Implement lighting

This commit is contained in:
Anders Jenbo 2025-06-28 06:26:53 +02:00
parent 6660082fef
commit 87f4c83ff2
4 changed files with 181 additions and 43 deletions

View File

@ -9,30 +9,35 @@
bool g_rendering = false;
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static int uLoc_modelView;
static int uLoc_meshColor;
static int uLoc_lightVec;
static int uLoc_lightClr;
static int uLoc_shininess;
Citro3DRenderer::Citro3DRenderer(DWORD width, DWORD height)
{
m_width = 400;
m_width = 320;
m_height = 240;
m_virtualWidth = width;
m_virtualHeight = height;
gfxInitDefault();
consoleInit(GFX_BOTTOM, nullptr);
consoleInit(GFX_TOP, nullptr);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
m_renderTarget = C3D_RenderTargetCreate(m_height, m_width, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(m_renderTarget, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
C3D_RenderTargetSetOutput(
m_renderTarget,
GFX_BOTTOM,
GFX_LEFT,
GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) |
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)
);
vshader_dvlb = DVLB_ParseFile((u32*) vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
@ -44,6 +49,9 @@ Citro3DRenderer::Citro3DRenderer(DWORD width, DWORD height)
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
uLoc_meshColor = shaderInstanceGetUniformLocation(program.vertexShader, "meshColor");
uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
uLoc_shininess = shaderInstanceGetUniformLocation(program.vertexShader, "shininess");
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
@ -60,9 +68,9 @@ Citro3DRenderer::~Citro3DRenderer()
gfxExit();
}
void Citro3DRenderer::PushLights(const SceneLight* lightsArray, size_t count)
void Citro3DRenderer::PushLights(const SceneLight* lights, size_t count)
{
MINIWIN_NOT_IMPLEMENTED();
m_lights.assign(lights, lights + count);
}
void Citro3DRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
@ -362,10 +370,59 @@ void Citro3DRenderer::StartFrame()
C3D_FrameDrawOn(m_renderTarget);
}
void ConvertPerspective(const D3DRMMATRIX4D in, C3D_Mtx* out)
{
float f_h = in[0][0];
float f_v = in[1][1];
float aspect = f_v / f_h;
float fovY = 2.0f * atanf(1.0f / f_v);
float nearZ = -in[3][2] / in[2][2];
float farZ = nearZ * in[2][2] / (in[2][2] - 1.0f);
Mtx_PerspTilt(out, fovY, aspect, nearZ, farZ, true);
}
HRESULT Citro3DRenderer::BeginFrame()
{
StartFrame();
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
C3D_Mtx projection;
ConvertPerspective(m_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
for (const auto& light : m_lights) {
FColor lightColor = light.color;
if (light.positional == 0.0f && light.directional == 0.0f) {
// Ambient light
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 2, lightColor.r, lightColor.g, lightColor.b, 1.0f);
}
else if (light.directional == 1.0f) {
C3D_FVUnifSet(
GPU_VERTEX_SHADER,
uLoc_lightVec + 1,
-light.direction.x,
-light.direction.y,
-light.direction.z,
0.0f
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 1, lightColor.r, lightColor.g, lightColor.b, 0.0f);
}
else if (light.positional == 1.0f) {
C3D_FVUnifSet(
GPU_VERTEX_SHADER,
uLoc_lightVec + 0,
light.position.x,
light.position.y,
light.position.z,
0.0f
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 0, lightColor.r, lightColor.g, lightColor.b, 0.0f);
}
}
return S_OK;
}
@ -384,20 +441,6 @@ void ConvertMatrix(const D3DRMMATRIX4D in, C3D_Mtx* out)
}
}
void ConvertPerspective(const D3DRMMATRIX4D in, C3D_Mtx* out)
{
float f_h = in[0][0];
float f_v = in[1][1];
float aspect = f_v / f_h;
float fovY = 2.0f * atanf(1.0f / f_v);
float nearZ = -in[3][2] / in[2][2];
float farZ = nearZ * in[2][2] / (in[2][2] - 1.0f);
Mtx_PerspTilt(out, fovY, aspect, nearZ, farZ, true);
}
void Citro3DRenderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
@ -407,12 +450,8 @@ void Citro3DRenderer::SubmitDraw(
const Appearance& appearance
)
{
C3D_Mtx projection, modelView;
ConvertPerspective(m_projection, &projection);
C3D_Mtx modelView;
ConvertMatrix(modelViewMatrix, &modelView);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
auto& mesh = m_meshs[meshId];
@ -430,6 +469,8 @@ void Citro3DRenderer::SubmitDraw(
appearance.color.a / 255.0f
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, appearance.shininess / 255.0f, 0.0f, 0.0f, 0.0f);
if (appearance.textureId != NO_TEXTURE_ID) {
C3D_TexBind(0, &m_textures[appearance.textureId].c3dTex);
C3D_TexEnv* env = C3D_GetTexEnv(0);
@ -470,6 +511,8 @@ void Citro3DRenderer::Clear(float r, float g, float b)
void Citro3DRenderer::Flip()
{
C3D_FrameEnd(0);
gfxFlushBuffers();
gspWaitForVBlank();
}
void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
@ -489,6 +532,16 @@ void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, con
Mtx_Identity(&modelView);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
// Set light directions
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec + 0, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec + 1, 0.0f, 0.0f, 0.0f, 0.0f);
// Set light colors
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 0, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 1, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 2, 1.0f, 1.0f, 1.0f, 1.0f); // Ambient
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_meshColor, 1.0f, 1.0f, 1.0f, 1.0f);
C3DTextureCacheEntry& texture = m_textures[textureId];

