matrix_cubesphere: use separate light shader

This commit is contained in:
Zack Buhman 2025-11-04 12:57:27 -06:00
parent ae38604ba3
commit 1c1e7483a7
7 changed files with 226 additions and 60 deletions

6
src/light.fs.asm Normal file
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@ -0,0 +1,6 @@
-- temp[0] -- color
OUT TEX_SEM_WAIT
src0.rgb = temp[0] :
out[0].a = MAX src0.1 src0.1 ,
out[0].rgb = MAX src0.rgb src0.rgb ;

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src/light.fs.bin Normal file

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13
src/light.vs.asm Normal file
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@ -0,0 +1,13 @@
-- input[0] -- position
-- input[1] -- color
-- position clip space
temp[1].x = VE_DOT const[0].xyzw input[0].xyzw ;
temp[1].y = VE_DOT const[1].xyzw input[0].xyzw ;
temp[1].z = VE_DOT const[2].xyzw input[0].xyzw ;
temp[1].w = VE_DOT const[3].xyzw input[0].xyzw ;
-- position (clip space)
out[0].xyzw = VE_ADD temp[1].xyzw const[0].0000 ;
-- color
out[1].xyzw = VE_ADD const[4].xyzw const[4].0000 ;

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src/light.vs.bin Normal file

