matrix_cubesphere: incorrect diffuse lighting
This commit is contained in:
parent
9266758ae2
commit
4c5ebb7dad
@ -1,7 +1,7 @@
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OPT = -O0
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CFLAGS += -g
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CFLAGS += -Wall -Werror -Wfatal-errors -Wno-error=unused-variable -Wno-narrowing
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CFLAGS += -Wall -Werror -Wfatal-errors -Wno-error=unused-variable -Wno-error=unused-but-set-variable -Wno-narrowing
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LDFLAGS += $(shell pkg-config --cflags --libs libdrm) -lm
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@ -77,14 +77,14 @@ static void * read_file(const char * filename)
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}
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static const uint32_t fragment_shader[] = {
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#include "texture_cube.fs.inc"
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#include "matrix_cubesphere.fs.inc"
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#include "clear.fs.inc"
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};
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static const int fragment_shader_length = (sizeof (fragment_shader)) / (sizeof (fragment_shader[0]));
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static const int fragment_shader_instructions = (fragment_shader_length / 6) - 1;
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static const uint32_t vertex_shader[] = {
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#include "matrix.vs.inc"
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#include "matrix_cubesphere.vs.inc"
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#include "clear_nop.vs.inc"
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};
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static const int vertex_shader_length = (sizeof (vertex_shader)) / (sizeof (vertex_shader[0]));
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@ -143,14 +143,20 @@ int _3d_clear(int ix)
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| RS_IP__COL_FMT(6) // Zero components (0,0,0,1)
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| RS_IP__OFFSET_EN(0)
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);
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T0V(RS_IP_1, 0);
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T0V(RS_IP_2, 0);
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T0V(RS_COUNT
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, RS_COUNT__IT_COUNT(0)
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| RS_COUNT__IC_COUNT(1)
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| RS_COUNT__W_ADDR(0)
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| RS_COUNT__HIRES_EN(1)
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);
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T0V(RS_INST_COUNT, 0x00000000);
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T0V(RS_INST_0, 0x00000000);
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T0V(RS_INST_COUNT
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, RS_INST_COUNT__INST_COUNT(0));
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T0V(RS_INST_0, 0);
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T0V(RS_INST_1, 0);
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T0V(RS_INST_2, 0);
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T0V(RS_INST_3, 0);
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//////////////////////////////////////////////////////////////////////////////
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// TX
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@ -273,12 +279,12 @@ mat4x4 perspective(float low1, float high1,
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return m2 * m1;
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}
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int _3d_cube_inner(int ix, mat4x4 trans)
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int _3d_cube_inner(int ix, mat4x4 trans, mat4x4 world_trans, mat3x3 normal_trans, vec4 light_pos)
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{
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T0V(VAP_PVS_STATE_FLUSH_REG, 0x00000000);
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T0V(VAP_VTX_SIZE
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, VAP_VTX_SIZE__DWORDS_PER_VTX(5)
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, VAP_VTX_SIZE__DWORDS_PER_VTX(8)
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);
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T0V(VAP_VF_MAX_VTX_INDX
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@ -293,10 +299,26 @@ int _3d_cube_inner(int ix, mat4x4 trans)
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//////////////////////////////////////////////////////////////////////////////
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const float consts[] = {
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// 0
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trans[0][0], trans[0][1], trans[0][2], trans[0][3],
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trans[1][0], trans[1][1], trans[1][2], trans[1][3],
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trans[2][0], trans[2][1], trans[2][2], trans[2][3],
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trans[3][0], trans[3][1], trans[3][2], trans[3][3],
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// 4
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world_trans[0][0], world_trans[0][1], world_trans[0][2], world_trans[0][3],
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world_trans[1][0], world_trans[1][1], world_trans[1][2], world_trans[1][3],
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world_trans[2][0], world_trans[2][1], world_trans[2][2], world_trans[2][3],
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world_trans[3][0], world_trans[3][1], world_trans[3][2], world_trans[3][3],
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// 8
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normal_trans[0][0], normal_trans[0][1], normal_trans[0][2], 0,
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normal_trans[1][0], normal_trans[1][1], normal_trans[1][2], 0,
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normal_trans[2][0], normal_trans[2][1], normal_trans[2][2], 0,
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0, 0, 0, 0,
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// 12
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light_pos.x, light_pos.y, light_pos.z, light_pos.w,
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};
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const int consts_length = (sizeof (consts)) / (sizeof (consts[0]));
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assert(consts_length % 4 == 0);
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@ -327,7 +349,7 @@ int _3d_cube_inner(int ix, mat4x4 trans)
