VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal
This commit is contained in:
parent
88134a6786
commit
04fdadd9d5
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@ -115,11 +115,12 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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for (int i = 0; i < 3; i++)
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{
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static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
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format = &vtx_decl.normals[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "NORMAL";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].SemanticName = NAMES[i];
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m_elems[m_num_elems].SemanticIndex = 0;
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -92,7 +92,8 @@ void DXVertexFormat::MapAttributes()
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{
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if (m_decl.normals[i].enable)
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{
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AddAttribute("NORMAL", i, 0,
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static constexpr std::array<const char*, 3> NAMES = {"NORMAL", "TANGENT", "BINORMAL"};
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AddAttribute(NAMES[i], 0, 0,
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VarToDXGIFormat(m_decl.normals[i].type, m_decl.normals[i].components,
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m_decl.normals[i].integer),
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m_decl.normals[i].offset);
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@ -68,7 +68,7 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& vtx_decl)
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SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
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for (int i = 0; i < 3; i++)
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SetPointer(SHADER_NORM0_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
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SetPointer(SHADER_NORMAL_ATTRIB + i, vertex_stride, vtx_decl.normals[i]);
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for (int i = 0; i < 2; i++)
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SetPointer(SHADER_COLOR0_ATTRIB + i, vertex_stride, vtx_decl.colors[i]);
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@ -139,9 +139,9 @@ void SHADER::SetProgramBindings(bool is_compute)
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(glprogid, SHADER_NORMAL_ATTRIB, "rawnormal");
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glBindAttribLocation(glprogid, SHADER_TANGENT_ATTRIB, "rawtangent");
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glBindAttribLocation(glprogid, SHADER_BINORMAL_ATTRIB, "rawbinormal");
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}
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for (int i = 0; i < 8; i++)
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@ -89,10 +89,10 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
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OutputVertexData* outVertex = m_setup_unit.GetVertex();
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TransformUnit::TransformPosition(&m_vertex, outVertex);
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outVertex->normal = {};
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if (VertexLoaderManager::g_current_components & VB_HAS_NRM0)
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if (VertexLoaderManager::g_current_components & VB_HAS_NORMAL)
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{
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TransformUnit::TransformNormal(
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&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_NRM2) != 0, outVertex);
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&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_BINORMAL) != 0, outVertex);
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}
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TransformUnit::TransformColor(&m_vertex, outVertex);
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TransformUnit::TransformTexCoord(&m_vertex, outVertex);
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@ -73,7 +73,7 @@ void VertexFormat::MapAttributes()
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for (uint32_t i = 0; i < 3; i++)
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{
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if (m_decl.normals[i].enable)
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AddAttribute(SHADER_NORM0_ATTRIB + i, 0,
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AddAttribute(SHADER_NORMAL_ATTRIB + i, 0,
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VarToVkFormat(m_decl.normals[i].type, m_decl.normals[i].components,
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m_decl.normals[i].integer),
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m_decl.normals[i].offset);
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@ -27,11 +27,11 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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case AttenuationFunc::Dir:
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = 1.0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _normal;\n");
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break;
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case AttenuationFunc::Spec:
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object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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object.Write("attn = (dot(_normal, ldir) >= 0.0) ? max(0.0, dot(_normal, " LIGHT_DIR
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".xyz)) : 0.0;\n",
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LIGHT_DIR_PARAMS(index));
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object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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@ -64,7 +64,8 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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break;