View File

@ -1,31 +1,29 @@
; From https://github.com/devkitPro/citro3d/blob/master/test/3ds/source/vshader.v.pica
; zlib license
; ----------
; Example PICA200 vertex shader
; Uniforms
.fvec projection[4], modelView[4], normView[2], meshColor
.fvec projection[4], modelView[4], meshColor
.fvec lightVec[2], lightClr[3], shininess
; Constants
.constf myconst(0.0, 1.0, -1.0, -0.5)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outtc0 texcoord0
.out outclr color
; Inputs (defined as aliases for convenience)
; Inputs
.alias inpos v0
.alias innrm v1
.alias intex v2
.proc main
; Prepare constants in usable temp regs
mov r15.x, myconst.x ; 0.0
mov r15.y, myconst.y ; 1.0
mov r15.z, myconst.z ; -1.0
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
mov r0.w, r15.y
; r1 = modelView * inpos
dp4 r1.x, modelView[0], r0
@ -42,9 +40,91 @@
; outtex = intex
mov outtc0, intex
mov outtc0.zw, myconst.xy
; outclr = ones
mov outclr, meshColor
; We're finished
; Transform normal
mov r2.xyz, innrm
mov r2.w, r15.x
dp4 r3.x, modelView[0], r2
dp4 r3.y, modelView[1], r2
dp4 r3.z, modelView[2], r2
mov r3.w, r15.x
dp3 r4.x, r3, r3
rsq r4.x, r4.x
mul r3, r4.xxxx, r3 ; r3 = normalized normal
; Normalize lightVec[0]
mov r5, lightVec[0]
dp3 r6.x, r5, r5
rsq r6.x, r6.x
mul r5, r6.xxxx, r5
; dot(normal, lightVec[0])
dp3 r6.x, r3, r5
max r6.x, r6.x, r15.xxxx
; Normalize lightVec[1]
mov r7, lightVec[1]
dp3 r8.x, r7, r7
rsq r8.x, r8.x
mul r7, r8.xxxx, r7
; dot(normal, lightVec[1])
dp3 r6.y, r3, r7
max r6.y, r6.y, r15.xxxx
; Load lightClr
mov r8, lightClr[2] ; ambient
mov r9, lightClr[0] ; point
mov r10, lightClr[1] ; directional
; diffuse = ambient + (lightClr[0] * dot0) + (lightClr[1] * dot1)
mul r11, r9, r6.xxxx
add r8, r8, r11
mul r11, r10, r6.yyyy
add r8, r8, r11 ; r8 = diffuse
; Check if shininess > 0
mov r12, shininess
slt r13.x, r15.x, r12.x
; viewVec = normalize(-position.xyz)
mov r14.xyz, r1.xyz
mul r14.xyz, r14.xyz, r15.zzz
dp3 r4.x, r14, r14
rsq r4.x, r4.x
mul r14, r4.xxxx, r14
; H = normalize(view + lightVec[1])
add r11, r14, r7
dp3 r4.x, r11, r11
rsq r4.x, r4.x
mul r11, r4.xxxx, r11
; dot(normal, H)
dp3 r4.x, r3, r11
max r4.x, r4.x, r15.x
; Approximate pow(dotNH, 10) by repeated multiplication
mul r5.x, r4.x, r4.x ; dotNH^2
mul r5.x, r5.x, r5.x ; dotNH^4
mul r5.x, r5.x, r5.x ; dotNH^8
mul r4.x, r5.x, r4.x ; dotNH^9
mul r4.x, r4.x, r4.x ; dotNH^10
; Multiply by shininess > 0 flag
mul r4.x, r4.x, r13.x
; specular = lightClr[1] * spec
mul r5, r10, r4.xxxx
; final = diffuse * meshColor + specular * lightClr[1]
mov r9, meshColor
mul r6, r8, r9 ; diffuse * meshColor
add r7.xyz, r6.xyz, r5.xyz ; add specular (already multiplied by lightClr)
min r7.xyz, r7.xyz, r15.yyyy
mov outclr.xyz, r7.xyz
mov outclr.w, meshColor.w
end
.end

View File

@ -155,6 +155,10 @@ void Direct3DRMDevice2Impl::Resize()
{
int width, height;
SDL_GetWindowSizeInPixels(DDWindow, &width, &height);
#ifdef USE_CITRO3D
width = 320; // We are on the lower screen
height = 240;
#endif
m_viewportTransform = CalculateViewportTransform(m_virtualWidth, m_virtualHeight, width, height);
m_renderer->Resize(width, height, m_viewportTransform);
for (int i = 0; i < m_viewports->GetSize(); i++) {

View File

@ -64,6 +64,7 @@ class Citro3DRenderer : public Direct3DRMRenderer {
std::vector<C3DTextureCacheEntry> m_textures;
std::vector<C3DMeshCacheEntry> m_meshs;
ViewportTransform m_viewportTransform;
std::vector<SceneLight> m_lights;
};
inline static void Citro3DRenderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)