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author3gg <3gg@shellblade.net>2026-02-13 10:27:58 -0800
committer3gg <3gg@shellblade.net>2026-02-13 10:27:58 -0800
commit77f9dbee1721518e09f0beed10b3dbb78d893b08 (patch)
treeb9b26485ef1cff497867e120ae27428c6f82c029
parent5f7855b6aa0e3338625eb7d30e8ccc5b74050bbf (diff)
Ambient lighting. Defer texture filtering
-rw-r--r--.gitignore1
-rw-r--r--doc/lighting.md64
-rw-r--r--doc/pipeline.txt15
-rw-r--r--doc/triangle-pipeline.txt27
-rw-r--r--include/swgfx.h1
-rw-r--r--src/swgfx.c23
6 files changed, 127 insertions, 4 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..871a6b2
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1 @@
doc/*.png
diff --git a/doc/lighting.md b/doc/lighting.md
new file mode 100644
index 0000000..bc111b0
--- /dev/null
+++ b/doc/lighting.md
@@ -0,0 +1,64 @@
1# Lighting
2
3## Forward
4
5```
6for each triangle:
7 for each pixel:
8 for each light:
9 shade(pixel, light)
10```
11
12- Overdraw penalty.
13- Client must specify all lights (for the object) up front.
14
15## Deferred
16
17### Forward Pass
18
19The forward pass generates:
20- Depth
21- Texture ID
22- Texture coordinates
23
24Sampling of textures is deferred to avoid overdraw penalty.
25
26### Pixel-centric Shading
27
28```
29for each pixel:
30 for each light:
31 shade(pixel, light)
32```
33
34- Need a pixel-in-volume test.
35- Inefficient if most pixels are not affected by a light.
36 - Ok: ambient, directional.
37 - Bad: point, area.
38
39### Light-centric Shading
40
41```
42for each light:
43 volume <- project light volume
44 for each pixel in volume:
45 shade(pixel, light)
46```
47
48- Need to project the light volume.
49- Shades only the pixels that are covered by the volume.
50- For ambient and directional, the volume is all space.
51
52## Clustered
53
54### Cluster Generation
55
56```
57for each light:
58 volume <- project light volume to NDC
59 for each cluster:
60 test(cluster, volume)
61```
62
63- Need a volume-AABB test (the cluster is an AABB in NDC space.)
64- Lighting then proceeds as in deferred.
diff --git a/doc/pipeline.txt b/doc/pipeline.txt
new file mode 100644
index 0000000..75bd69e
--- /dev/null
+++ b/doc/pipeline.txt
@@ -0,0 +1,15 @@
1@startuml
2:G-buffer;
3fork
4 :Depth;
5fork again
6 :Normal;
7fork again
8 :Tex coords;
9fork again
10 :Tex ID;
11end fork
12:Lighting;
13:Tone map;
14:Gamma correct;
15@enduml
diff --git a/doc/triangle-pipeline.txt b/doc/triangle-pipeline.txt
new file mode 100644
index 0000000..064cf5d
--- /dev/null
+++ b/doc/triangle-pipeline.txt
@@ -0,0 +1,27 @@
1@startuml
2:Triangles;
3:Vertices;
4if (Vertex cache?) then (hit)
5 :Load vertex;
6else (miss)
7 :Transform & Store vertex;
8endif
9:Transformed triangle (clip space);
10:Clip;
11:2D triangles;
12:Backface cull;
13:Rasterize;
14:Pixels;
15if (Depth test?) then (pass)
16 if (Alpha mask?) then (opaque)
17 :Write pixel;
18 else (transparent)
19 :Discard;
20 stop
21 endif
22else (fail)
23 :Discard;
24 stop
25endif
26stop
27@enduml
diff --git a/include/swgfx.h b/include/swgfx.h
index 57ba472..b3f9150 100644
--- a/include/swgfx.h
+++ b/include/swgfx.h
@@ -112,6 +112,7 @@ void sgTrianglesIndexed(swgfx*, size_t numIndices, const sgIdx* indices, const s
112void sgTrianglesIndexedNonUniform(swgfx*, size_t numTris, const sgTriIdx* tris, const sgVec3* positions, const sgVec2* texcoords); 112void sgTrianglesIndexedNonUniform(swgfx*, size_t numTris, const sgTriIdx* tris, const sgVec3* positions, const sgVec2* texcoords);
113 113
114void sgLighting(swgfx*); 114void sgLighting(swgfx*);
115void sgAmbient(swgfx*, sgVec3 ambient);
115 116
116void sgGamma (swgfx*, sgPixel*, int width, int height); 117void sgGamma (swgfx*, sgPixel*, int width, int height);
117void sgGammaInv(swgfx*, sgPixel*, int width, int height); 118void sgGammaInv(swgfx*, sgPixel*, int width, int height);
diff --git a/src/swgfx.c b/src/swgfx.c
index d41b69d..ddd64f7 100644
--- a/src/swgfx.c
+++ b/src/swgfx.c
@@ -45,6 +45,7 @@ typedef struct swgfx {
45 R* depth; // Depth buffer. 45 R* depth; // Depth buffer.
46 sgTextureId* texture; // Texture ID buffer. 46 sgTextureId* texture; // Texture ID buffer.
47 sgVec2* texcoords; // Texture coords buffer. 47 sgVec2* texcoords; // Texture coords buffer.
48 sgPixel* albedo; // Albedo buffer.
48 sgViewport_t viewport; 49 sgViewport_t viewport;
49 sgMat4 model; // Model matrix. 50 sgMat4 model; // Model matrix.