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case DiffuseFunc::Sign:
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case DiffuseFunc::Clamp:
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object.Write("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL ")));\n",
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object.Write("lacc.{} += int{}(round(attn * {}dot(ldir, _normal)) * float{}(" LIGHT_COL
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")));\n",
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swizzle, swizzle_components, diffusefunc != DiffuseFunc::Sign ? "max(0.0," : "(",
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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@ -25,10 +25,9 @@ enum
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VB_HAS_TEXMTXIDXALL = (0xff << 2),
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// VB_HAS_POS=0, // Implied, it always has pos! don't bother testing
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VB_HAS_NRM0 = (1 << 10),
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VB_HAS_NRM1 = (1 << 11),
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VB_HAS_NRM2 = (1 << 12),
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VB_HAS_NRMALL = (7 << 10),
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VB_HAS_NORMAL = (1 << 10),
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VB_HAS_TANGENT = (1 << 11),
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VB_HAS_BINORMAL = (1 << 12),
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VB_COL_SHIFT = 13,
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VB_HAS_COL0 = (1 << 13),
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@ -1132,7 +1132,7 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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if (per_pixel_lighting)
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{
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out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n"
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out.Write("\tfloat3 _normal = normalize(Normal.xyz);\n\n"
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"\tfloat3 pos = WorldPos;\n");
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out.Write("\tint4 lacc;\n"
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@ -57,9 +57,9 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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{
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor1;\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i)
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@ -106,9 +106,9 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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out.Write("VS_OUTPUT main(\n");
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// inputs
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out.Write(" float3 rawnorm0 : NORMAL0,\n"
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" float3 rawnorm1 : NORMAL1,\n"
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" float3 rawnorm2 : NORMAL2,\n"
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out.Write(" float3 rawnormal : NORMAL,\n"
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" float3 rawtangent : TANGENT,\n"
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" float3 rawbinormal : BINORMAL,\n"
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" float4 rawcolor0 : COLOR0,\n"
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" float4 rawcolor1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i)
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@ -131,7 +131,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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"float3 N1;\n"
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"float3 N2;\n"
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"\n"
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"if ((components & {}u) != 0u) {{// VB_HAS_POSMTXIDX\n",
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"if ((components & {}u) != 0u) {{ // VB_HAS_POSMTXIDX\n",
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VB_HAS_POSMTXIDX);
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out.Write(" // Vertex format has a per-vertex matrix\n"
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" int posidx = int(posmtx.r);\n"
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@ -159,21 +159,22 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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"[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"
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"\n"
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"// Only the first normal gets normalized (TODO: why?)\n"
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"float3 _norm0 = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_NRM0\n",
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VB_HAS_NRM0);
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out.Write(
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" _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n"
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"\n"
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"float3 _norm1 = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_NRM1\n",
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VB_HAS_NRM1);
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out.Write(" _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"
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"float3 _normal = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_NORMAL\n",
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VB_HAS_NORMAL);
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out.Write(" _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
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"rawnormal)));\n"
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"\n"
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"float3 _norm2 = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_NRM2\n",
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VB_HAS_NRM2);
