8b 100644
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index b4ad7ecc..98b1bd80 100644
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--- a/src/host_shaders/opengl_fragment_shader.frag
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+++ b/src/host_shaders/opengl_fragment_shader.frag
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@@ -1,4 +1,5 @@
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@ -31,7 +31,7 @@ index 23c5c4cb..a9851a8b 100644
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in vec4 v_quaternion;
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in vec4 v_colour;
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@@ -189,11 +190,17 @@ float lutLookup(uint lut, int index) {
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@@ -164,11 +165,17 @@ float lutLookup(uint lut, int index) {
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return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
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}
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@ -50,8 +50,8 @@ index 23c5c4cb..a9851a8b 100644
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}
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// Convert an arbitrary-width floating point literal to an f32
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@@ -257,16 +264,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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// If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
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@@ -208,16 +215,16 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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bool current_sampler_enabled = isSamplerEnabled(environment_id, lut_id); // 7 luts per environment
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- if (!current_sampler_enabled || (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, bit_in_config1, 1) != 0u)) {
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@ -70,26 +70,23 @@ index 23c5c4cb..a9851a8b 100644
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switch (input_id) {
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case 0u: {
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delta = dot(normal, normalize(half_vector));
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@@ -285,14 +292,14 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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break;
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}
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case 4u: {
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- // These are ints so that bitfieldExtract sign extends for us
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+ // These are ints so that bitfieldExtractCompat sign extends for us
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@@ -239,11 +246,11 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (light_id << 4u)));
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int GPUREG_LIGHTi_SPOTDIR_HIGH = int(readPicaReg(0x0147u + (light_id << 4u)));
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// These are fixed point 1.1.11 values, so we need to convert them to float
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- float x = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
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- float y = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
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- float z = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
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+ float x = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13)) / 2047.0;
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+ float y = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
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+ float z = float(bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
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vec3 spotlight_vector = vec3(x, y, z);
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delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
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break;
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@@ -310,9 +317,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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- // Sign extend them. Normally bitfieldExtract would do that but it's missing on some versions
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+ // Sign extend them. Normally bitfieldExtractCompat would do that but it's missing on some versions
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// of GLSL so we do it manually
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- int se_x = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13);
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- int se_y = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
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- int se_z = bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
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+ int se_x = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 0, 13);
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+ int se_y = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13);
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+ int se_z = bitfieldExtractCompat(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13);
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if ((se_x & 0x1000) == 0x1000) se_x |= 0xffffe000;
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if ((se_y & 0x1000) == 0x1000) se_y |= 0xffffe000;
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@@ -270,9 +277,9 @@ float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light
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}
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// 0 = enabled
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@ -101,16 +98,16 @@ index 23c5c4cb..a9851a8b 100644
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delta = max(delta, 0.0);
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} else {
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delta = abs(delta);
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@@ -339,7 +346,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
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@@ -296,7 +303,7 @@ vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
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// Implements the following algorthm: https://mathb.in/26766
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void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
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- if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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+ if (bitfieldExtractCompat(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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primary_color = secondary_color = vec4(0.0);
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return;
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}
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@@ -356,7 +363,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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@@ -313,7 +320,7 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0u);
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GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1u);
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@ -118,8 +115,8 @@ index 23c5c4cb..a9851a8b 100644
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+ uint bump_mode = bitfieldExtractCompat(GPUREG_LIGHTING_CONFIG0, 28, 2);
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// Bump mode is ignored for now because it breaks some games ie. Toad Treasure Tracker
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// Could be because the texture is not sampled correctly, may need the clamp/border color configurations
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@@ -370,15 +377,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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switch (bump_mode) {