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@ -28,17 +28,20 @@
#include "../model/model2.h" #include "../model/model2.h"
#include "../model/cubesphere.h" #include "../model/cubesphere.h"
#define CUBESPHERE_SHADER 0 #define CLEAR_SHADER 0
#define CLEAR_SHADER 1 #define CUBESPHERE_SHADER 1
#define LIGHT_SHADER 2
const char * vertex_shader_paths[] = { const char * vertex_shader_paths[] = {
"matrix_cubesphere.vs.bin",
"clear.vs.bin", "clear.vs.bin",
"matrix_cubesphere.vs.bin",
"light.vs.bin",
}; };
const int vertex_shader_paths_length = (sizeof (vertex_shader_paths)) / (sizeof (vertex_shader_paths[0])); const int vertex_shader_paths_length = (sizeof (vertex_shader_paths)) / (sizeof (vertex_shader_paths[0]));
const char * fragment_shader_paths[] = { const char * fragment_shader_paths[] = {
"matrix_cubesphere.fs.bin",
"clear.fs.bin", "clear.fs.bin",
"matrix_cubesphere.fs.bin",
"light.fs.bin"
}; };
const int fragment_shader_paths_length = (sizeof (fragment_shader_paths)) / (sizeof (fragment_shader_paths[0])); const int fragment_shader_paths_length = (sizeof (fragment_shader_paths)) / (sizeof (fragment_shader_paths[0]));
@ -60,7 +63,7 @@ void _3d_clear(struct shaders& shaders)
T0V(VAP_OUT_VTX_FMT_0 T0V(VAP_OUT_VTX_FMT_0
, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1)); , VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
T0V(VAP_OUT_VTX_FMT_1 T0V(VAP_OUT_VTX_FMT_1
, 0x0); , 0);
// //
@ -107,10 +110,6 @@ void _3d_clear(struct shaders& shaders)
, VAP_CNTL_STATUS__PVS_BYPASS(0) , VAP_CNTL_STATUS__PVS_BYPASS(0)
); );
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(2)
);
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
// GA POINT SIZE // GA POINT SIZE
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
@ -124,17 +123,24 @@ void _3d_clear(struct shaders& shaders)
// 3D_DRAW // 3D_DRAW
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
const int dwords_per_vtx = 2;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
const float center[] = { const float center[] = {
800.0f, 600.0f, 800.0f, 600.0f,
}; };
T3(_3D_DRAW_IMMD_2, (1 + 2) - 1); const int vertex_count = 1;
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(1) // point list TU( VAP_VF_CNTL__PRIM_TYPE(1) // point list
| VAP_VF_CNTL__PRIM_WALK(3) | VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0) | VAP_VF_CNTL__INDEX_SIZE(0)
| VAP_VF_CNTL__VTX_REUSE_DIS(0) | VAP_VF_CNTL__VTX_REUSE_DIS(0)
| VAP_VF_CNTL__DUAL_INDEX_MODE(0) | VAP_VF_CNTL__DUAL_INDEX_MODE(0)
| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0) | VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
| VAP_VF_CNTL__NUM_VERTICES(1) | VAP_VF_CNTL__NUM_VERTICES(vertex_count)
); );
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
TF(center[i]); TF(center[i]);
@ -200,7 +206,13 @@ void _3d_cube_inner(mat4x4 trans,
const int triangle_count = obj->triangle_count; const int triangle_count = obj->triangle_count;
const int vertex_count = triangle_count * 3; const int vertex_count = triangle_count * 3;
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * 8) - 1); const int dwords_per_vtx = 8;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(4) TU( VAP_VF_CNTL__PRIM_TYPE(4)
| VAP_VF_CNTL__PRIM_WALK(3) | VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0) | VAP_VF_CNTL__INDEX_SIZE(0)
@ -228,8 +240,152 @@ void _3d_cube_inner(mat4x4 trans,
} }
} }
void _3d_cube(struct shaders& shaders, void _3d_light_inner(mat4x4 trans)
{
T0V(VAP_PVS_STATE_FLUSH_REG, 0x00000000);
//////////////////////////////////////////////////////////////////////////////
// VAP_PVS
//////////////////////////////////////////////////////////////////////////////
const vec4 color = {1, 1, 0, 1};
const float consts[] = {
// 0
trans[0][0], trans[0][1], trans[0][2], trans[0][3],
trans[1][0], trans[1][1], trans[1][2], trans[1][3],
trans[2][0], trans[2][1], trans[2][2], trans[2][3],
trans[3][0], trans[3][1], trans[3][2], trans[3][3],
// 4
color[0], color[1], color[2], color[2],
};
ib_vap_pvs_const_cntl(consts, (sizeof (consts)));
//////////////////////////////////////////////////////////////////////////////
// 3D_DRAW
//////////////////////////////////////////////////////////////////////////////
const model * model = &cubesphere_model;
const object * obj = model->object[0];
const int triangle_count = obj->triangle_count;
const int vertex_count = triangle_count * 3;
int dwords_per_vtx = 3;
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(dwords_per_vtx)
);
T3(_3D_DRAW_IMMD_2, (1 + vertex_count * dwords_per_vtx) - 1);
TU( VAP_VF_CNTL__PRIM_TYPE(4)
| VAP_VF_CNTL__PRIM_WALK(3)
| VAP_VF_CNTL__INDEX_SIZE(0)
| VAP_VF_CNTL__VTX_REUSE_DIS(0)
| VAP_VF_CNTL__DUAL_INDEX_MODE(0)
| VAP_VF_CNTL__USE_ALT_NUM_VERTS(0)
| VAP_VF_CNTL__NUM_VERTICES(vertex_count)
);
for (int i = 0; i < triangle_count; i++) {
for (int j = 0; j < 3; j++) {
vec3 p = model->position[obj->triangle[i][j].position];
TF(p.x);
TF(p.y);
TF(p.z);
}
}
}
vec3 _3d_light(struct shaders& shaders,
const mat4x4& view_to_clip,
float theta) float theta)
{
ib_rs_instructions(1);
//////////////////////////////////////////////////////////////////////////////
// VAP OUT
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_OUT_VTX_FMT_0
, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
T0V(VAP_OUT_VTX_FMT_1
, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4));
//
ib_zbuffer(ZBUFFER_RELOC_INDEX, 1); // less
ib_texture__0();
ib_vap_stream_cntl__3();
// shaders
T0V(US_PIXSIZE
, US_PIXSIZE__PIX_SIZE(1)
);
ib_ga_us(&shaders.fragment[LIGHT_SHADER]);
ib_vap_pvs(&shaders.vertex[LIGHT_SHADER]);
//////////////////////////////////////////////////////////////////////////////
// VAP
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_CLIP_CNTL
, VAP_CLIP_CNTL__PS_UCP_MODE(3)
);
T0V(VAP_VTE_CNTL
, VAP_VTE_CNTL__VPORT_X_SCALE_ENA(1)
| VAP_VTE_CNTL__VPORT_X_OFFSET_ENA(1)
| VAP_VTE_CNTL__VPORT_Y_SCALE_ENA(1)
| VAP_VTE_CNTL__VPORT_Y_OFFSET_ENA(1)
| VAP_VTE_CNTL__VPORT_Z_SCALE_ENA(0)
| VAP_VTE_CNTL__VPORT_Z_OFFSET_ENA(0)
| VAP_VTE_CNTL__VTX_XY_FMT(0) // enable W division
| VAP_VTE_CNTL__VTX_Z_FMT(1) // disable W division
| VAP_VTE_CNTL__VTX_W0_FMT(1)
| VAP_VTE_CNTL__SERIAL_PROC_ENA(0)
);
T0V(VAP_CNTL_STATUS
, VAP_CNTL_STATUS__PVS_BYPASS(0)
);
//////////////////////////////////////////////////////////////////////////////
// VAP INDEX
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_INDEX_OFFSET, 0);
T0V(VAP_VF_MAX_VTX_INDX
, VAP_VF_MAX_VTX_INDX__MAX_INDX(0)
);
T0V(VAP_VF_MIN_VTX_INDX
, VAP_VF_MIN_VTX_INDX__MIN_INDX(0)
);
// light
mat4x4 t1 = translate(vec3(1, 0, 0));
mat4x4 s = scale(0.1f);
mat4x4 rz = rotate_y(theta * 2.f);
mat4x4 world_trans = rz * t1 * s;
mat4x4 trans = view_to_clip * world_trans;
_3d_light_inner(trans);
vec3 light_pos = world_trans * light_pos;
return light_pos;
}
void _3d_cube(struct shaders& shaders,
const mat4x4& view_to_clip,
float theta,
const vec3& light_pos)
{ {
ib_rs_instructions(4); ib_rs_instructions(4);
@ -264,10 +420,6 @@ void _3d_cube(struct shaders& shaders,
// VAP // VAP
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
T0V(VAP_VTX_SIZE
, VAP_VTX_SIZE__DWORDS_PER_VTX(8)
);
T0V(VAP_CLIP_CNTL T0V(VAP_CLIP_CNTL
, VAP_CLIP_CNTL__PS_UCP_MODE(3) , VAP_CLIP_CNTL__PS_UCP_MODE(3)
); );
@ -306,51 +458,16 @@ void _3d_cube(struct shaders& shaders,
// matrix // matrix
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
float theta1 = theta; // cube
float theta2 = theta; mat4x4 rx = rotate_x(1 * theta * 0.5f);
mat4x4 ry = rotate_y(0 * theta * 0.8f + 1.4f);
mat4x4 aspect = scale(vec3(3.0f/4.0f, 1, 1));
mat4x4 p = perspective(0.01f, 5.0f,
0.001f, 0.999f,
0.5f, 2.0f);
vec4 light_pos = vec4(0, 0, 0, 1.0f);
// light
if (1) {
mat4x4 t = translate(vec3(0, 0, 3));
mat4x4 t1 = translate(vec3(1, 0, 0));
mat4x4 s = scale(0.1f);
mat4x4 rz = rotate_y(theta * 2.f);
mat4x4 world_trans = rz * t1 * s;
//mat3x3 normal_trans = transpose(inverse(submatrix(world_trans, 3, 3)));
mat4x4 trans = aspect * p * t * world_trans;
light_pos = world_trans * light_pos;
_3d_cube_inner(trans, world_trans, light_pos);
}
// object
if (1) {
mat4x4 t = translate(vec3(0, 0, 3));
mat4x4 rx = rotate_x(1 * theta1 * 0.5f);
mat4x4 ry = rotate_y(0 * theta2 * 0.8f + 1.4f);
mat4x4 s = scale(0.9f); mat4x4 s = scale(0.9f);
mat4x4 world_trans = rx * ry * s; mat4x4 world_trans = rx * ry * s;
//mat3x3 normal_trans = transpose(inverse(submatrix(world_trans, 3, 3))); mat4x4 trans = view_to_clip * world_trans;
mat4x4 trans = aspect * p * t * world_trans;
_3d_cube_inner(trans, world_trans, light_pos); _3d_cube_inner(trans, world_trans, light_pos);
}
} }
int indirect_buffer(shaders& shaders, int indirect_buffer(shaders& shaders,
@ -387,8 +504,16 @@ int indirect_buffer(shaders& shaders,
// DRAW // DRAW
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
mat4x4 aspect = scale(vec3(3.0f/4.0f, 1, 1));
mat4x4 p = perspective(0.01f, 5.0f,
0.001f, 0.999f,
0.5f, 2.0f);
mat4x4 t = translate(vec3(0, 0, 3));
mat4x4 view_to_clip = aspect * p * t;
_3d_clear(shaders); _3d_clear(shaders);
_3d_cube(shaders, theta); vec3 light_pos = _3d_light(shaders, view_to_clip, theta);
_3d_cube(shaders, view_to_clip, theta, light_pos);
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
// padding // padding

