#include "pxl8_macros.h" #include "pxl8_shader.h" #include "pxl8_shader_builtins.h" u8 pxl8_shader_lit( pxl8_shader_ctx* ctx, const pxl8_shader_bindings* bindings, const pxl8_shader_uniforms* uniforms ) { u8 tex_idx = 0; if (bindings && bindings->atlas) { tex_idx = pxl8_sample_indexed(bindings, ctx->v_uv); if (pxl8_unlikely(tex_idx == 0)) return 0; } else { if (uniforms && uniforms->dither) { tex_idx = pxl8_gfx_dither(ctx->v_color, (u32)ctx->x, (u32)ctx->y); } else { f32 clamped = pxl8_clamp(ctx->v_color, 0.0f, 255.0f); tex_idx = (u8)(clamped); } } f32 light = ctx->v_light; if (uniforms) { f32 ambient = (f32)uniforms->ambient / 255.0f; if (ambient > light) light = ambient; if (uniforms->celestial_intensity > 0.0f) { f32 ndotl = -(ctx->v_normal.x * uniforms->celestial_dir.x + ctx->v_normal.y * uniforms->celestial_dir.y + ctx->v_normal.z * uniforms->celestial_dir.z); if (ndotl > 0.0f) { light += ndotl * uniforms->celestial_intensity; } } f32 dyn_strength = 0.0f; f32 dyn_r = 0.0f; f32 dyn_g = 0.0f; f32 dyn_b = 0.0f; for (u32 i = 0; i < uniforms->lights_count; i++) { const pxl8_light* l = &uniforms->lights[i]; f32 lx = l->position.x - ctx->v_world.x; f32 ly = l->position.y - ctx->v_world.y; f32 lz = l->position.z - ctx->v_world.z; f32 dist_sq = lx * lx + ly * ly + lz * lz; if (dist_sq >= l->radius_sq) continue; f32 inv_dist = pxl8_fast_inv_sqrt(dist_sq); f32 nx = lx * inv_dist; f32 ny = ly * inv_dist; f32 nz = lz * inv_dist; f32 ndotl = ctx->v_normal.x * nx + ctx->v_normal.y * ny + ctx->v_normal.z * nz; if (ndotl <= 0.0f) continue; f32 falloff = 1.0f - dist_sq * l->inv_radius_sq; if (falloff <= 0.0f) continue; if (uniforms->dither && falloff < 0.33f) { f32 threshold = (PXL8_BAYER_4X4[((u32)ctx->y & 3) * 4 + ((u32)ctx->x & 3)] + 0.5f) * (1.0f / 16.0f); if (falloff < threshold * 0.33f) continue; } f32 strength = ((f32)l->intensity / 255.0f) * falloff * ndotl; if (strength <= 0.0f) continue; dyn_strength += strength; dyn_r += strength * (f32)l->r; dyn_g += strength * (f32)l->g; dyn_b += strength * (f32)l->b; } if (dyn_strength > 0.0f) { f32 inv = pxl8_fast_rcp(dyn_strength); u8 r = (u8)pxl8_clamp(dyn_r * inv, 0.0f, 255.0f); u8 g = (u8)pxl8_clamp(dyn_g * inv, 0.0f, 255.0f); u8 b = (u8)pxl8_clamp(dyn_b * inv, 0.0f, 255.0f); u8 a = (u8)pxl8_clamp(dyn_strength * 255.0f, 0.0f, 255.0f); ctx->out_light_color = (u32)r | ((u32)g << 8) | ((u32)b << 16) | ((u32)a << 24); light += dyn_strength; } } if (light > 1.0f) light = 1.0f; if (light < 0.0f) light = 0.0f; f32 light_f = light * 255.0f; u8 light_u8 = (u8)light_f; if (uniforms && uniforms->dither) { light_u8 = pxl8_gfx_dither(light_f, (u32)ctx->x, (u32)ctx->y); } u8 shaded = pxl8_colormap_lookup(bindings, tex_idx, light_u8); if (uniforms && uniforms->emissive) { u32 rgb = 0x00FFFFFF; if (bindings && bindings->palette) { rgb = bindings->palette[tex_idx] & 0x00FFFFFF; } pxl8_set_light_tint(ctx, rgb, 1.0f); } return shaded; }