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out.Write(" _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"
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"float3 _tangent = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_TANGENT\n",
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VB_HAS_TANGENT);
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out.Write(" _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, rawtangent));\n"
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"\n"
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"float3 _binormal = float3(0.0, 0.0, 0.0);\n"
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"if ((components & {}u) != 0u) // VB_HAS_BINORMAL\n",
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VB_HAS_BINORMAL);
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out.Write(" _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
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"rawbinormal));\n"
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"\n");
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// Hardware Lighting
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@ -209,7 +210,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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"}}\n"
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"\n");
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WriteVertexLighting(out, api_type, "pos.xyz", "_norm0", "vertex_color_0", "vertex_color_1",
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WriteVertexLighting(out, api_type, "pos.xyz", "_normal", "vertex_color_0", "vertex_color_1",
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"o.colors_0", "o.colors_1");
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// Texture Coordinates
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@ -247,7 +248,7 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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if (per_pixel_lighting)
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{
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out.Write("o.Normal = _norm0;\n"
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out.Write("o.Normal = _normal;\n"
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"o.WorldPos = pos.xyz;\n");
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}
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@ -394,19 +395,19 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
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out.Write(" coord.xyz = rawpos.xyz;\n");
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out.Write(" break;\n\n");
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out.Write(" case {:s}:\n", SourceRow::Normal);
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out.Write(
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" coord.xyz = ((components & {}u /* VB_HAS_NRM0 */) != 0u) ? rawnorm0.xyz : coord.xyz;",
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VB_HAS_NRM0);
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out.Write(" coord.xyz = ((components & {}u /* VB_HAS_NORMAL */) != 0u) ? rawnormal.xyz : "
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"coord.xyz;",
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VB_HAS_NORMAL);
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out.Write(" break;\n\n");
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out.Write(" case {:s}:\n", SourceRow::BinormalT);
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out.Write(
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" coord.xyz = ((components & {}u /* VB_HAS_NRM1 */) != 0u) ? rawnorm1.xyz : coord.xyz;",
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VB_HAS_NRM1);
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out.Write(" coord.xyz = ((components & {}u /* VB_HAS_TANGENT */) != 0u) ? rawtangent.xyz : "
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"coord.xyz;",
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VB_HAS_TANGENT);
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out.Write(" break;\n\n");
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out.Write(" case {:s}:\n", SourceRow::BinormalB);
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out.Write(
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" coord.xyz = ((components & {}u /* VB_HAS_NRM2 */) != 0u) ? rawnorm2.xyz : coord.xyz;",
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VB_HAS_NRM2);
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out.Write(" coord.xyz = ((components & {}u /* VB_HAS_BINORMAL */) != 0u) ? rawbinormal.xyz : "
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"coord.xyz;",
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VB_HAS_BINORMAL);
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out.Write(" break;\n\n");
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for (u32 i = 0; i < 8; i++)
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{
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@ -449,10 +450,10 @@ static void GenVertexShaderTexGens(APIType api_type, u32 num_texgen, ShaderCode&
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out.Write(" case {}u: output_tex.xyz = o.tex{}; break;\n", i, i);
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out.Write(" default: output_tex.xyz = float3(0.0, 0.0, 0.0); break;\n"
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" }}\n");
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out.Write(" if ((components & {}u) != 0u) {{ // VB_HAS_NRM1 | VB_HAS_NRM2\n",
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VB_HAS_NRM1 | VB_HAS_NRM2); // Should this be VB_HAS_NRM1 | VB_HAS_NRM2
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out.Write(" if ((components & {}u) != 0u) {{ // VB_HAS_TANGENT | VB_HAS_BINORMAL\n",
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VB_HAS_TANGENT | VB_HAS_BINORMAL);
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out.Write(" float3 ldir = normalize(" I_LIGHTS "[light].pos.xyz - pos.xyz);\n"
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" output_tex.xyz += float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n"