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// 3D_DRAW
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//////////////////////////////////////////////////////////////////////////////
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T3(_3D_DRAW_IMMD_2, (1 + vertex_count * 5) - 1);
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T3(_3D_DRAW_IMMD_2, (1 + vertex_count * 8) - 1);
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ib[ix++].u32
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= VAP_VF_CNTL__PRIM_TYPE(4)
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| VAP_VF_CNTL__PRIM_WALK(3)
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@ -344,12 +366,16 @@ int _3d_cube_inner(int ix, mat4x4 trans)
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for (int j = 0; j < 3; j++) {
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vec3 p = model->position[obj->triangle[i][j].position];
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vec2 t = model->texture[obj->triangle[i][j].texture];
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vec3 n = model->normal[obj->triangle[i][j].normal];
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ib[ix++].f32 = p.x;
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ib[ix++].f32 = p.y;
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ib[ix++].f32 = p.z;
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ib[ix++].f32 = t.x;
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ib[ix++].f32 = t.y;
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ib[ix++].f32 = n.x;//n.x;//n.x;
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ib[ix++].f32 = n.y;//0;//n.y;//n.y;
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ib[ix++].f32 = n.z;//n.z;
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}
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}
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@ -392,27 +418,63 @@ int _3d_cube(int ix, float theta)
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// RS
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//////////////////////////////////////////////////////////////////////////////
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T0V(RS_COUNT
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, RS_COUNT__IT_COUNT(16)
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| RS_COUNT__IC_COUNT(0)
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| RS_COUNT__W_ADDR(0)
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| RS_COUNT__HIRES_EN(1)
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);
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T0V(RS_IP_0
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, RS_IP__TEX_PTR_S(0)
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| RS_IP__TEX_PTR_T(1)
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| RS_IP__TEX_PTR_R(2)
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| RS_IP__TEX_PTR_Q(3)
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| RS_IP__COL_PTR(0)
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| RS_IP__COL_FMT(0)
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| RS_IP__OFFSET_EN(0)
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);
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T0V(RS_COUNT
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, RS_COUNT__IT_COUNT(4)
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| RS_COUNT__IC_COUNT(0)
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| RS_COUNT__W_ADDR(0)
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| RS_COUNT__HIRES_EN(1)
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T0V(RS_IP_1
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, RS_IP__TEX_PTR_S(4)
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| RS_IP__TEX_PTR_T(5)
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| RS_IP__TEX_PTR_R(6)
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| RS_IP__TEX_PTR_Q(7)
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| RS_IP__OFFSET_EN(0)
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);
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T0V(RS_INST_COUNT, 0x00000000);
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T0V(RS_IP_2
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, RS_IP__TEX_PTR_S(8)
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| RS_IP__TEX_PTR_T(9)
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| RS_IP__TEX_PTR_R(10)
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| RS_IP__TEX_PTR_Q(11)
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| RS_IP__OFFSET_EN(0)
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);
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T0V(RS_IP_2
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, RS_IP__TEX_PTR_S(12)
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| RS_IP__TEX_PTR_T(13)
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| RS_IP__TEX_PTR_R(14)
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| RS_IP__TEX_PTR_Q(15)
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| RS_IP__OFFSET_EN(0)
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);
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T0V(RS_INST_COUNT
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, RS_INST_COUNT__INST_COUNT(3));
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T0V(RS_INST_0
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, RS_INST__TEX_ID(0)
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| RS_INST__TEX_CN(1)
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| RS_INST__TEX_ADDR(0)
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);
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T0V(RS_INST_1
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, RS_INST__TEX_ID(1)
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| RS_INST__TEX_CN(1)
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| RS_INST__TEX_ADDR(1)
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);
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T0V(RS_INST_2
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, RS_INST__TEX_ID(2)
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| RS_INST__TEX_CN(1)
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| RS_INST__TEX_ADDR(2)
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);
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T0V(RS_INST_3
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, RS_INST__TEX_ID(3)
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| RS_INST__TEX_CN(1)
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| RS_INST__TEX_ADDR(3)
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);
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//////////////////////////////////////////////////////////////////////////////
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// TX
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@ -485,7 +547,7 @@ int _3d_cube(int ix, float theta)
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| VAP_PROG_STREAM_CNTL__DATA_TYPE_1__FLOAT_2
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| VAP_PROG_STREAM_CNTL__SKIP_DWORDS_1(0)
