[GL] Implement most fragment lighting

This commit is contained in:
Sky 2023-07-01 22:14:57 -07:00
parent 6fababb93a
commit 769e90a45f

View file

@ -210,21 +210,178 @@ const char* fragmentShader = R"(
return result;
}
#define D0_LUT 0u
#define D1_LUT 1u
#define SP_LUT 2u
#define FR_LUT 3u
#define RB_LUT 4u
#define RG_LUT 5u
#define RR_LUT 6u
float lutLookup(uint lut, float value){
//TODO: Implement this.
return value;
}
vec3 regToColor(uint reg){
return vec3(
float(bitfieldExtract(reg,20,8))/255.,
float(bitfieldExtract(reg,10,8))/255.,
float(bitfieldExtract(reg,00,8))/255.
);
}
vec3 rotateVec3ByQuaternion(vec3 v, vec4 q){
vec3 u=q.xyz;
float s = q.w;
return 2.0*dot(u, v)*u + (s*s - dot(u, u))*v + 2.0*s*cross(u, v);
}
float decodeFP(uint hex, uint E, uint M){
uint width = M + E + 1u;
uint bias = 128u - (1u << (E - 1u));
uint exponent = (hex >> M) & ((1u << E) - 1u);
uint mantissa = hex & ((1u << M) - 1u);
uint sign = (hex >> (E + M)) << 31u;
if ((hex & ((1u << (width - 1u)) - 1u)) != 0) {
if (exponent == (1u << E) - 1u) exponent = 255u;
else exponent += bias;
hex = sign | (mantissa << (23u - M)) | (exponent << 23u);
}else hex = sign;
return uintBitsToFloat(hex);
}
//Implements the following algorthm: https://mathb.in/26766
void calcLighting(out vec4 primary_color, out vec4 secondary_color){
// 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),
// the tangent vector is (1,0,0), and the bitangent vector is (0,1,0).
vec4 quat = v_quaternion;
vec3 normal = normalize(rotateVec3ByQuaternion(vec3(0.0,0.0,1.0), quat));
vec3 tangent = normalize(rotateVec3ByQuaternion(vec3(1.0,0.0,0.0), quat));
vec3 bitangent = normalize(rotateVec3ByQuaternion(vec3(0.0,1.0,0.0), quat));
vec3 view = normalize(v_view);
uint GPUREG_LIGHTING_ENABLE = readPicaReg(0x008F);
if(bitfieldExtract(GPUREG_LIGHTING_ENABLE,0,1)==0){
primary_color = secondary_color = vec4(0.0);
primary_color = secondary_color = vec4(1.0);
return;
}
uint GPUREG_LIGHTING_AMBIENT = readPicaReg(0x01C0);
vec3 ambient = vec3(
float(bitfieldExtract(GPUREG_LIGHTING_AMBIENT,20,8))/255.,
float(bitfieldExtract(GPUREG_LIGHTING_AMBIENT,10,8))/255.,
float(bitfieldExtract(GPUREG_LIGHTING_AMBIENT,00,8))/255.
);
primary_color = vec4(ambient,1.0);
secondary_color = vec4(vec3(0.5) ,1.0);
uint GPUREG_LIGHTING_NUM_LIGHTS = (readPicaReg(0x01C2)&0x7u)+1;
uint GPUREG_LIGHTING_LIGHT_PERMUTATION = readPicaReg(0x01D9);
primary_color = vec4(vec3(0.0),1.0);
secondary_color = vec4(vec3(0.0),1.0);
primary_color.rgb+= regToColor(GPUREG_LIGHTING_AMBIENT);
uint GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0);
uint GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1);
uint GPUREG_LIGHTING_CONFIG0 = readPicaReg(0x01C3);
uint GPUREG_LIGHTING_CONFIG1 = readPicaReg(0x01C4);
uint GPUREG_LIGHTING_LUTINPUT_SCALE = readPicaReg(0x01D2);
float d[7];
bool error_unimpl = false;
for(uint i = 0; i<GPUREG_LIGHTING_NUM_LIGHTS;++i){
uint light_id = bitfieldExtract(GPUREG_LIGHTING_LIGHT_PERMUTATION,int(i*3),3);