50 sgMat4 view; // View matrix. 51 sgMat4 view; // View matrix.
@@ -89,6 +90,7 @@ static inline sgVec2 mod2(sgVec2 v, R m) { return (sgVec2){mod1(v.x, m), mod1(v
89static inline sgVec3 add3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x + b.x, a.y + b.y, a.z + b.z}; } 90static inline sgVec3 add3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x + b.x, a.y + b.y, a.z + b.z}; }
90static inline sgVec3 neg3(sgVec3 v) { return (sgVec3){-v.x, -v.y, -v.z}; } 91static inline sgVec3 neg3(sgVec3 v) { return (sgVec3){-v.x, -v.y, -v.z}; }
91static inline sgVec3 sub3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x - b.x, a.y - b.y, a.z - b.z}; } 92static inline sgVec3 sub3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x - b.x, a.y - b.y, a.z - b.z}; }
93static inline sgVec3 mul3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x * b.x, a.y * b.y, a.z * b.z}; }
92static inline sgVec3 div3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x / b.x, a.y / b.y, a.z / b.z}; } 94static inline sgVec3 div3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x / b.x, a.y / b.y, a.z / b.z}; }
93static inline sgVec3 scale3(sgVec3 v, R s) { return (sgVec3){v.x * s, v.y * s, v.z * s}; } 95static inline sgVec3 scale3(sgVec3 v, R s) { return (sgVec3){v.x * s, v.y * s, v.z * s}; }
94static inline sgVec3 exp3(sgVec3 v, R exp) { return (sgVec3){powf(v.x, exp), powf(v.y, exp), powf(v.z, exp)};} 96static inline sgVec3 exp3(sgVec3 v, R exp) { return (sgVec3){powf(v.x, exp), powf(v.y, exp), powf(v.z, exp)};}
@@ -739,6 +741,7 @@ size_t sgMem(int width, int height) {
739 Align(N * sizeof(R)) + // Depth buffer. 741 Align(N * sizeof(R)) + // Depth buffer.
740 Align(N * sizeof(sgTextureId)) + // Texture ID buffer. 742 Align(N * sizeof(sgTextureId)) + // Texture ID buffer.
741 Align(N * sizeof(sgVec2)) + // Texture coords buffer. 743 Align(N * sizeof(sgVec2)) + // Texture coords buffer.
744 Align(N * sizeof(sgPixel)) + // Albedo buffer.
742 Align(SWGFX_TEXTURE_REGISTER_SIZE * sizeof(sgTexture)) + // Texture register. 745 Align(SWGFX_TEXTURE_REGISTER_SIZE * sizeof(sgTexture)) + // Texture register.
743 (SG_ALIGN - 1); // To make room to align allocations within the buffer. 746 (SG_ALIGN - 1); // To make room to align allocations within the buffer.
744} 747}
@@ -752,6 +755,7 @@ swgfx* sgNew(int width, int height, void* mem) {
752 gfx->depth = SG_ALLOC(&aligned, N, R); 755 gfx->depth = SG_ALLOC(&aligned, N, R);
753 gfx->texture = SG_ALLOC(&aligned, N, sgTextureId); 756 gfx->texture = SG_ALLOC(&aligned, N, sgTextureId);
754 gfx->texcoords = SG_ALLOC(&aligned, N, sgVec2); 757 gfx->texcoords = SG_ALLOC(&aligned, N, sgVec2);
758 gfx->albedo = SG_ALLOC(&aligned, N, sgPixel);
755 gfx->textureRegister = SG_ALLOC(&aligned, SWGFX_TEXTURE_REGISTER_SIZE, sgTexture); 759 gfx->textureRegister = SG_ALLOC(&aligned, SWGFX_TEXTURE_REGISTER_SIZE, sgTexture);
756 gfx->activeTexture = DefaultTextureId; 760 gfx->activeTexture = DefaultTextureId;
757 gfx->defaultPixel = (sgPixel){255, 255, 255, 255}; 761 gfx->defaultPixel = (sgPixel){255, 255, 255, 255};
@@ -973,10 +977,21 @@ void sgLighting(swgfx* gfx) {
973 const sgTextureId texid = gfx->texture[i]; 977 const sgTextureId texid = gfx->texture[i];
974 const sgTexture* texture = &gfx->textureRegister[texid]; 978 const sgTexture* texture = &gfx->textureRegister[texid];
975 const sgVec2 uv = gfx->texcoords[i]; 979 const sgVec2 uv = gfx->texcoords[i];
976 sgPixel* colour = &gfx->colour[i]; 980 sgPixel* albedo = &gfx->albedo[i];
977 // TODO: Actual lighting. 981 *albedo = Sample(texture->image, texture->filter, uv);
978 const sgPixel albedo = Sample(texture->image, texture->filter, uv); 982 }
979 *colour = albedo; 983 }
984}
985
986void sgAmbient(swgfx* gfx, sgVec3 ambient) {
987 assert(gfx);
988 const int N = gfx->dims.x * gfx->dims.y;
989 for (int i = 0; i < N; ++i) {
990 const R depth = gfx->depth[i];
991 if (depth != DepthClearValue) {
992 const sgPixel* albedo = &gfx->albedo[i];
993 sgPixel* colour = &gfx->colour[i];
994 *colour = Vec3ToPixel(mul3(PixelToVec3(*albedo), ambient), (R)albedo->a/255.f);
980 } 995 }
981 } 996 }
982} 997}