use tiled atlas texture sampling, increase shader speed using inv sqrt
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e92748c2d9
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c4226b36fe
34 changed files with 1045 additions and 520 deletions
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@ -1,13 +1,18 @@
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#include "pxl8_macros.h"
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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 pxl8_shader_lit(
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pxl8_shader_ctx* ctx,
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const pxl8_shader_bindings* bindings,
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const pxl8_shader_uniforms* uniforms
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) {
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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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if (bindings && bindings->atlas) {
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tex_idx = pxl8_sample_indexed(bindings, ctx->v_uv);
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if (pxl8_unlikely(tex_idx == 0)) return 0;
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} else {
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if (ctx->uniforms && ctx->uniforms->dither) {
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if (uniforms && 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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@ -17,24 +22,16 @@ u8 pxl8_shader_lit(pxl8_shader_ctx* ctx) {
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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 (uniforms) {
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f32 ambient = (f32)uniforms->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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if (uniforms->celestial_intensity > 0.0f) {
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f32 ndotl = -(ctx->v_normal.x * uniforms->celestial_dir.x +
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ctx->v_normal.y * uniforms->celestial_dir.y +
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ctx->v_normal.z * uniforms->celestial_dir.z);
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if (ndotl > 0.0f) {
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light += ndotl * uniforms->celestial_intensity;
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}
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}
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@ -43,16 +40,15 @@ u8 pxl8_shader_lit(pxl8_shader_ctx* ctx) {
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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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for (u32 i = 0; i < uniforms->lights_count; i++) {
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const pxl8_light* l = &uniforms->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 inv_dist = pxl8_fast_inv_sqrt(dist_sq);
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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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@ -62,6 +58,10 @@ u8 pxl8_shader_lit(pxl8_shader_ctx* ctx) {
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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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if (uniforms->dither && falloff < 0.33f) {
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f32 threshold = (PXL8_BAYER_4X4[((u32)ctx->y & 3) * 4 + ((u32)ctx->x & 3)] + 0.5f) * (1.0f / 16.0f);
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if (falloff < threshold * 0.33f) continue;
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}
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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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@ -73,7 +73,7 @@ u8 pxl8_shader_lit(pxl8_shader_ctx* ctx) {
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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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f32 inv = pxl8_fast_rcp(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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@ -88,16 +88,16 @@ u8 pxl8_shader_lit(pxl8_shader_ctx* ctx) {
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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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if (uniforms && 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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u8 shaded = pxl8_colormap_lookup(bindings, tex_idx, light_u8);
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if (ctx->uniforms && ctx->uniforms->emissive) {
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if (uniforms && 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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if (bindings && bindings->palette) {
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rgb = 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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