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Formatting
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0f66527cbe
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4 changed files with 92 additions and 67 deletions
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@ -5,8 +5,7 @@
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using namespace Floats;
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using namespace Helpers;
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// This is all hacked up to display our first triangle
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using namespace PICA;
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const char* vertexShader = R"(
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#version 410 core
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@ -223,6 +222,7 @@ const char* fragmentShader = R"(
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return result;
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}
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#define D0_LUT 0u
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#define D1_LUT 1u
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#define SP_LUT 2u
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@ -281,7 +281,7 @@ const char* fragmentShader = R"(
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primary_color = vec4(vec3(0.0),1.0);
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secondary_color = vec4(vec3(0.0),1.0);
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primary_color.rgb+= regToColor(GPUREG_LIGHTING_AMBIENT);
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primary_color.rgb += regToColor(GPUREG_LIGHTING_AMBIENT);
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uint GPUREG_LIGHTING_LUTINPUT_ABS = readPicaReg(0x01D0);
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uint GPUREG_LIGHTING_LUTINPUT_SELECT = readPicaReg(0x01D1);
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@ -753,8 +753,8 @@ void Renderer::bindTexturesToSlots() {
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tex.bind();
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}
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glActiveTexture(GL_TEXTURE0+3);
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glBindTexture(GL_TEXTURE_1D_ARRAY,lightLUTTextureArray);
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glActiveTexture(GL_TEXTURE0 + 3);
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glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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glActiveTexture(GL_TEXTURE0);
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// Update the texture unit configuration uniform if it changed
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@ -765,20 +765,22 @@ void Renderer::bindTexturesToSlots() {
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}
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}
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void Renderer::updateLightingLUT(){
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std::array<u16, sizeof(gpu.lightingLUT)/sizeof(gpu.lightingLUT[0])> u16_lightinglut;
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for(int i=0;i<gpu.lightingLUT.size();++i){
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uint64_t value = gpu.lightingLUT[i]&((1<<12)-1);
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u16_lightinglut[i] = value*65535/4095;
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std::array<u16, GPU::LightingLutSize> u16_lightinglut;
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for(int i = 0; i < gpu.lightingLUT.size(); i++){
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uint64_t value = gpu.lightingLUT[i] & ((1 << 12) - 1);
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u16_lightinglut[i] = value * 65535 / 4095;
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}
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glActiveTexture(GL_TEXTURE0+3);
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glBindTexture(GL_TEXTURE_1D_ARRAY,lightLUTTextureArray);
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glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_R16, 256, gpu.LIGHT_LUT_COUNT,0, GL_RED, GL_UNSIGNED_SHORT, u16_lightinglut.data());
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glActiveTexture(GL_TEXTURE0 + 3);
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glBindTexture(GL_TEXTURE_1D_ARRAY, lightLUTTextureArray);
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glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_R16, 256, Lights::LUT_Count, 0, GL_RED, GL_UNSIGNED_SHORT, u16_lightinglut.data());
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0+0);
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gpu.lightingLUTDirty=false;
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glActiveTexture(GL_TEXTURE0);
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gpu.lightingLUTDirty = false;
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}
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void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex> vertices) {
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@ -841,9 +843,14 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const PicaVertex>
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setupTextureEnvState();
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bindTexturesToSlots();
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//Upload Pica Registers
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glUniform1uiv(picaRegLoc,0x200-0x47,®s[0x47]);
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if(gpu.lightingLUTDirty)updateLightingLUT();
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// Upload PICA Registers as a single uniform. The shader needs access to the rasterizer registers (for depth, starting from index 0x47)
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// The texturing and the fragment lighting registers. Therefore we upload them all in one go to avoid multiple slow uniform updates
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glUniform1uiv(picaRegLoc, 0x200 - 0x47, ®s[0x47]);
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if (gpu.lightingLUTDirty) {
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updateLightingLUT();
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}
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// TODO: Actually use this
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float viewportWidth = f24::fromRaw(regs[PICA::InternalRegs::ViewportWidth] & 0xffffff).toFloat32() * 2.0;
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