LightingShader: hard code const variable
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e456a5e64f
commit
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@ -1088,7 +1088,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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}
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ID3D11Buffer* const_buffers[2] = {PixelShaderCache::GetConstantBuffer(), VertexShaderCache::GetConstantBuffer()};
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D3D::context->PSSetConstantBuffers(0, 2, const_buffers);
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D3D::context->PSSetConstantBuffers(0, 1 + g_ActiveConfig.bEnablePixelLighting, const_buffers);
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D3D::context->VSSetConstantBuffers(0, 1, const_buffers+1);
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D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), nullptr, 0);
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@ -28,11 +28,18 @@ struct VertexShaderConstants
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float4 posnormalmatrix[6];
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float4 projection[4];
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int4 materials[4];
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int4 light_colors[8]; // 8 lights
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float4 lights[32]; // 8 lights * 4 parameters
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struct Light
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{
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int4 color;
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float4 cosatt;
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float4 distatt;
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float4 pos;
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float4 dir;
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} lights [8];
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float4 texmatrices[24];
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float4 transformmatrices[64];
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float4 normalmatrices[32];
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float4 posttransformmatrices[64];
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float4 depthparams;
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};
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@ -4,25 +4,26 @@
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#pragma once
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/XFMemory.h"
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#define LIGHT_COL "%s[%d].%s"
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#define LIGHT_COL_PARAMS(lightsColName, index, swizzle) (lightsColName), (index), (swizzle)
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#define LIGHT_COL "%s[%d].color.%s"
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#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
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#define LIGHT_COSATT "%s[4*%d]"
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#define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_COSATT "%s[%d].cosatt"
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#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_DISTATT "%s[4*%d+1]"
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#define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_DISTATT "%s[%d].distatt"
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#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_POS "%s[4*%d+2]"
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#define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_POS "%s[%d].pos"
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#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_DIR "%s[4*%d+3]"
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#define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (index)
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#define LIGHT_DIR "%s[%d].dir"
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#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
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/**
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* Common uid data used for shader generators that use lighting calculations.
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@ -37,9 +38,17 @@ struct LightingUidData
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u32 light_mask : 32; // 4x8 bits
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};
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static const char s_lighting_struct[] =
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"struct Light {\n"
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"\tint4 color;\n"
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"\tfloat4 cosatt;\n"
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"\tfloat4 distatt;\n"
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"\tfloat4 pos;\n"
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"\tfloat4 dir;\n"
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"};\n";
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template<class T>
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsColName, const char* lightsName, int coloralpha)
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, int coloralpha)
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{
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const LitChannel& chan = (litchan_index > 1) ? xfmem.alpha[litchan_index-2] : xfmem.color[litchan_index];
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const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw";
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@ -53,14 +62,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(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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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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default: _assert_(0);
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}
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@ -69,24 +78,24 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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{
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if (chan.attnfunc == 3)
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{ // spot
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object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index));
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object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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object.Write("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(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
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LIGHT_DIR_PARAMS(lightsName, index));
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LIGHT_DIR_PARAMS(index));
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// attn*attn may overflow
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object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / dot(" LIGHT_DISTATT".xyz, float3(1.0,dist,dist2));\n",
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LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
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}
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else if (chan.attnfunc == 1)
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{ // specular
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object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
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object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(lightsName, index));
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object.Write("ldir = normalize(" LIGHT_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".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index));
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// attn*attn may overflow
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object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / (" LIGHT_DISTATT".x + " LIGHT_DISTATT".y*attn + " LIGHT_DISTATT".z*attn*attn);\n",
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LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index),
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LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
