Split shader code generation for lighting into a separate file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7088 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
986cd817de
commit
35edf1b236
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@ -10,6 +10,7 @@ set(SRCS Src/BPFunctions.cpp
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Src/HiresTextures.cpp
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Src/ImageWrite.cpp
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Src/IndexGenerator.cpp
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Src/LightingShaderGen.cpp
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Src/MainBase.cpp
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Src/OnScreenDisplay.cpp
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Src/OpcodeDecoding.cpp
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@ -0,0 +1,200 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "LightingShaderGen.h"
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#include "NativeVertexFormat.h"
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#include "XFMemory.h"
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#define WRITE p+=sprintf
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// coloralpha - 1 if color, 2 if alpha
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char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
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{
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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else if (coloralpha == 2 ) swizzle = "w";
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if (!(chan.attnfunc & 1)) {
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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.lights[%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.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
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WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%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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}
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else { // spec and spot
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if (chan.attnfunc == 3)
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{ // spot
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WRITE(p, "ldir = %s.lights[%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.lights[%d].dir.xyz));\n", lightsName, index);
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WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%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.lights[%d].pos.xyz);\n", lightsName, index);
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WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
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WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%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.lights[%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.lights[%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,
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swizzle);
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break;
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default: _assert_(0);
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}
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}
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WRITE(p, "\n");
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return p;
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}
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// vertex shader
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// lights/colors
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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{
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const LitChannel& color = xfregs.color[j];
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const LitChannel& alpha = xfregs.alpha[j];
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WRITE(p, "{\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat = %s0;\n", inColorName);
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else
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WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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else // from color
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WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = %s%d;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc = %s0;\n", inColorName);
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else
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WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
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}
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else
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{
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WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j))
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WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat.w = %s0.w;\n", inColorName);
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else WRITE(p, "mat.w = 1.0f;\n");
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}
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else // from color
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WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
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}
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if (alpha.enablelighting)
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{
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if (alpha.ambsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc.w = %s0.w;\n", inColorName);
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else
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WRITE(p, "lacc.w = 0.0f;\n");
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}
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else // from color
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WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
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}
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else
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{
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WRITE(p, "lacc.w = 1.0f;\n");
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}
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if(color.enablelighting && alpha.enablelighting)
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{
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// both have lighting, test if they use the same lights
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int mask = 0;
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if(color.lightparams == alpha.lightparams)
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{
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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if(mask)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1<<i))
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p = GenerateLightShader(p, i, color, lightsName, 3);
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}
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}
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}
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// no shared lights
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for (int i = 0; i < 8; ++i)
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{
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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p = GenerateLightShader(p, i, color, lightsName, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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p = GenerateLightShader(p, i, alpha, lightsName, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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{
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// lights are disabled on one channel so process only the active ones
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const LitChannel& workingchannel = color.enablelighting ? color : alpha;
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int coloralpha = color.enablelighting ? 1 : 2;
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for (int i = 0; i < 8; ++i)
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{
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if (workingchannel.GetFullLightMask() & (1<<i))
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p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
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}
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}