uint GPUREG_LIGHTi_SPECULAR0 = readPicaReg(0x0140+0x10*light_id);
uint GPUREG_LIGHTi_SPECULAR1 = readPicaReg(0x0141+0x10*light_id);
uint GPUREG_LIGHTi_DIFFUSE = readPicaReg(0x0142+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_HIGH= readPicaReg(0x0145+0x10*light_id);
uint GPUREG_LIGHTi_CONFIG = readPicaReg(0x0149+0x10*light_id);
vec3 light_vector = vec3(
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_HIGH,0,16),5,10)
);
//Positional Light
if(bitfieldExtract(GPUREG_LIGHTi_CONFIG,0,1)==0)error_unimpl = true;
vec3 half_vector = normalize(normalize(light_vector)+view);
for(int i=0;i<7u;++i){
if(bitfieldExtract(GPUREG_LIGHTING_CONFIG1,16+i,1)==0){
uint scale_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SCALE,i*4,3);
float scale = float(1u<<scale_id);
if(scale_id>=6u) scale/=256.0;
uint input_id = bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_SELECT,i*4,3);
if(input_id==0u)d[i] = dot(normal,half_vector);
else if(input_id==1u)d[i] = dot(view,half_vector);
else if(input_id==2u)d[i] = dot(normal,view);
else if(input_id==3u)d[i] = dot(light_vector,normal);
else if(input_id==4u){
uint GPUREG_LIGHTi_SPOTDIR_LOW = readPicaReg(0x0146+0x10*light_id);
uint GPUREG_LIGHTi_SPOTDIR_HIGH= readPicaReg(0x0147+0x10*light_id);
vec3 spot_light_vector = vec3(
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_HIGH,0,16),1,11)
);
d[i] = dot(-light_vector,spot_light_vector);// -L . P (aka Spotlight aka SP);
}else if(input_id==5u){
d[i] = 1.0;//TODO: cos <greek symbol> (aka CP);
error_unimpl = true;
}else d[i] = 1.0;
d[i] = lutLookup(i,d[i])*scale;
if(bitfieldExtract(GPUREG_LIGHTING_LUTINPUT_ABS,2*i,1)!=0u)d[i]=abs(d[i]);
}else d[i]=1.0;
}
uint lookup_config = bitfieldExtract(GPUREG_LIGHTi_CONFIG,4,4);
if(lookup_config==0){
d[D1_LUT] = 1.0;
d[FR_LUT] = 1.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT];
}else if(lookup_config==1){
d[D0_LUT] = 1.0;
d[D1_LUT] = 1.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT];
}else if(lookup_config==2){
d[FR_LUT] = 1.0;
d[SP_LUT] = 1.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT];
}else if(lookup_config==3){
d[SP_LUT] = 1.0;
d[RG_LUT]=d[RB_LUT]=d[RR_LUT]=1.0;
}else if(lookup_config==4)d[FR_LUT] = 1.0;
else if(lookup_config==5)d[D1_LUT] = 1.0;
else if(lookup_config==6)d[RG_LUT]=d[RB_LUT]=d[RR_LUT];
float distance_factor = 1.0; //a
float indirect_factor = 1.0;//fi
float shadow_factor = 1.0; //o
float NdotL = dot(normal,light_vector); //Li*N
//Two sided diffuse
if(bitfieldExtract(GPUREG_LIGHTi_CONFIG,1,1)==0)NdotL=max(0.0,NdotL);
else NdotL=abs(NdotL);
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);
secondary_color.rgb += light_factor*(
regToColor(GPUREG_LIGHTi_SPECULAR0)*d[D0_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_output2 = bitfieldExtract(GPUREG_LIGHTING_CONFIG0,3,1);
if(fresnel_output1==1u) primary_color.a = d[FR_LUT];
if(fresnel_output2==1u) secondary_color.a = d[FR_LUT];
if(error_unimpl){
secondary_color = primary_color = vec4(1.0,0.,1.0,1.0);
}
}
void main() {