Merge pull request #10164 from Pokechu22/per-pixel-lighting-vertex-color
VideoCommon: Fix color channel logic when per-pixel lighting is in use
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7d6393332d
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@ -787,6 +787,10 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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GenerateLightingShaderCode(out, uid_data->lighting, "colors_", "col");
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// The number of colors available to TEV is determined by numColorChans.
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// Normally this is performed in the vertex shader after lighting, but with per-pixel lighting,
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// we need to perform it here. (It needs to be done after lighting, as what was originally
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// black might become a different color after lighting).
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if (uid_data->numColorChans == 0)
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out.Write("col0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (uid_data->numColorChans <= 1)
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@ -748,6 +748,14 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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WriteVertexLighting(out, api_type, "lit_pos", "lit_normal", "colors_0", "colors_1",
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"lit_colors_0", "lit_colors_1");
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color_input_prefix = "lit_";
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out.Write(" // The number of colors available to TEV is determined by numColorChans.\n"
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" // Normally this is performed in the vertex shader after lighting,\n"
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" // but with per-pixel lighting, we need to perform it here.\n"
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" // TODO: Actually implement this for ubershaders\n"
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" // if (xfmem_numColorChans == 0u)\n"
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" // o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
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" // if (xfmem_numColorChans <= 1u)\n"
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" // o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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out.Write(" uint num_stages = {};\n\n",
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@ -215,37 +215,29 @@ ShaderCode GenVertexShader(APIType api_type, const ShaderHostConfig& host_config
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if (num_texgen > 0)
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GenVertexShaderTexGens(api_type, num_texgen, out);
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out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
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"// We have to provide the fields to match the interface, so set to zero\n"
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"// if it's not enabled.\n");
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const char* color_prefix;
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if (per_pixel_lighting)
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{
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out.Write("\n// Since per-pixel lighting is enabled, the vertex colors are passed through\n"
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"// unmodified so we can evaluate the lighting in the pixel shader.\n");
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color_prefix = "vertex_color_";
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out.Write("// When per-pixel lighting is enabled, the vertex colors are passed through\n"
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"// unmodified so we can evaluate the lighting in the pixel shader.\n"
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"// Lighting is also still computed in the vertex shader since it can be used to\n"
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"// generate texture coordinates. We generated them above, so now the colors can\n"
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"// be reverted to their previous stage.\n"
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"o.colors_0 = vertex_color_0;\n"
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"o.colors_1 = vertex_color_1;\n"
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"// Note that the numColorChans logic should be (but currently isn't)\n"
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"// performed in the pixel shader.\n");
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}
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else
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{
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color_prefix = "rawcolor";
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out.Write("// The number of colors available to TEV is determined by numColorChans.\n"
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"// We have to provide the fields to match the interface, so set to zero\n"
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"// if it's not enabled.\n"
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"if (xfmem_numColorChans == 0u)\n"
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" o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n"
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"if (xfmem_numColorChans <= 1u)\n"
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" o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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out.Write("if (xfmem_numColorChans == 0u) {{\n"
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" if ((components & {}u) != 0u) // VB_HAS_COL0\n"
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" o.colors_0 = {}0;\n"
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" else\n"
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" o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"
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"}}\n",
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VB_HAS_COL0, color_prefix);
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out.Write("if (xfmem_numColorChans <= 1u) {{\n"
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" if ((components & {}u) != 0u) // VB_HAS_COL1\n"
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" o.colors_1 = {}1;\n"
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" else\n"
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" o.colors_1 = o.colors_0;\n"
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"}}\n",
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VB_HAS_COL1, color_prefix);
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if (!host_config.fast_depth_calc)
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{
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// clipPos/w needs to be done in pixel shader, not here
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@ -443,38 +443,26 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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out.Write("}}\n");
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}
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// The number of colors available to TEV is determined by numColorChans.
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// We have to provide the fields to match the interface, so set to zero if it's not enabled.
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if (per_pixel_lighting)
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{
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// When per-pixel lighting is enabled, the vertex colors are passed through
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// unmodified so we can evaluate the lighting in the pixel shader.
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// When per-pixel lighting is enabled, the vertex colors are passed through unmodified so we can
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// evaluate the lighting in the same manner in the pixel shader.
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if (uid_data->numColorChans == 0)
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{
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if ((uid_data->components & VB_HAS_COL0) != 0)
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{
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if (per_pixel_lighting)
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out.Write("o.colors_0 = vertex_color_0;\n");
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else
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out.Write("o.colors_0 = rawcolor0;\n");
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}
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else
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{
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out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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// Lighting is also still computed in the vertex shader since it can be used to
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// generate texture coordinates. We generated them above, so now the colors can
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// be reverted to their previous stage.
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out.Write("o.colors_0 = vertex_color_0;\n");
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out.Write("o.colors_1 = vertex_color_1;\n");
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// Note that the numColorChans logic is performed in the pixel shader.
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}
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if (uid_data->numColorChans <= 1)
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else
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{
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if ((uid_data->components & VB_HAS_COL1) != 0)
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{
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if (per_pixel_lighting)
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out.Write("o.colors_1 = vertex_color_1;\n");
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else
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out.Write("o.colors_1 = rawcolor1;\n");
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}
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else
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{
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// The number of colors available to TEV is determined by numColorChans.
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// We have to provide the fields to match the interface, so set to zero if it's not enabled.
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if (uid_data->numColorChans == 0)
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out.Write("o.colors_0 = float4(0.0, 0.0, 0.0, 0.0);\n");
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if (uid_data->numColorChans <= 1)
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out.Write("o.colors_1 = float4(0.0, 0.0, 0.0, 0.0);\n");
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}
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}
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// clipPos/w needs to be done in pixel shader, not here
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