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WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
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WRITE(p, "}\n");
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}
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return p;
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}
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@ -0,0 +1,23 @@
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _LIGHTINGSHADERGEN_H_
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#define _LIGHTINGSHADERGEN_H_
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char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest);
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#endif // _LIGHTINGSHADERGEN_H_
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@ -20,6 +20,7 @@
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#include <assert.h>
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#include <locale.h>
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#include "LightingShaderGen.h"
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#include "PixelShaderGen.h"
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#include "XFMemory.h" // for texture projection mode
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#include "BPMemory.h"
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@ -379,68 +380,6 @@ static void BuildSwapModeTable()
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}
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}
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char *GeneratePixelLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha)
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{
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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else if (coloralpha == 2 ) swizzle = "w";
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if (!(chan.attnfunc & 1)) {
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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, "%s.%s += "I_PLIGHTS".lights[%d].col.%s;\n", dest, swizzle, 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("I_PLIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
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WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_PLIGHTS".lights[%d].col.%s;\n",
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dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
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break;
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default: _assert_(0);
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}
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}
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else { // spec and spot
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if (chan.attnfunc == 3)
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{ // spot
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WRITE(p, "ldir = "I_PLIGHTS".lights[%d].pos.xyz - pos.xyz;\n", 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, "I_PLIGHTS".lights[%d].dir.xyz));\n",index);
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WRITE(p, "attn = max(0.0f, dot("I_PLIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_PLIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, 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("I_PLIGHTS".lights[%d].pos.xyz);\n",index);
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WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, "I_PLIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
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WRITE(p, "attn = max(0.0f, dot("I_PLIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_PLIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, 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, "%s.%s += attn * "I_PLIGHTS".lights[%d].col.%s;\n", dest, swizzle, 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, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_PLIGHTS".lights[%d].col.%s;\n",
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dest,
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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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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}
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}
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WRITE(p, "\n");
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return p;
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}
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const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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@ -606,113 +545,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, "float4 mat, lacc;\n"
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"float3 ldir, h;\n"
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"float dist, dist2, attn;\n");
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// lights/colors
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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{
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const LitChannel& color = xfregs.color[j];
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const LitChannel& alpha = xfregs.alpha[j];
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WRITE(p, "{\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = colors_%d;\n", j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat = colors_0;\n");
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else
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WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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else // from color
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WRITE(p, "mat = "I_PMATERIALS".C%d;\n", j+2);
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = colors_%d;\n", j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc = colors_0;\n");
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else
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WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = "I_PMATERIALS".C%d;\n", j);
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}
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else
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{
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WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j))
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WRITE(p, "mat.w = colors_%d.w;\n", j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat.w = colors_0.w;\n");
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else WRITE(p, "mat.w = 1.0f;\n");
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}
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else // from color
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WRITE(p, "mat.w = "I_PMATERIALS".C%d.w;\n", j+2);
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}
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if (alpha.enablelighting)
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{
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if (alpha.ambsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc.w = colors_%d.w;\n", j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc.w = colors_0.w;\n");
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else
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WRITE(p, "lacc.w = 0.0f;\n");
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}
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else // from color
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WRITE(p, "lacc.w = "I_PMATERIALS".C%d.w;\n", j);
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}
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else
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{
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WRITE(p, "lacc.w = 1.0f;\n");
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}
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if(color.enablelighting && alpha.enablelighting)
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{
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// both have lighting, test if they use the same lights
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int mask = 0;
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if(color.lightparams == alpha.lightparams)
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{
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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if(mask)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1<<i))
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p = GeneratePixelLightShader(p, i, color, "lacc", 3);
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}
