// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #if defined(_WIN32) && defined(_DEBUG) #include #endif #include "../ge_constants.h" #include "../GPUState.h" #include "../../Core/Config.h" #include "VertexShaderGenerator.h" // SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs // special treatment in the shader generator. #ifdef __APPLE__ #define FORCE_OPENGL_2_0 #endif #undef WRITE #define WRITE p+=sprintf bool CanUseHardwareTransform(int prim) { if (!g_Config.bHardwareTransform) return false; return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES; } // prim so we can special case for RECTANGLES :( void ComputeVertexShaderID(VertexShaderID *id, int prim, bool useHWTransform) { const u32 vertType = gstate.vertType; int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear(); bool doTextureProjection = gstate.getUVGenMode() == 1; bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0; bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0; bool hasBones = (vertType & GE_VTYPE_WEIGHT_MASK) != 0; bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear(); bool lmode = (gstate.lmode & 1) && gstate.isLightingEnabled(); memset(id->d, 0, sizeof(id->d)); id->d[0] = lmode & 1; id->d[0] |= ((int)gstate.isModeThrough()) << 1; id->d[0] |= ((int)enableFog) << 2; id->d[0] |= doTexture << 3; id->d[0] |= (hasColor & 1) << 4; if (doTexture) { id->d[0] |= (gstate_c.flipTexture & 1) << 5; id->d[0] |= (doTextureProjection & 1) << 6; } if (useHWTransform) { id->d[0] |= 1 << 8; id->d[0] |= (hasNormal & 1) << 9; id->d[0] |= (hasBones & 1) << 10; // UV generation mode id->d[0] |= gstate.getUVGenMode() << 16; // The next bits are used differently depending on UVgen mode if (gstate.getUVGenMode() == 1) { id->d[0] |= gstate.getUVProjMode() << 18; } else if (gstate.getUVGenMode() == 2) { id->d[0] |= gstate.getUVLS0() << 18; id->d[0] |= gstate.getUVLS1() << 20; } // Bones id->d[0] |= (gstate.getNumBoneWeights() - 1) << 22; // Okay, d[1] coming up. ============== id->d[1] |= gstate.isLightingEnabled() << 24; id->d[1] |= ((vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT) << 25; if (gstate.isLightingEnabled() || gstate.getUVGenMode() == 2) { // Light bits for (int i = 0; i < 4; i++) { id->d[1] |= (gstate.ltype[i] & 3) << (i * 4); id->d[1] |= ((gstate.ltype[i] >> 8) & 3) << (i * 4 + 2); } id->d[1] |= (gstate.materialupdate & 7) << 16; for (int i = 0; i < 4; i++) { id->d[1] |= (gstate.lightEnable[i] & 1) << (20 + i); } } } } static const char * const boneWeightAttrDecl[8] = { "attribute mediump float a_w1;\n", "attribute mediump vec2 a_w1;\n", "attribute mediump vec3 a_w1;\n", "attribute mediump vec4 a_w1;\n", "attribute mediump vec4 a_w1;\nattribute mediump float a_w2;\n", "attribute mediump vec4 a_w1;\nattribute mediump vec2 a_w2;\n", "attribute mediump vec4 a_w1;\nattribute mediump vec3 a_w2;\n", "attribute mediump vec4 a_w1;\nattribute mediump vec4 a_w2;\n", }; enum DoLightComputation { LIGHT_OFF, LIGHT_SHADE, LIGHT_FULL, }; void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) { char *p = buffer; // #define USE_FOR_LOOP #if defined(USING_GLES2) WRITE(p, "#version 100\n"); // GLSL ES 1.0 WRITE(p, "precision highp float;\n"); #elif !defined(FORCE_OPENGL_2_0) WRITE(p, "#version 110\n"); // Remove lowp/mediump in non-mobile implementations WRITE(p, "#define lowp\n"); WRITE(p, "#define mediump\n"); #else // Need to remove lowp/mediump for Mac