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@@ -326,15 +333,15 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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vec4 diffuse_sum = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 specular_sum = vec4(0.0, 0.0, 0.0, 1.0);
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@ -138,7 +135,7 @@ index 23c5c4cb..a9851a8b 100644
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uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140u + (light_id << 4u));
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uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141u + (light_id << 4u));
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@@ -390,12 +397,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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@@ -346,12 +353,12 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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float light_distance;
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vec3 light_position = vec3(
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@ -154,7 +151,7 @@ index 23c5c4cb..a9851a8b 100644
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light_vector = light_position + v_view;
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}
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@@ -411,14 +418,14 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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@@ -367,23 +374,23 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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float NdotL = dot(normal, light_vector); // N dot Li
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// Two sided diffuse
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@ -172,9 +169,8 @@ index 23c5c4cb..a9851a8b 100644
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if (use_geo_0 || use_geo_1) {
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geometric_factor = dot(half_vector, half_vector);
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geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
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@@ -430,9 +437,9 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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// fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
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// See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
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}
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float distance_attenuation = 1.0;
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- if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
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- uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
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@ -185,7 +181,7 @@ index 23c5c4cb..a9851a8b 100644
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float distance_attenuation_bias = decodeFP(GPUREG_LIGHTi_ATTENUATION_BIAS, 7u, 12u);
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float distance_attenuation_scale = decodeFP(GPUREG_LIGHTi_ATTENUATION_SCALE, 7u, 12u);
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@@ -477,8 +484,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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@@ -428,8 +435,8 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
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specular_sum.rgb += light_factor * clamp_factor * (specular0 + specular1);
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}
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@ -229,10 +225,10 @@ index 057f9a88..dc735ced 100644
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v_quaternion = a_quaternion;
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}
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diff --git a/third_party/opengl/opengl.hpp b/third_party/opengl/opengl.hpp
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index 9997e63b..5d9d7804 100644
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index 828fb784..a1861b77 100644
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--- a/third_party/opengl/opengl.hpp
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+++ b/third_party/opengl/opengl.hpp
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@@ -561,22 +561,22 @@ namespace OpenGL {
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@@ -568,22 +568,22 @@ namespace OpenGL {
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static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
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static void enableBlend() { glEnable(GL_BLEND); }
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static void disableBlend() { glDisable(GL_BLEND); }
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79
docs/3ds/lighting.md
Normal file
79
docs/3ds/lighting.md
Normal file
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@ -0,0 +1,79 @@
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## Info on the lighting implementation
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### Missing shadow attenuation
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Shadow attenuation samples a texture unit, and that likely needs render to texture for most games so that they can construct
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their shadow map. As such the colors are not multiplied by the shadow attenuation value, so there's no shadows.
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### Missing bump mapping
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Bump mapping also samples a texture unit, most likely doesn't need render to texture however may need better texture sampling
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implementation (such as GPUREG_TEXUNITi_BORDER_COLOR, GPUREG_TEXUNITi_BORDER_PARAM). Bump mapping would work for some things,
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namely the 3ds-examples bump mapping demo, but would break others such as Toad Treasure Tracker with a naive `texture` implementation.
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Also the CP configuration is missing, because it needs a tangent map implementation. It is currently marked with error_unimpl.
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### samplerEnabledBitfields
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Holds the enabled state of the lighting samples for various PICA configurations
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As explained in https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTING_CONFIG0
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```c
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const bool samplerEnabled[9 * 7] = bool[9 * 7](
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// D0 D1 SP FR RB RG RR
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true, false, true, false, false, false, true, // Configuration 0: D0, SP, RR
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false, false, true, true, false, false, true, // Configuration 1: FR, SP, RR
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true, true, false, false, false, false, true, // Configuration 2: D0, D1, RR
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true, true, false, true, false, false, false, // Configuration 3: D0, D1, FR
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true, true, true, false, true, true, true, // Configuration 4: All except for FR
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true, false, true, true, true, true, true, // Configuration 5: All except for D1
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true, true, true, true, false, false, true, // Configuration 6: All except for RB and RG
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false, false, false, false, false, false, false, // Configuration 7: Unused
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true, true, true, true, true, true, true // Configuration 8: All
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);
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```
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The above has been condensed to two uints for performance reasons.