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" output_tex.xyz += float3(dot(ldir, _tangent), dot(ldir, _binormal), 0.0);\n"
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" }}\n"
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" }}\n"
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" break;\n\n");
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@ -151,9 +151,9 @@ u32 VertexLoaderBase::GetVertexComponents(const TVtxDesc& vtx_desc, const VAT& v
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// Vertices always have positions; thus there is no VB_HAS_POS as it would always be set
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if (vtx_desc.low.Normal != VertexComponentFormat::NotPresent)
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{
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components |= VB_HAS_NRM0;
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components |= VB_HAS_NORMAL;
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if (vtx_attr.g0.NormalElements == NormalComponentCount::NBT)
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components |= VB_HAS_NRM1 | VB_HAS_NRM2;
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components |= VB_HAS_TANGENT | VB_HAS_BINORMAL;
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}
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for (u32 i = 0; i < vtx_desc.low.Color.Size(); i++)
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{
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@ -39,7 +39,7 @@ VertexShaderUid GetVertexShaderUid()
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switch (texinfo.texgentype)
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{
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case TexGenType::EmbossMap: // calculate tex coords into bump map
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if ((uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0)
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if ((uid_data->components & (VB_HAS_TANGENT | VB_HAS_BINORMAL)) != 0)
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{
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// transform the light dir into tangent space
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texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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@ -105,12 +105,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawpos;\n", SHADER_POSITION_ATTRIB);
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if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in uint4 posmtx;\n", SHADER_POSMTX_ATTRIB);
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm0;\n", SHADER_NORM0_ATTRIB);
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm1;\n", SHADER_NORM1_ATTRIB);
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnorm2;\n", SHADER_NORM2_ATTRIB);
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawnormal;\n", SHADER_NORMAL_ATTRIB);
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawtangent;\n", SHADER_TANGENT_ATTRIB);
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float3 rawbinormal;\n", SHADER_BINORMAL_ATTRIB);
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if ((uid_data->components & VB_HAS_COL0) != 0)
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out.Write("ATTRIBUTE_LOCATION({}) in float4 rawcolor0;\n", SHADER_COLOR0_ATTRIB);
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@ -169,12 +169,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("VS_OUTPUT main(\n");
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// inputs
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if ((uid_data->components & VB_HAS_NRM0) != 0)
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out.Write(" float3 rawnorm0 : NORMAL0,\n");
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if ((uid_data->components & VB_HAS_NRM1) != 0)
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out.Write(" float3 rawnorm1 : NORMAL1,\n");
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if ((uid_data->components & VB_HAS_NRM2) != 0)
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out.Write(" float3 rawnorm2 : NORMAL2,\n");
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if ((uid_data->components & VB_HAS_NORMAL) != 0)
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out.Write(" float3 rawnormal : NORMAL,\n");
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if ((uid_data->components & VB_HAS_TANGENT) != 0)
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out.Write(" float3 rawtangent : TANGENT,\n");
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if ((uid_data->components & VB_HAS_BINORMAL) != 0)
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out.Write(" float3 rawbinormal : BINORMAL,\n");
|
||||
if ((uid_data->components & VB_HAS_COL0) != 0)
|
||||
out.Write(" float4 rawcolor0 : COLOR0,\n");
|
||||
if ((uid_data->components & VB_HAS_COL1) != 0)
|
||||
|
@ -227,7 +227,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
"float4 P0 = " I_TRANSFORMMATRICES "[posidx];\n"
|
||||
"float4 P1 = " I_TRANSFORMMATRICES "[posidx + 1];\n"
|
||||
"float4 P2 = " I_TRANSFORMMATRICES "[posidx + 2];\n");
|
||||
if ((uid_data->components & VB_HAS_NRMALL) != 0)
|
||||
if ((uid_data->components & VB_HAS_NORMAL) != 0)
|
||||
{
|
||||
out.Write("int normidx = posidx & 31;\n"
|
||||
"float3 N0 = " I_NORMALMATRICES "[normidx].xyz;\n"
|
||||
|
@ -241,7 +241,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
out.Write("float4 P0 = " I_POSNORMALMATRIX "[0];\n"
|
||||
"float4 P1 = " I_POSNORMALMATRIX "[1];\n"
|
||||
"float4 P2 = " I_POSNORMALMATRIX "[2];\n");
|
||||
if ((uid_data->components & VB_HAS_NRMALL) != 0)
|
||||
if ((uid_data->components & VB_HAS_NORMAL) != 0)
|
||||
{
|
||||
out.Write("float3 N0 = " I_POSNORMALMATRIX "[3].xyz;\n"
|
||||
"float3 N1 = " I_POSNORMALMATRIX "[4].xyz;\n"
|
||||
|
@ -251,23 +251,25 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
|
||||
out.Write("// Multiply the position vector by the position matrix\n"
|
||||
"float4 pos = float4(dot(P0, rawpos), dot(P1, rawpos), dot(P2, rawpos), 1.0);\n");
|
||||
if ((uid_data->components & VB_HAS_NRM0) != 0)
|
||||
if ((uid_data->components & VB_HAS_NORMAL) != 0)
|
||||
{
|
||||
// Only the first normal gets normalized (TODO: why?)