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LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
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}
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switch (chan.diffusefunc)
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@ -94,14 +103,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components,
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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swizzle_components, LIGHT_COL_PARAMS(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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object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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default: _assert_(0);
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}
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@ -115,7 +124,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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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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template<class T>
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static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsColName, const char* lightsName, const char* inColorName, const char* dest)
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static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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{
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@ -136,7 +145,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("int4 mat = %s[%d];\n", materialsName, j+2);
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object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j+2);
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}
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uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
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@ -157,7 +166,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("lacc = %s[%d];\n", materialsName, j);
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object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
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}
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}
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else
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@ -179,7 +188,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
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object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j+2);
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}
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}
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@ -199,7 +208,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
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object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
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}
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}
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else
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@ -226,7 +235,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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{
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if (mask & (1<<i))
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{
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GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 3);
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GenerateLightShader<T>(object, uid_data, i, j, 3);
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}
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}
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}
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@ -236,9 +245,9 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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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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GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 1);
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GenerateLightShader<T>(object, uid_data, i, j, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T>(object, uid_data, i, j+2, lightsColName, lightsName, 2);
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GenerateLightShader<T>(object, uid_data, i, j+2, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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@ -252,7 +261,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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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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GenerateLightShader<T>(object, uid_data, i, lit_index, lightsColName, lightsName, coloralpha);
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GenerateLightShader<T>(object, uid_data, i, lit_index, coloralpha);
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}
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}
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object.Write("lacc = clamp(lacc, 0, 255);");
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@ -11,10 +11,10 @@
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#endif
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/ConstantManager.h"
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#include "VideoCommon/LightingShaderGen.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/VertexShaderGen.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h" // for texture projection mode
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@ -239,27 +239,30 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tfloat4 " I_FOGF"[2];\n"
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"};\n");
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if (ApiType == API_OPENGL)
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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}
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else
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{
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out.Write("cbuffer VSBlock : register(b1) {\n");
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}
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out.Write(
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"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
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"\tfloat4 " I_PROJECTION"[4];\n"
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"\tint4 " I_MATERIALS"[4];\n"
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"\tint4 " I_LIGHT_COLORS"[8];\n"
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"\tfloat4 " I_LIGHTS"[32];\n"
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"\tfloat4 " I_TEXMATRICES"[24];\n"
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"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_NORMALMATRICES"[32];\n"
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"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_DEPTHPARAMS";\n"
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"};\n");
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out.Write("%s", s_lighting_struct);
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if (ApiType == API_OPENGL)
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{
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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}
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else
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{
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out.Write("cbuffer VSBlock : register(b1) {\n");
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}
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out.Write(
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"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
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"\tfloat4 " I_PROJECTION"[4];\n"
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"\tint4 " I_MATERIALS"[4];\n"
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"\tLight " I_LIGHTS"[8];\n"
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"\tfloat4 " I_TEXMATRICES"[24];\n"
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"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_NORMALMATRICES"[32];\n"
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"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_DEPTHPARAMS";\n"
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"};\n");
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}