WRITE(p, "#define lowp\n"); WRITE(p, "#define mediump\n"); #endif const u32 vertType = gstate.vertType; int lmode = (gstate.lmode & 1) && gstate.isLightingEnabled(); int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear(); bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0 || !useHWTransform; bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0 && useHWTransform; bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear(); bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0; bool flipV = gstate_c.flipTexture; bool doTextureProjection = gstate.getUVGenMode() == 1; DoLightComputation doLight[4] = {LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF}; if (useHWTransform) { int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1; int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1; for (int i = 0; i < 4; i++) { if (i == shadeLight0 || i == shadeLight1) doLight[i] = LIGHT_SHADE; if ((gstate.lightingEnable & 1) && (gstate.lightEnable[i] & 1)) doLight[i] = LIGHT_FULL; } } if ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) { WRITE(p, "%s", boneWeightAttrDecl[gstate.getNumBoneWeights() - 1]); } if (useHWTransform) WRITE(p, "attribute vec3 a_position;\n"); else WRITE(p, "attribute vec4 a_position;\n"); // need to pass the fog coord in w if (useHWTransform && hasNormal) WRITE(p, "attribute mediump vec3 a_normal;\n"); if (doTexture) { if (!useHWTransform && doTextureProjection) WRITE(p, "attribute vec3 a_texcoord;\n"); else WRITE(p, "attribute vec2 a_texcoord;\n"); } if (hasColor) { WRITE(p, "attribute lowp vec4 a_color0;\n"); if (lmode && !useHWTransform) // only software transform supplies color1 as vertex data WRITE(p, "attribute lowp vec3 a_color1;\n"); } if (gstate.isModeThrough()) { WRITE(p, "uniform mat4 u_proj_through;\n"); } else { WRITE(p, "uniform mat4 u_proj;\n"); // Add all the uniforms we'll need to transform properly. } if (useHWTransform) { // When transforming by hardware, we need a great deal more uniforms... WRITE(p, "uniform mat4 u_world;\n"); WRITE(p, "uniform mat4 u_view;\n"); if (gstate.getUVGenMode() == 1) WRITE(p, "uniform mediump mat4 u_texmtx;\n"); if ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) { int numBones = 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT); #ifdef USE_BONE_ARRAY WRITE(p, "uniform mediump mat4 u_bone[%i];\n", numBones); #else for (int i = 0; i < numBones; i++) { WRITE(p, "uniform mat4 u_bone%i;\n", i); } #endif } if (gstate.getUVGenMode() == 0) WRITE(p, "uniform vec4 u_uvscaleoffset;\n"); for (int i = 0; i < 4; i++) { if (doLight[i] != LIGHT_OFF) { // This is needed for shade mapping WRITE(p, "uniform vec3 u_lightpos%i;\n", i); } if (doLight[i] == LIGHT_FULL) { // These are needed for the full thing WRITE(p, "uniform mediump vec3 u_lightdir%i;\n", i); GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3); if (type != GE_LIGHTTYPE_DIRECTIONAL) WRITE(p, "uniform mediump vec3 u_lightatt%i;\n", i); if (type == GE_LIGHTTYPE_SPOT) { WRITE(p, "uniform mediump float u_lightangle%i;\n", i); WRITE(p, "uniform mediump float u_lightspotCoef%i;\n", i); } WRITE(p, "uniform lowp vec3 u_lightambient%i;\n", i); WRITE(p, "uniform lowp vec3 u_lightdiffuse%i;\n", i); GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3); if (comp != GE_LIGHTCOMP_ONLYDIFFUSE) WRITE(p, "uniform lowp vec3 u_lightspecular%i;\n", i); } } if (gstate.isLightingEnabled()) { WRITE(p, "uniform lowp vec4 u_ambient;\n"); if ((gstate.materialupdate & 2) == 0) WRITE(p, "uniform lowp vec3 u_matdiffuse;\n"); // if ((gstate.materialupdate & 4) == 0) WRITE(p, "uniform lowp vec4 u_matspecular;\n"); // Specular coef is contained in alpha WRITE(p, "uniform lowp vec3 u_matemissive;\n"); } } if (useHWTransform || !hasColor) WRITE(p, "uniform lowp vec4 u_matambientalpha;\n"); // matambient + matalpha if (enableFog) { WRITE(p, "uniform vec2 u_fogcoef;\n"); } WRITE(p, "varying lowp vec4 v_color0;\n"); if (lmode) WRITE(p, "varying lowp vec3 v_color1;\n"); if (doTexture) { if (doTextureProjection) WRITE(p, "varying vec3 v_texcoord;\n"); else WRITE(p, "varying vec2 v_texcoord;\n"); } if (enableFog) WRITE(p, "varying float v_fogdepth;\n"); WRITE(p, "void main() {\n"); if (!useHWTransform) { // Simple pass-through of vertex data to fragment shader if (doTexture) WRITE(p, " v_texcoord = a_texcoord;\n"); if (hasColor) { WRITE(p, " v_color0 = a_color0;\n"); if (lmode) WRITE(p, " v_color1 = a_color1;\n"); } else { WRITE(p, " v_color0 = u_matambientalpha;\n"); if (lmode) WRITE(p, " v_color1 = vec3(0.0);\n"); } if (enableFog) { WRITE(p, " v_fogdepth = a_position.w;\n"); } if (gstate.isModeThrough()) { WRITE(p, " gl_Position = u_proj_through * vec4(a_position.xyz, 1.0);\n"); } else { WRITE(p, " gl_Position = u_proj * vec4(a_position.xyz, 1.0);\n"); } } else { // Step 1: World Transform / Skinning if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) { // No skinning, just standard T&L. WRITE(p, " vec3 worldpos = (u_world * vec4(a_position.xyz, 1.0)).xyz;\n"); if (hasNormal) WRITE(p, " vec3 worldnormal = normalize((u_world * vec4(a_normal, 0.0)).xyz);\n"); else WRITE(p, " vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n"); } else { int numWeights = 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT); static const float rescale[4] = {0, 2*127.5f/128.f, 2*32767.5f/32768.f, 2.0f}; float factor = rescale[(vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT]; static const char * const boneWeightAttr[8] = { "a_w1.x", "a_w1.y", "a_w1.z", "a_w1.w", "a_w2.x", "a_w2.y", "a_w2.z", "a_w2.w", }; #if defined(USE_FOR_LOOP) && defined(USE_BONE_ARRAY) // To loop through the weights, we unfortunately need to put them in a float array. // GLSL ES sucks - no way to directly initialize an array! switch (numWeights) { case 1: WRITE(p, " float w[1]; w[0] = a_w1;\n"); break; case 2: WRITE(p, " float w[2]; w[0] = a_w1.x; w[1] = a_w1.y;\n"); break; case 3: WRITE(p, " float w[3]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z;\n"); break; case 4: WRITE(p, " float w[4]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w;\n"); break; case 5: WRITE(p, " float w[5]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2;\n"); break; case 6: WRITE(p, " float w[6]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y;\n"); break; case 7: WRITE(p, " float w[7]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y; w[6] = a_w2.z;\n"); break; case 8: WRITE(p, " float w[8]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y; w[6] = a_w2.z; w[7] = a_w2.w;\n"); break; } WRITE(p, " mat4 skinMatrix = w[0] * u_bone[0];\n"); if (numWeights > 1) { WRITE(p, " for (int i = 1; i < %i; i++) {\n", numWeights); WRITE(p, " skinMatrix += w[i] * u_bone[i];\n"); WRITE(p, " }\n"); } #else #ifdef USE_BONE_ARRAY if (numWeights == 1) WRITE(p, " mat4 skinMatrix = a_w1 * u_bone[0]"); else WRITE(p, " mat4 skinMatrix = a_w1.x * u_bone[0]"); for (int i = 1; i < numWeights; i++) { const char *weightAttr = boneWeightAttr[i]; // workaround for "cant do .x of scalar" issue if (numWeights == 1 && i == 0) weightAttr = "a_w1"; if (numWeights == 5 && i == 4) weightAttr = "a_w2"; WRITE(p, " + %s * u_bone[%i]", weightAttr, i); } #else // Uncomment this to screw up bone shaders to check the vertex shader software fallback // WRITE(p, "THIS SHOULD ERROR! #error"); if (numWeights == 1) WRITE(p, " mat4 skinMatrix = a_w1 * u_bone0"); else WRITE(p, " mat4 skinMatrix = a_w1.x * u_bone0"); for (int i = 1; i < numWeights; i++) { const char *weightAttr = boneWeightAttr[i]; // workaround for "cant do .x of scalar" issue if (numWeights == 1 && i == 0) weightAttr = "a_w1"; if (numWeights == 5 && i == 4) weightAttr = "a_w2"; WRITE(p, " + %s * u_bone%i", weightAttr, i); } #endif #endif WRITE(p, ";\n"); // Trying to simplify this results in bugs in LBP... WRITE(p, " vec3 skinnedpos = (skinMatrix * vec4(a_position, 1.0)).xyz * %f;\n", factor); WRITE(p, " vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;\n"); if (hasNormal) { WRITE(p, " vec3 skinnednormal = (skinMatrix * vec4(a_normal, 0.0)).xyz * %f;\n", factor); WRITE(p, " vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);\n"); } else { WRITE(p, " vec3 worldnormal = (u_world * (skinMatrix * vec4(0.0, 0.0, 1.0, 0.0))).xyz;\n"); } } WRITE(p, " vec4 viewPos = u_view * vec4(worldpos, 1.0);\n"); // Final view and projection transforms. WRITE(p, " gl_Position = u_proj * viewPos;\n"); // TODO: Declare variables for dots for shade mapping if needed. const char *ambientStr = (gstate.materialupdate & 1) ? (hasColor ? "a_color0" : "u_matambientalpha") : "u_matambientalpha"; const char *diffuseStr = (gstate.materialupdate & 2) ? (hasColor ? "a_color0.rgb" : "u_matambientalpha.rgb") : "u_matdiffuse"; const char *specularStr = (gstate.materialupdate & 4) ? (hasColor ? "a_color0.rgb" : "u_matambientalpha.rgb") : "u_matspecular.rgb"; bool diffuseIsZero = true; bool specularIsZero = true; bool distanceNeeded = false; if (gstate.isLightingEnabled()) { WRITE(p, " lowp vec4 lightSum0 = u_ambient * %s + vec4(u_matemissive, 0.0);\n", ambientStr); for (int i = 0; i < 4; i++) { if (doLight[i] != LIGHT_FULL) continue; diffuseIsZero = false; GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3); if (comp != GE_LIGHTCOMP_ONLYDIFFUSE) specularIsZero = false; GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3); if (type != GE_LIGHTTYPE_DIRECTIONAL) distanceNeeded = true; } if (!specularIsZero) { WRITE(p, " lowp vec3 lightSum1 = vec3(0.0);\n"); WRITE(p, " mediump vec3 halfVec;\n"); } if (!diffuseIsZero) { WRITE(p, " vec3 toLight;\n"); WRITE(p, " lowp vec3 diffuse;\n"); } if (distanceNeeded) { WRITE(p, " float distance;\n"); WRITE(p, " lowp float lightScale;\n"); } } // Calculate lights if needed. If shade mapping is enabled, lights may need to be // at least partially calculated. for (int i = 0; i < 4; i++) { if (doLight[i] != LIGHT_FULL) continue; GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3); GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3); if (type == GE_LIGHTTYPE_DIRECTIONAL) { // We prenormalize light positions for directional lights. WRITE(p, " toLight = u_lightpos%i;\n", i); } else { WRITE(p, " toLight = u_lightpos%i - worldpos;\n", i); WRITE(p, " distance = length(toLight);\n"); WRITE(p, " toLight /= distance;\n"); } bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE); bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE; if (poweredDiffuse) { WRITE(p, " mediump float dot%i = pow(dot(toLight, worldnormal), u_matspecular.a);\n", i); } else { WRITE(p, " mediump float dot%i = dot(toLight, worldnormal);\n", i); } const char *timesLightScale = " * lightScale"; // Attenuation switch (type) { case GE_LIGHTTYPE_DIRECTIONAL: timesLightScale = ""; break; case GE_LIGHTTYPE_POINT: WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i); break; case GE_LIGHTTYPE_SPOT: WRITE(p, " lowp float angle%i = dot(normalize(u_lightdir%i), toLight);\n", i, i); WRITE(p, " if (angle%i >= u_lightangle%i) {\n", i, i); WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, u_lightspotCoef%i);\n", i, i, i); WRITE(p, " } else {\n"); WRITE(p, " lightScale = 0.0;\n"); WRITE(p, " }\n"); break; default: // ILLEGAL break; } WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(dot%i, 0.0);\n", i, diffuseStr, i); if (doSpecular) { WRITE(p, " halfVec = normalize(toLight + vec3(0.0, 0.0, 1.0));\n"); WRITE(p, " dot%i = dot(halfVec, worldnormal);\n", i); WRITE(p, " if (dot%i > 0.0)\n", i); WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) %s);\n", i, specularStr, i, timesLightScale); } WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale); } if (gstate.isLightingEnabled()) { // Sum up ambient, emissive here. if (lmode) { WRITE(p, " v_color0 = clamp(lightSum0, 0.0, 1.0);\n"); // v_color1 only exists when lmode = 1. if (specularIsZero) { WRITE(p, " v_color1 = vec3(0.0);\n"); } else { WRITE(p, " v_color1 = clamp(lightSum1, 0.0, 1.0);\n"); } } else { if (specularIsZero) { WRITE(p, " v_color0 = clamp(lightSum0, 0.0, 1.0);\n"); } else { WRITE(p, " v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);\n"); } } } else { // Lighting doesn't affect color. if (hasColor) { WRITE(p, " v_color0 = a_color0;\n"); } else { WRITE(p, " v_color0 = u_matambientalpha;\n"); } if (lmode) WRITE(p, " v_color1 = vec3(0.0);\n"); } // Step 3: UV generation if (doTexture) { switch (gstate.getUVGenMode()) { case 0: // Scale-offset. Easy. WRITE(p, " v_texcoord = a_texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw;\n"); break; case 1: // Projection mapping. { const char *temp_tc; switch (gstate.getUVProjMode()) { case 0: // Use model space XYZ as source temp_tc = "vec4(a_position.xyz, 1.0)"; break; case 1: // Use unscaled UV as source temp_tc = "vec4(a_texcoord.xy * 2.0, 0.0, 1.0)"; break; case 2: // Use normalized transformed normal as source if (hasNormal) temp_tc = "vec4(normalize(a_normal), 1.0)"; else temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)"; break; case 3: // Use non-normalized transformed normal as source if (hasNormal) temp_tc = "vec4(a_normal, 1.0)"; else temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)"; break; } WRITE(p, " v_texcoord = (u_texmtx * %s).xyz;\n", temp_tc); } // Transform by texture matrix. XYZ as we are doing projection mapping. break; case 2: // Shade mapping - use dots from light sources. WRITE(p, " v_texcoord = vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1()); break; case 3: // ILLEGAL break; } if (flipV) { if (throughmode) WRITE(p, " v_texcoord.y = 1.0 - v_texcoord.y;\n"); else WRITE(p, " v_texcoord.y = 1.0 - v_texcoord.y * 2.0;\n"); } } // Compute fogdepth if (enableFog) WRITE(p, " v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n"); } WRITE(p, "}\n"); }