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}
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}
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// no shared lights
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for (int i = 0; i < 8; ++i)
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{
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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p = GeneratePixelLightShader(p, i, color, "lacc", 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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p = GeneratePixelLightShader(p, i, alpha, "lacc", 2);
|
||||
}
|
||||
}
|
||||
else if (color.enablelighting || alpha.enablelighting)
|
||||
{
|
||||
// lights are disabled on one channel so process only the active ones
|
||||
LitChannel workingchannel = color.enablelighting ? color : alpha;
|
||||
int coloralpha = color.enablelighting ? 1 : 2;
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (workingchannel.GetFullLightMask() & (1<<i))
|
||||
p = GeneratePixelLightShader(p, i, workingchannel, "lacc", coloralpha);
|
||||
}
|
||||
}
|
||||
WRITE(p, "colors_%d = mat * saturate(lacc);\n", j);
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
p = GenerateLightingShader(p, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
|
||||
}
|
||||
|
||||
if (numTexgen < 7)
|
||||
|
|
|
@ -14,6 +14,7 @@ files = [
|
|||
'HiresTextures.cpp',
|
||||
'ImageWrite.cpp',
|
||||
'IndexGenerator.cpp',
|
||||
'LightingShaderGen.cpp',
|
||||
'MainBase.cpp',
|
||||
'OnScreenDisplay.cpp',
|
||||
'OpcodeDecoding.cpp',
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
|
||||
#include "BPMemory.h"
|
||||
#include "CPMemory.h"
|
||||
#include "LightingShaderGen.h"
|
||||
#include "VertexShaderGen.h"
|
||||
#include "VideoConfig.h"
|
||||
|
||||
|
@ -72,10 +73,6 @@ static char text[16384];
|
|||
|
||||
#define WRITE p+=sprintf
|
||||
|
||||
#define LIGHTS_POS ""
|
||||
|
||||
char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha);
|
||||
|
||||
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
{
|
||||
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
||||
|
@ -238,113 +235,9 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
else
|
||||
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
}
|
||||
// lights/colors
|
||||
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
|
||||
{
|
||||
const LitChannel& color = xfregs.color[j];
|
||||
const LitChannel& alpha = xfregs.alpha[j];
|
||||
|
||||
WRITE(p, "{\n");
|
||||
p = GenerateLightingShader(p, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
|
||||
|
||||
if (color.matsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0 << j))
|
||||
WRITE(p, "mat = color%d;\n", j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
WRITE(p, "mat = color0;\n");
|
||||
else
|
||||
WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
|
||||
|
||||
if (color.enablelighting) {
|
||||
if (color.ambsource) { // from vertex
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc = color%d;\n", j);
|
||||
else if (components & VB_HAS_COL0 )
|
||||
WRITE(p, "lacc = color0;\n");
|
||||
else
|
||||
WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
}
|
||||
|
||||
// check if alpha is different
|
||||
if (alpha.matsource != color.matsource) {
|
||||
if (alpha.matsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0<<j))
|
||||
WRITE(p, "mat.w = color%d.w;\n", j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
WRITE(p, "mat.w = color0.w;\n");
|
||||
else WRITE(p, "mat.w = 1.0f;\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
|
||||
}
|
||||
|
||||
if (alpha.enablelighting)
|
||||
{
|
||||
if (alpha.ambsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc.w = color%d.w;\n", j);
|
||||
else if (components & VB_HAS_COL0 )
|
||||
WRITE(p, "lacc.w = color0.w;\n");
|
||||
else
|
||||
WRITE(p, "lacc.w = 0.0f;\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "lacc.w = 1.0f;\n");
|
||||
}
|
||||
|
||||
if(color.enablelighting && alpha.enablelighting)
|
||||
{
|
||||
// both have lighting, test if they use the same lights
|
||||
int mask = 0;
|
||||
if(color.lightparams == alpha.lightparams)
|
||||
{
|
||||
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
|
||||
if(mask)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (mask & (1<<i))
|
||||
p = GenerateLightShader(p, i, color, "lacc", 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// no shared lights
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
|
||||
p = GenerateLightShader(p, i, color, "lacc", 1);
|
||||
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
|
||||
p = GenerateLightShader(p, i, alpha, "lacc", 2);
|
||||
}
|
||||
}
|
||||
else if (color.enablelighting || alpha.enablelighting)
|
||||
{
|
||||
// lights are disabled on one channel so process only the active ones
|
||||
LitChannel workingchannel = color.enablelighting ? color : alpha;
|
||||
int coloralpha = color.enablelighting ? 1 : 2;
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (workingchannel.GetFullLightMask() & (1<<i))
|
||||
p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
|
||||
}
|
||||
}
|
||||
WRITE(p, "o.colors_%d = mat * saturate(lacc);\n", j);
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
if(xfregs.numChan.numColorChans < 2)
|
||||
{
|
||||
if (components & VB_HAS_COL1)
|
||||
|
@ -538,64 +431,3 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
|||
setlocale(LC_NUMERIC, ""); // restore locale
|
||||
return text;
|
||||
}
|
||||
|
||||
// coloralpha - 1 if color, 2 if alpha
|
||||
char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha)
|
||||
{
|
||||
const char* swizzle = "xyzw";
|
||||
if (coloralpha == 1 ) swizzle = "xyz";
|
||||
else if (coloralpha == 2 ) swizzle = "w";
|
||||
|
||||
if (!(chan.attnfunc & 1)) {
|
||||
// atten disabled
|
||||
switch (chan.diffusefunc) {
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
||||
case LIGHTDIF_CLAMP:
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
|
||||
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
|
||||
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
else { // spec and spot
|
||||
|
||||
if (chan.attnfunc == 3)
|
||||
{ // spot
|
||||
WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
|
||||
WRITE(p, "dist2 = dot(ldir, ldir);\n"
|
||||
"dist = sqrt(dist2);\n"
|
||||
"ldir = ldir / dist;\n"
|
||||
"attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index);
|
||||
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
|
||||
}
|
||||
else if (chan.attnfunc == 1)
|
||||
{ // specular
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz);\n",index);
|
||||
WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
|
||||
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, index);
|
||||
}
|
||||
|
||||
switch (chan.diffusefunc)
|
||||
{
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
||||
case LIGHTDIF_CLAMP:
|
||||
WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
|
||||
dest,
|
||||
swizzle,
|
||||
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
|
||||
index,
|
||||
swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
WRITE(p, "\n");
|
||||
return p;
|
||||
}
|
||||
|
|
|
@ -435,6 +435,14 @@
|
|||
<Filter
|
||||
Name="Shader Generators"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\Src\LightingShaderGen.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\LightingShaderGen.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\PixelShaderGen.cpp"
|
||||
>
|
||||
|
|
|
@ -246,6 +246,7 @@
|
|||
<ClCompile Include="Src\HiresTextures.cpp" />
|
||||
<ClCompile Include="Src\ImageWrite.cpp" />
|
||||
<ClCompile Include="Src\IndexGenerator.cpp" />
|
||||
<ClCompile Include="Src\LightingShaderGen.cpp" />
|
||||
<ClCompile Include="Src\MainBase.cpp" />
|
||||
<ClCompile Include="Src\memcpy_amd.cpp" />
|
||||
<ClCompile Include="Src\OnScreenDisplay.cpp" />
|
||||
|
@ -290,6 +291,7 @@
|
|||
<ClInclude Include="Src\HiresTextures.h" />
|
||||
<ClInclude Include="Src\ImageWrite.h" />
|
||||
<ClInclude Include="Src\IndexGenerator.h" />
|
||||
<ClInclude Include="Src\LightingShaderGen.h" />
|
||||
<ClInclude Include="Src\LookUpTables.h" />
|
||||
<ClInclude Include="Src\MainBase.h" />
|
||||
<ClInclude Include="Src\NativeVertexFormat.h" />
|
||||
|
|
|
@ -116,6 +116,9 @@
|
|||
<ClCompile Include="Src\VertexManagerBase.cpp">
|
||||
<Filter>Base</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Src\LightingShaderGen.cpp">
|
||||
<Filter>Shader Generators</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Src\CommandProcessor.h" />
|
||||
|
@ -240,6 +243,9 @@
|
|||
<ClInclude Include="Src\VertexManagerBase.h">
|
||||
<Filter>Base</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Src\LightingShaderGen.h">
|
||||
<Filter>Shader Generators</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Src\SConscript" />
|
||||
|
|
Loading…
Reference in New Issue