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You can confirm they are the same by running the following:
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```c
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const uint samplerEnabledBitfields[2] = { 0x7170e645u, 0x7f013fefu };
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for (int i = 0; i < 9 * 7; i++) {
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unsigned arrayIndex = (i >> 5);
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bool b = (samplerEnabledBitfields[arrayIndex] & (1u << (i & 31))) != 0u;
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if (samplerEnabled[i] == b) {
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printf("%d: happy\n", i);
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} else {
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printf("%d: unhappy\n", i);
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}
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}
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```
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### lightLutLookup
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lut_id is one of these values
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0 D0
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1 D1
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2 SP
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3 FR
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4 RB
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5 RG
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6 RR
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lut_index on the other hand represents the actual index of the LUT in the texture
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u_tex_lighting_lut has 24 LUTs and they are used like so:
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0 D0
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1 D1
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2 is missing because SP uses LUTs 8-15
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3 FR
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4 RB
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5 RG
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6 RR
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8-15 SP0-7
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16-23 DA0-7, but this is not handled in this function as the lookup is a bit different
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The light environment configuration controls which LUTs are available for use
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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
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If RR is enabled but not RG or RB, the output of RR is used for the three components; Red, Green and Blue.
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### Distance attenuation
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Distance attenuation is computed differently from the other factors, for example
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it doesn't store its scale in GPUREG_LIGHTING_LUTINPUT_SCALE and it doesn't use
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GPUREG_LIGHTING_LUTINPUT_SELECT. Instead, it uses the distance from the light to the
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fragment and the distance attenuation scale and bias to calculate where in the LUT to look up.
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See: https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTi_ATTENUATION_SCALE
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@ -37,38 +37,13 @@ vec4 tevNextPreviousBuffer;
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bool tevUnimplementedSourceFlag = false;
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vec3 normal;
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// Holds the enabled state of the lighting samples for various PICA configurations
|
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// As explained in https://www.3dbrew.org/wiki/GPU/Internal_Registers#GPUREG_LIGHTING_CONFIG0
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// const bool samplerEnabled[9 * 7] = bool[9 * 7](
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// // D0 D1 SP FR RB RG RR
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// true, false, true, false, false, false, true, // Configuration 0: D0, SP, RR
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// false, false, true, true, false, false, true, // Configuration 1: FR, SP, RR
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// true, true, false, false, false, false, true, // Configuration 2: D0, D1, RR
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// true, true, false, true, false, false, false, // Configuration 3: D0, D1, FR
|
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// true, true, true, false, true, true, true, // Configuration 4: All except for FR
|
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// true, false, true, true, true, true, true, // Configuration 5: All except for D1
|
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// true, true, true, true, false, false, true, // Configuration 6: All except for RB and RG
|
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// false, false, false, false, false, false, false, // Configuration 7: Unused
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// true, true, true, true, true, true, true // Configuration 8: All
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// );
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// The above have been condensed to two uints to save space
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// You can confirm they are the same by running the following:
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// for (int i = 0; i < 9 * 7; i++) {
|
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// unsigned arrayIndex = (i >> 5);
|
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// bool b = (samplerEnabledBitfields[arrayIndex] & (1u << (i & 31))) != 0u;
|
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// if (samplerEnabled[i] == b) {
|
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// printf("%d: happy\n", i);
|
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// } else {
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// printf("%d: unhappy\n", i);
|
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// }
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// }
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// See docs/lighting.md
|
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const uint samplerEnabledBitfields[2] = uint[2](0x7170e645u, 0x7f013fefu);
|
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|
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bool isSamplerEnabled(uint environment_id, uint lut_id) {
|
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uint index = 7 * environment_id + lut_id;
|
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uint arrayIndex = (index >> 5);
|
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return (samplerEnabledBitfields[arrayIndex] & (1u << (index & 31))) != 0u;
|
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return (samplerEnabledBitfields[arrayIndex] & (1u << (index & 31u))) != 0u;
|
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}
|
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|
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// OpenGL ES 1.1 reference pages for TEVs (this is what the PICA200 implements):
|
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|
@ -182,8 +157,8 @@ uint GPUREG_LIGHTING_CONFIG1;
|
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uint GPUREG_LIGHTING_LUTINPUT_SELECT;
|
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uint GPUREG_LIGHTING_LUTINPUT_SCALE;
|
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uint GPUREG_LIGHTING_LUTINPUT_ABS;
|
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bool error_unimpl;
|
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vec4 unimpl_color;
|
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bool error_unimpl = false;
|
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vec4 unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
|
||||
|
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float lutLookup(uint lut, int index) {
|
||||
return texelFetch(u_tex_lighting_lut, ivec2(index, lut), 0).r;
|
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|
@ -219,27 +194,6 @@ float decodeFP(uint hex, uint E, uint M) {
|
|||
|
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float lightLutLookup(uint environment_id, uint lut_id, uint light_id, vec3 light_vector, vec3 half_vector) {
|
||||
uint lut_index;
|
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// 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:
|
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// 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
|
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// 16-23 DA0-7, but this is not handled in this function as the lookup is a bit different
|
||||
|
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int bit_in_config1;
|
||||
if (lut_id == SP_LUT) {
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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
|
||||
|
||||
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;
|
||||
}
|
||||
case 4u: {
|
||||
// These are ints so that bitfieldExtract sign extends for us
|
||||
int GPUREG_LIGHTi_SPOTDIR_LOW = int(readPicaReg(0x0146u + (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) == 0x1000) se_x |= 0xffffe000;
|
||||
if ((se_y & 0x1000) == 0x1000) se_y |= 0xffffe000;
|
||||
if ((se_z & 0x1000) == 0x1000) se_z |= 0xffffe000;
|
||||
|
||||
// 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 y = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_LOW, 16, 13)) / 2047.0;
|
||||
float z = float(bitfieldExtract(GPUREG_LIGHTi_SPOTDIR_HIGH, 0, 13)) / 2047.0;
|
||||
float x = float(se_x) / 2047.0;
|
||||
float y = float(se_y) / 2047.0;
|
||||
float z = float(se_z) / 2047.0;
|
||||
vec3 spotlight_vector = vec3(x, y, z);
|
||||
delta = dot(light_vector, spotlight_vector); // spotlight direction is negated so we don't negate light_vector
|
||||
break;
|
||||
|
@ -335,9 +295,6 @@ vec3 rotateVec3ByQuaternion(vec3 v, vec4 q) {
|
|||
|
||||
// Implements the following algorthm: https://mathb.in/26766
|
||||
void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
||||
error_unimpl = false;
|
||||
unimpl_color = vec4(1.0, 0.0, 1.0, 1.0);
|
||||
|
||||
uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008Fu);
|
||||
if (bitfieldExtract(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
|
||||
primary_color = secondary_color = vec4(0.0);
|
||||
|
@ -359,7 +316,6 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
|||
uint bump_mode = bitfieldExtract(GPUREG_LIGHTING_CONFIG0, 28, 2);
|
||||
|
||||
// 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) {
|
||||
default: {
|
||||
normal = rotateVec3ByQuaternion(vec3(0.0, 0.0, 1.0), v_quaternion);
|
||||
|
@ -424,11 +380,6 @@ void calcLighting(out vec4 primary_color, out vec4 secondary_color) {
|
|||
geometric_factor = geometric_factor == 0.0 ? 0.0 : min(NdotL / geometric_factor, 1.0);
|
||||
}
|
||||
|
||||
// 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;
|
||||
if (bitfieldExtract(GPUREG_LIGHTING_CONFIG1, 24 + int(light_id), 1) == 0u) {
|
||||
uint GPUREG_LIGHTi_ATTENUATION_BIAS = bitfieldExtract(readPicaReg(0x014Au + (light_id << 4u)), 0, 20);
|
||||
|
|
Loading…
Add table
Reference in a new issue