107 lines
3.6 KiB
C
107 lines
3.6 KiB
C
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#include "pxl8_shader.h"
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#include "pxl8_shader_builtins.h"
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u8 pxl8_shader_lit(pxl8_shader_ctx* ctx) {
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u8 tex_idx = 0;
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if (ctx->bindings && ctx->bindings->texture) {
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tex_idx = pxl8_sample_indexed(ctx, ctx->v_uv);
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if (tex_idx == 0) return 0;
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} else {
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if (ctx->uniforms && ctx->uniforms->dither) {
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tex_idx = pxl8_gfx_dither(ctx->v_color, (u32)ctx->x, (u32)ctx->y);
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} else {
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f32 clamped = pxl8_clamp(ctx->v_color, 0.0f, 255.0f);
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tex_idx = (u8)(clamped);
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}
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}
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f32 light = ctx->v_light;
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const pxl8_shader_uniforms* u = ctx->uniforms;
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if (u) {
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f32 ambient = (f32)u->ambient / 255.0f;
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if (ambient > light) light = ambient;
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if (u->celestial_intensity > 0.0f) {
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f32 dx = u->celestial_dir.x;
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f32 dy = u->celestial_dir.y;
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f32 dz = u->celestial_dir.z;
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f32 len = pxl8_sqrt(dx * dx + dy * dy + dz * dz);
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if (len > 0.0001f) {
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dx /= len;
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dy /= len;
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dz /= len;
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f32 ndotl = -(ctx->v_normal.x * dx + ctx->v_normal.y * dy + ctx->v_normal.z * dz);
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if (ndotl > 0.0f) {
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light += ndotl * u->celestial_intensity;
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}
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}
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}
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f32 dyn_strength = 0.0f;
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f32 dyn_r = 0.0f;
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f32 dyn_g = 0.0f;
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f32 dyn_b = 0.0f;
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for (u32 i = 0; i < u->lights_count; i++) {
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const pxl8_light* l = &u->lights[i];
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f32 lx = l->position.x - ctx->v_world.x;
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f32 ly = l->position.y - ctx->v_world.y;
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f32 lz = l->position.z - ctx->v_world.z;
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f32 dist_sq = lx * lx + ly * ly + lz * lz;
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if (dist_sq >= l->radius_sq) continue;
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f32 dist = pxl8_sqrt(dist_sq);
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f32 inv_dist = dist > 0.0001f ? (1.0f / dist) : 0.0f;
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f32 nx = lx * inv_dist;
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f32 ny = ly * inv_dist;
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f32 nz = lz * inv_dist;
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f32 ndotl = ctx->v_normal.x * nx + ctx->v_normal.y * ny + ctx->v_normal.z * nz;
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if (ndotl <= 0.0f) continue;
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f32 falloff = 1.0f - dist_sq * l->inv_radius_sq;
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if (falloff <= 0.0f) continue;
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f32 strength = ((f32)l->intensity / 255.0f) * falloff * ndotl;
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if (strength <= 0.0f) continue;
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dyn_strength += strength;
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dyn_r += strength * (f32)l->r;
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dyn_g += strength * (f32)l->g;
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dyn_b += strength * (f32)l->b;
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}
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if (dyn_strength > 0.0f) {
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f32 inv = 1.0f / dyn_strength;
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u8 r = (u8)pxl8_clamp(dyn_r * inv, 0.0f, 255.0f);
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u8 g = (u8)pxl8_clamp(dyn_g * inv, 0.0f, 255.0f);
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u8 b = (u8)pxl8_clamp(dyn_b * inv, 0.0f, 255.0f);
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u8 a = (u8)pxl8_clamp(dyn_strength * 255.0f, 0.0f, 255.0f);
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ctx->out_light_color = (u32)r | ((u32)g << 8) | ((u32)b << 16) | ((u32)a << 24);
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light += dyn_strength;
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}
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}
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if (light > 1.0f) light = 1.0f;
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if (light < 0.0f) light = 0.0f;
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f32 light_f = light * 255.0f;
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u8 light_u8 = (u8)light_f;
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if (ctx->uniforms && ctx->uniforms->dither) {
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light_u8 = pxl8_gfx_dither(light_f, (u32)ctx->x, (u32)ctx->y);
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}
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u8 shaded = pxl8_colormap_lookup(ctx, tex_idx, light_u8);
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if (ctx->uniforms && ctx->uniforms->emissive) {
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u32 rgb = 0x00FFFFFF;
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if (ctx->bindings && ctx->bindings->palette) {
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rgb = ctx->bindings->palette[tex_idx] & 0x00FFFFFF;
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}
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pxl8_set_light_tint(ctx, rgb, 1.0f);
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}
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return shaded;
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}
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