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const bool forced_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ && bpmem.UseEarlyDepthTest() && (g_ActiveConfig.bFastDepthCalc || bpmem.alpha_test.TestResult() == AlphaTest::UNDETERMINED);
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const bool per_pixel_depth = (bpmem.ztex2.op != ZTEXTURE_DISABLE && bpmem.UseLateDepthTest()) || (!g_ActiveConfig.bFastDepthCalc && bpmem.zmode.testenable && !forced_early_z);
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@ -372,11 +375,13 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tfloat3 ldir, h;\n"
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"\tfloat dist, dist2, attn;\n");
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// TODO: Our current constant usage code isn't able to handle more than one buffer.
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// So we can't mark the VS constant as used here. But keep them here as reference.
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//out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
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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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uid_data.components = components;
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "colors_", "colors_");
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GenerateLightingShader<T>(out, uid_data.lighting, components, "colors_", "colors_");
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}
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// HACK to handle cases where the tex gen is not enabled
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@ -9,20 +9,6 @@
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VideoCommon.h"
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOGI "cfogi"
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#define I_FOGF "cfogf"
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#define I_PLIGHT_COLORS "cPLightColors"
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#define I_PLIGHTS "cPLights"
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#define I_PMATERIALS "cPmtrl"
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// TODO: get rid of them as they aren't used
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#define C_COLORMATRIX 0 // 0
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#define C_COLORS 0 // 0
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@ -215,3 +215,25 @@ private:
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std::map<UidT,std::string> m_shaders;
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std::vector<UidT> m_uids;
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};
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// Constant variable names
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#define I_COLORS "color"
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#define I_KCOLORS "k"
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#define I_ALPHA "alphaRef"
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#define I_TEXDIMS "texdim"
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#define I_ZBIAS "czbias"
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#define I_INDTEXSCALE "cindscale"
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#define I_INDTEXMTX "cindmtx"
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#define I_FOGCOLOR "cfogcolor"
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#define I_FOGI "cfogi"
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#define I_FOGF "cfogf"
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHTS "clights"
|
||||
#define I_TEXMATRICES "ctexmtx"
|
||||
#define I_TRANSFORMMATRICES "ctrmtx"
|
||||
#define I_NORMALMATRICES "cnmtx"
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||||
#define I_POSTTRANSFORMMATRICES "cpostmtx"
|
||||
#define I_DEPTHPARAMS "cDepth" // farZ, zRange
|
||||
|
|
|
@ -81,6 +81,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
|
|||
_assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
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||||
_assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
|
||||
|
||||
out.Write("%s", s_lighting_struct);
|
||||
|
||||
// uniforms
|
||||
if (api_type == API_OPENGL)
|
||||
out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
|
||||
|
@ -90,8 +92,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
|
|||
"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
|
||||
"\tfloat4 " I_PROJECTION"[4];\n"
|
||||
"\tint4 " I_MATERIALS"[4];\n"
|
||||
"\tint4 " I_LIGHT_COLORS"[8];\n"
|
||||
"\tfloat4 " I_LIGHTS"[32];\n"
|
||||
"\tLight " I_LIGHTS"[8];\n"
|
||||
"\tfloat4 " I_TEXMATRICES"[24];\n"
|
||||
"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
|
||||
"\tfloat4 " I_NORMALMATRICES"[32];\n"
|
||||
|
@ -229,7 +230,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
|
|||
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
|
||||
}
|
||||
|
||||
GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "color", "o.colors_");
|
||||
GenerateLightingShader<T>(out, uid_data.lighting, components, "color", "o.colors_");
|
||||
|
||||
if (xfmem.numChan.numColorChans < 2)
|
||||
{
|
||||
|
@ -304,7 +305,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
|
|||
// transform the light dir into tangent space
|
||||
uid_data.texMtxInfo[i].embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
|
||||
uid_data.texMtxInfo[i].embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
|
||||
out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(I_LIGHTS, texinfo.embosslightshift));
|
||||
out.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(texinfo.embosslightshift));
|
||||
out.Write("o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -28,19 +28,6 @@
|
|||
#define SHADER_TEXTURE7_ATTRIB 15
|
||||
|
||||
|
||||
|
||||
// shader variables
|
||||
#define I_POSNORMALMATRIX "cpnmtx"
|
||||
#define I_PROJECTION "cproj"
|
||||
#define I_MATERIALS "cmtrl"
|
||||
#define I_LIGHT_COLORS "clight_colors"
|
||||
#define I_LIGHTS "clights"
|
||||
#define I_TEXMATRICES "ctexmtx"
|
||||
#define I_TRANSFORMMATRICES "ctrmtx"
|
||||
#define I_NORMALMATRICES "cnmtx"
|
||||
#define I_POSTTRANSFORMMATRICES "cpostmtx"
|
||||
#define I_DEPTHPARAMS "cDepth" // farZ, zRange
|
||||
|
||||
//TODO: get rid of them, they aren't used at all
|
||||
#define C_POSNORMALMATRIX 0
|
||||
#define C_PROJECTION (C_POSNORMALMATRIX + 6)
|
||||
|
|
|
@ -251,29 +251,40 @@ void VertexShaderManager::SetConstants()
|
|||
for (int i = istart; i < iend; ++i)
|
||||
{
|
||||
const Light& light = xfmem.lights[i];
|
||||
VertexShaderConstants::Light& dstlight = constants.lights[i];
|
||||
|
||||
// xfmem.light.color is packed as abgr in u8[4], so we have to swap the order
|
||||
constants.light_colors[i][0] = light.color[3];
|
||||
constants.light_colors[i][1] = light.color[2];
|
||||
constants.light_colors[i][2] = light.color[1];
|
||||
constants.light_colors[i][3] = light.color[0];
|
||||
const float* xfmemptr = light.cosatt;
|
||||
dstlight.color[0] = light.color[3];
|
||||
dstlight.color[1] = light.color[2];
|
||||
dstlight.color[2] = light.color[1];
|
||||
dstlight.color[3] = light.color[0];
|
||||
|
||||
for (int j = 0; j < 4; ++j, xfmemptr += 3)
|
||||
dstlight.cosatt[0] = light.cosatt[0];
|
||||
dstlight.cosatt[1] = light.cosatt[1];
|
||||
dstlight.cosatt[2] = light.cosatt[2];
|
||||
|
||||
if (fabs(light.distatt[0]) < 0.00001f &&
|
||||
fabs(light.distatt[1]) < 0.00001f &&
|
||||
fabs(light.distatt[2]) < 0.00001f)
|
||||
{
|
||||
if (j == 1 &&
|
||||
fabs(xfmemptr[0]) < 0.00001f &&
|
||||
fabs(xfmemptr[1]) < 0.00001f &&
|
||||
fabs(xfmemptr[2]) < 0.00001f)
|
||||
{
|
||||
// dist attenuation, make sure not equal to 0!!!
|
||||
constants.lights[4*i+j][0] = 0.00001f;
|
||||
}
|
||||
else
|
||||
constants.lights[4*i+j][0] = xfmemptr[0];
|
||||
constants.lights[4*i+j][1] = xfmemptr[1];
|
||||
constants.lights[4*i+j][2] = xfmemptr[2];
|
||||
// dist attenuation, make sure not equal to 0!!!
|
||||
dstlight.distatt[0] = .00001f;
|
||||
}
|
||||
else
|
||||
{
|
||||
dstlight.distatt[0] = light.distatt[0];
|
||||
}
|
||||
dstlight.distatt[1] = light.distatt[1];
|
||||
dstlight.distatt[2] = light.distatt[2];
|
||||
|
||||
dstlight.pos[0] = light.dpos[0];
|
||||
dstlight.pos[1] = light.dpos[1];
|
||||
dstlight.pos[2] = light.dpos[2];
|
||||
|
||||
// TODO: these likely have to be normalized
|
||||
dstlight.dir[0] = light.ddir[0];
|
||||
dstlight.dir[1] = light.ddir[1];
|
||||
dstlight.dir[2] = light.ddir[2];
|
||||
}
|
||||
dirty = true;
|
||||
|
||||
|
|
Loading…
Reference in New Issue