|
||||
out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
|
||||
"rawnorm0)));\n");
|
||||
out.Write("float3 _normal = normalize(float3(dot(N0, rawnormal), dot(N1, rawnormal), dot(N2, "
|
||||
"rawnormal)));\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n");
|
||||
out.Write("float3 _normal = float3(0.0, 0.0, 0.0);\n");
|
||||
}
|
||||
if ((uid_data->components & VB_HAS_NRM1) != 0)
|
||||
if ((uid_data->components & VB_HAS_TANGENT) != 0)
|
||||
{
|
||||
out.Write("float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
|
||||
out.Write("float3 _tangent = float3(dot(N0, rawtangent), dot(N1, rawtangent), dot(N2, "
|
||||
"rawtangent));\n");
|
||||
}
|
||||
if ((uid_data->components & VB_HAS_NRM2) != 0)
|
||||
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
|
||||
{
|
||||
out.Write("float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
|
||||
out.Write("float3 _binormal = float3(dot(N0, rawbinormal), dot(N1, rawbinormal), dot(N2, "
|
||||
"rawbinormal));\n");
|
||||
}
|
||||
|
||||
out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION
|
||||
|
@ -293,24 +295,24 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
out.Write("coord.xyz = rawpos.xyz;\n");
|
||||
break;
|
||||
case SourceRow::Normal:
|
||||
if ((uid_data->components & VB_HAS_NRM0) != 0)
|
||||
if ((uid_data->components & VB_HAS_NORMAL) != 0)
|
||||
{
|
||||
out.Write("coord.xyz = rawnorm0.xyz;\n");
|
||||
out.Write("coord.xyz = rawnormal.xyz;\n");
|
||||
}
|
||||
break;
|
||||
case SourceRow::Colors:
|
||||
ASSERT(texinfo.texgentype == TexGenType::Color0 || texinfo.texgentype == TexGenType::Color1);
|
||||
break;
|
||||
case SourceRow::BinormalT:
|
||||
if ((uid_data->components & VB_HAS_NRM1) != 0)
|
||||
if ((uid_data->components & VB_HAS_TANGENT) != 0)
|
||||
{
|
||||
out.Write("coord.xyz = rawnorm1.xyz;\n");
|
||||
out.Write("coord.xyz = rawtangent.xyz;\n");
|
||||
}
|
||||
break;
|
||||
case SourceRow::BinormalB:
|
||||
if ((uid_data->components & VB_HAS_NRM2) != 0)
|
||||
if ((uid_data->components & VB_HAS_BINORMAL) != 0)
|
||||
{
|
||||
out.Write("coord.xyz = rawnorm2.xyz;\n");
|
||||
out.Write("coord.xyz = rawbinormal.xyz;\n");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
@ -339,14 +341,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
{
|
||||
case TexGenType::EmbossMap: // calculate tex coords into bump map
|
||||
|
||||
if ((uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0)
|
||||
if ((uid_data->components & (VB_HAS_TANGENT | VB_HAS_BINORMAL)) != 0)
|
||||
{
|
||||
// transform the light dir into tangent space
|
||||
out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n",
|
||||
LIGHT_POS_PARAMS(texinfo.embosslightshift));
|
||||
out.Write(
|
||||
"o.tex{}.xyz = o.tex{}.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i,
|
||||
texinfo.embosssourceshift);
|
||||
"o.tex{}.xyz = o.tex{}.xyz + float3(dot(ldir, _tangent), dot(ldir, _binormal), 0.0);\n",
|
||||
i, texinfo.embosssourceshift);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -464,7 +466,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
|
|||
|
||||
if (per_pixel_lighting)
|
||||
{
|
||||
out.Write("o.Normal = _norm0;\n"
|
||||
out.Write("o.Normal = _normal;\n"
|
||||
"o.WorldPos = pos.xyz;\n");
|
||||
}
|
||||
|
||||
|
|
|
@ -17,9 +17,9 @@ enum : int
|
|||
{
|
||||
SHADER_POSITION_ATTRIB = 0,
|
||||
SHADER_POSMTX_ATTRIB = 1,
|
||||
SHADER_NORM0_ATTRIB = 2,
|
||||
SHADER_NORM1_ATTRIB = 3,
|
||||
SHADER_NORM2_ATTRIB = 4,
|
||||
SHADER_NORMAL_ATTRIB = 2,
|
||||
SHADER_TANGENT_ATTRIB = 3,
|
||||
SHADER_BINORMAL_ATTRIB = 4,
|
||||
SHADER_COLOR0_ATTRIB = 5,
|
||||
SHADER_COLOR1_ATTRIB = 6,
|
||||
|
||||
|
|
Loading…
Reference in New Issue