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| VAP_PROG_STREAM_CNTL__DST_VEC_LOC_1(1)
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| VAP_PROG_STREAM_CNTL__LAST_VEC_1(1)
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| VAP_PROG_STREAM_CNTL__LAST_VEC_1(0)
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);
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T0V(VAP_PROG_STREAM_CNTL_EXT_0
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, VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_X_0__SELECT_X
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@ -500,12 +562,29 @@ int _3d_cube(int ix, float theta)
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| VAP_PROG_STREAM_CNTL_EXT__WRITE_ENA_1(0b1111) // XYZW
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);
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T0V(VAP_PROG_STREAM_CNTL_1
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, VAP_PROG_STREAM_CNTL__DATA_TYPE_0__FLOAT_3
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| VAP_PROG_STREAM_CNTL__SKIP_DWORDS_0(0)
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| VAP_PROG_STREAM_CNTL__DST_VEC_LOC_0(2)
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| VAP_PROG_STREAM_CNTL__LAST_VEC_0(1)
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);
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T0V(VAP_PROG_STREAM_CNTL_EXT_1
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, VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_X_0__SELECT_X
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Y_0__SELECT_Y
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_Z_0__SELECT_Z
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| VAP_PROG_STREAM_CNTL_EXT__SWIZZLE_SELECT_W_0__SELECT_FP_ONE
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| VAP_PROG_STREAM_CNTL_EXT__WRITE_ENA_0(0b1111) // XYZW
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);
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T0V(VAP_INDEX_OFFSET, 0x00000000);
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T0V(VAP_OUT_VTX_FMT_0
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, VAP_OUT_VTX_FMT_0__VTX_POS_PRESENT(1));
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T0V(VAP_OUT_VTX_FMT_1
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, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4));
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, VAP_OUT_VTX_FMT_1__TEX_0_COMP_CNT(4)
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| VAP_OUT_VTX_FMT_1__TEX_1_COMP_CNT(4)
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| VAP_OUT_VTX_FMT_1__TEX_2_COMP_CNT(4)
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| VAP_OUT_VTX_FMT_1__TEX_3_COMP_CNT(4));
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//////////////////////////////////////////////////////////////////////////////
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// GA_US
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@ -536,23 +615,42 @@ int _3d_cube(int ix, float theta)
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0.001f, 0.999f,
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0.5f, 2.0f);
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if (1) {
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mat4x4 t = translate(vec3(0, 0, 3));
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mat4x4 rx = rotate_x(theta1);
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mat4x4 ry = rotate_y(theta2 * 2.0f);
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mat4x4 s = scale(0.7f);
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mat4x4 trans = aspect * p * t * rx * ry * s;
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ix = _3d_cube_inner(ix, trans);
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}
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vec4 light_pos = vec4(0, 0, 0, 1.0f);
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// light
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if (1) {
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mat4x4 t = translate(vec3(0, 0, 3));
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mat4x4 t1 = translate(vec3(1, 1, 1));
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mat4x4 s = scale(0.1f);
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mat4x4 rz = rotate_y(theta * 2.f);
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mat4x4 trans = aspect * p * t * rz * t1 * s;
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ix = _3d_cube_inner(ix, trans);
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mat4x4 world_trans = rz * t1 * s;
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mat3x3 normal_trans = transpose(inverse(submatrix(world_trans, 3, 3)));
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mat4x4 trans = aspect * p * t * world_trans;
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light_pos = world_trans * light_pos;
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ix = _3d_cube_inner(ix, trans, world_trans, normal_trans, light_pos);
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}
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// object
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if (1) {
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mat4x4 t = translate(vec3(0, 0, 3));
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mat4x4 rx = rotate_x(0 * theta1 * 0.5f);
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mat4x4 ry = rotate_y(0 * theta2 * 0.8f + 1.4f);
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mat4x4 s = scale(0.7f);
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mat4x4 world_trans = rx * ry * s;
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mat3x3 normal_trans = transpose(inverse(submatrix(world_trans, 3, 3)));
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mat4x4 trans = aspect * p * t * world_trans;
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printf("light_pos % 2.03f % 2.03f % 2.03f % 2.03f\n",
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light_pos.x, light_pos.y, light_pos.z, light_pos.w);
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ix = _3d_cube_inner(ix, trans, world_trans, normal_trans, light_pos);
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}
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return ix;
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@ -776,7 +874,7 @@ int indirect_buffer(float theta)
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, US_CONFIG__ZERO_TIMES_ANYTHING_EQUALS_ZERO(1)
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);
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T0V(US_PIXSIZE
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, US_PIXSIZE__PIX_SIZE(1)
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, US_PIXSIZE__PIX_SIZE(4)
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);
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T0V(US_FC_CTRL, 0);
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55
drm/matrix_cubesphere.fs.asm
Normal file
55
drm/matrix_cubesphere.fs.asm
Normal file
@ -0,0 +1,55 @@
