Partially revert "Now CG plays nice with this new stuff."
This reverts commit 3943840d5c
.
Suppport for old GLSL versions has been dropped, so to make things less ugly we can use a structure for lights again.
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parent
ae62af8a93
commit
30f1a4b4fe
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@ -47,13 +47,13 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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// atten disabled
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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WRITE(p, "lacc.%s += %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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WRITE(p, "ldir = normalize(%s[%d + 3].xyz - pos.xyz);\n", lightsName, index * 5);
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WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s[%d].%s;\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index * 5, swizzle);
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WRITE(p, "ldir = normalize(%s[%d].pos.xyz - pos.xyz);\n", lightsName, index);
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WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s[%d].col.%s;\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
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break;
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default: _assert_(0);
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}
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@ -62,32 +62,32 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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if (chan.attnfunc == 3)
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{ // spot
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WRITE(p, "ldir = %s[%d + 3].xyz - pos.xyz;\n", lightsName, index * 5);
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WRITE(p, "ldir = %s[%d].pos.xyz - pos.xyz;\n", lightsName, index);
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WRITE(p, "dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0f, dot(ldir, %s[%d + 4].xyz));\n", lightsName, index * 5);
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WRITE(p, "attn = max(0.0f, dot(%s[%d + 1].xyz, float3(1.0f, attn, attn*attn))) / dot(%s[%d + 2].xyz, float3(1.0f,dist,dist2));\n", lightsName, index * 5, lightsName, index * 5);
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"attn = max(0.0f, dot(ldir, %s[%d].dir.xyz));\n", lightsName, index);
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WRITE(p, "attn = max(0.0f, dot(%s[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
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}
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else if (chan.attnfunc == 1)
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{ // specular
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WRITE(p, "ldir = normalize(%s[%d + 3].xyz);\n", lightsName, index * 5);
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WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d + 4].xyz)) : 0.0f;\n", lightsName, index * 5);
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WRITE(p, "attn = max(0.0f, dot(%s[%d + 1].xyz, float3(1,attn,attn*attn))) / dot(%s[%d + 2].xyz, float3(1,attn,attn*attn));\n", lightsName, index * 5, lightsName, index * 5);
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WRITE(p, "ldir = normalize(%s[%d].pos.xyz);\n", lightsName, index);
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WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
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WRITE(p, "attn = max(0.0f, dot(%s[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
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}
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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WRITE(p, "lacc.%s += attn * %s[%d].%s;\n", swizzle, lightsName, index * 5, swizzle);
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WRITE(p, "lacc.%s += attn * %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].%s;\n",
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WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].col.%s;\n",
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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lightsName,
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index * 5,
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index,
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swizzle);
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break;
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default: _assert_(0);
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@ -590,7 +590,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "\t%sfloat4 " I_FOG"[3] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_FOG));
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// For pixel lighting
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WRITE(p, "\t%sfloat4 " I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n");
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WRITE(p, "\t%sLight " I_PLIGHTS"[8] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
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WRITE(p, "\t%sfloat4 " I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PMATERIALS));
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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@ -192,7 +192,8 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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WRITE(p, "%sfloat4 " I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%sfloat4 " I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%sfloat4 " I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%sfloat4 " I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n");
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WRITE(p, "%sLight " I_LIGHTS"[8] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%sfloat4 " I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%sfloat4 " I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%sfloat4 " I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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@ -413,7 +414,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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// transform the light dir into tangent space
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WRITE(p, "ldir = normalize(" I_LIGHTS"[%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "ldir = normalize(" I_LIGHTS"[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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}
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else
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