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@ -650,6 +650,27 @@ void ib_vap_stream_cntl__2()
); );
} }
void ib_vap_stream_cntl__3()
{
//////////////////////////////////////////////////////////////////////////////
// VAP_PROG_STREAM_CNTL
//////////////////////////////////////////////////////////////////////////////
T0V(VAP_PROG_STREAM_CNTL_0
, VAP_PROG_STREAM_CNTL__DATA_TYPE_0__FLOAT_3
| VAP_PROG_STREAM_CNTL__SKIP_DWORDS_0(0)
| VAP_PROG_STREAM_CNTL__DST_VEC_LOC_0(0)
| VAP_PROG_STREAM_CNTL__LAST_VEC_0(1)
);
T0V(VAP_PROG_STREAM_CNTL_EXT_0
, VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_X_0__SELECT_X
| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Y_0__SELECT_Y
| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Z_0__SELECT_Z
| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_W_0__SELECT_FP_ONE
| VAP_PROG_STREAM_CNTL_EXT__WRITE_ENA_0(0b1111)
);
}
void ib_vap_stream_cntl__323() void ib_vap_stream_cntl__323()
{ {
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////

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@ -64,6 +64,7 @@ void ib_vap_pvs(struct shader_offset * offset);
void ib_ga_us(struct shader_offset * offset); void ib_ga_us(struct shader_offset * offset);
void ib_vap_pvs_const_cntl(const float * consts, int size); void ib_vap_pvs_const_cntl(const float * consts, int size);
void ib_vap_stream_cntl__2(); void ib_vap_stream_cntl__2();
void ib_vap_stream_cntl__3();
void ib_vap_stream_cntl__323(); void ib_vap_stream_cntl__323();
#ifdef __cplusplus #ifdef __cplusplus