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-- temp[0] -- texture
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-- temp[1] -- normal
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-- temp[2] -- (world space) fragment position
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-- temp[3] -- (world space) light position
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-- PIXSIZE 4
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TEX TEX_SEM_WAIT TEX_SEM_ACQUIRE
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temp[0].rgba = LD tex[0].rgba temp[0].rgaa ;
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-- normalize:
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-- v * 1.0f / sqrt(dot(v, v))
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-- norm = normalize(Normal)
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src0.rgb = temp[1] :
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DP3 src0.rgb src0.rgb ,
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temp[1].a = DP ;
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src0.a = temp[1] :
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temp[1].a = RSQ src0.a ;
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src0.rgb = temp[1] ,
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src0.a = temp[1] :
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temp[1].rgb = MAD src0.rgb src0.aaa src0.000 ;
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-- temp[2] -- (world space) fragment position
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-- temp[3] -- (world space) light position
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-- lightDir = normalize(lightPos - fragPos)
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-- srcp.rgb = (src1.rgb - src0.rgb)
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src1.rgb = temp[3] ,
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src0.rgb = temp[2] ,
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srcp.rgb = neg :
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DP3 srcp.rgb srcp.rgb ,
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temp[3].a = DP ;
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src0.a = temp[3] :
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temp[3].a = RSQ src0.a ;
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src0.rgb = temp[3] ,
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src0.a = temp[3] :
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temp[3].rgb = MAD src0.rgb src0.aaa src0.000 ;
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-- diff = dot(norm, lightDir)
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-- diff = dot(temp[1].rgb, temp[3].rgb)
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src0.rgb = temp[1] ,
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src1.rgb = temp[3] :
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temp[4].r = DP3 src0.rgb src1.rgb ;
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src0.rgb = temp[4] :
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temp[4].r = MAX src0.r00 src0.000 ;
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OUT TEX_SEM_WAIT
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src0.a = temp[0], src0.rgb = temp[0] ,
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src1.rgb = temp[4] ,
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src2.rgb = temp[1] :
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out[0].a = MAD src0.a src1.1 src1.0 ,
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out[0].rgb = MAD src0.rgb src1.rrr src1.000 ;
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--out[0].rgb = MAD src2.rgb src2.100 src1.000 ;
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--out[0].rgb = MAD src2.r00 src1.rrr src1.000 ;
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40
drm/matrix_cubesphere.vs.asm
Normal file
40
drm/matrix_cubesphere.vs.asm
Normal file
@ -0,0 +1,40 @@
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--
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-- dot(m[0], v), dot(m[1], v), dot(m[2], v), dot(m[3], v)
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--
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-- input[0] -- position
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-- input[1] -- texture
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-- input[2] -- normal
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-- consts[0] -- trans
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-- consts[4] -- world_trans
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-- consts[8] -- normal_trans
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-- out[0] -- position clip space
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-- out[1] -- texture
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-- out[2] -- normal
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-- out[3] -- object position world space
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-- out[4] -- light position world space
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-- position clip space
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temp[1].x = VE_DOT const[0].xyzw input[0].xyzw ;
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temp[1].y = VE_DOT const[1].xyzw input[0].xyzw ;
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temp[1].z = VE_DOT const[2].xyzw input[0].xyzw ;
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temp[1].w = VE_DOT const[3].xyzw input[0].xyzw ;
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-- position world space
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temp[2].x = VE_DOT const[4].xyzw input[0].xyzw ;
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temp[2].y = VE_DOT const[5].xyzw input[0].xyzw ;
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temp[2].z = VE_DOT const[6].xyzw input[0].xyzw ;
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temp[2].w = VE_DOT const[7].xyzw input[0].xyzw ;
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temp[3].x = VE_DOT const[8].xyz0 input[2].xyz0 ;
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temp[3].y = VE_DOT const[9].xyz0 input[2].xyz0 ;
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temp[3].z = VE_DOT const[10].xyz0 input[2].xyz0 ;
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--temp[3].xyzw = VE_MAX input[2].xyz0 input[2].xyz0 ;
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out[0].xyzw = VE_MAX temp[1].xyzw temp[1].xyzw ; -- position clip space
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out[1].xyzw = VE_MAX input[1].xyzw input[1].xyzw ; -- texture
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out[2].xyzw = VE_MAX temp[3].xyz0 temp[3].xyz0 ; -- normal
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out[3].xyzw = VE_MAX temp[2].xyzw temp[2].xyzw ; -- position world space
|
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out[4].xyzw = VE_MAX const[12].xyzw const[12].xyzw ; -- light position world space
|
||||
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Reference in New Issue
Block a user