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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
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docs/3ds/lighting.md
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docs/3ds/lighting.md
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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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