Pixel/LightingShaderGen: Fix code alignment issues.

Most of these weren't even introduced by me, but hey - I'm nice and love wasting my time :p
This commit is contained in:
Tony Wasserka 2014-03-06 20:08:47 +01:00
parent 2067f88e0f
commit c1016205d3
2 changed files with 28 additions and 28 deletions

View File

@ -59,8 +59,8 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
case LIGHTDIF_CLAMP: case LIGHTDIF_CLAMP:
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index)); object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n", object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle)); swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
break; break;
default: _assert_(0); default: _assert_(0);
} }
@ -71,13 +71,13 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
{ // spot { // spot
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index)); object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("dist2 = dot(ldir, ldir);\n" object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n" "dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n" "ldir = ldir / dist;\n"
"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n", "attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
LIGHT_DIR_PARAMS(lightsName, index)); LIGHT_DIR_PARAMS(lightsName, index));
// attn*attn may overflow // attn*attn may overflow
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", 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",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index)); LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
} }
else if (chan.attnfunc == 1) else if (chan.attnfunc == 1)
{ // specular { // specular
@ -85,23 +85,23 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(lightsName, index)); object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(lightsName, index));
// attn*attn may overflow // attn*attn may overflow
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", 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",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index),
LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index)); LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
} }
switch (chan.diffusefunc) switch (chan.diffusefunc)
{ {
case LIGHTDIF_NONE: case LIGHTDIF_NONE:
object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n", object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components, swizzle, swizzle_components,
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle)); swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
break; break;
case LIGHTDIF_SIGN: case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP: case LIGHTDIF_CLAMP:
object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n", object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components, swizzle, swizzle_components,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle)); swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
break; break;
default: _assert_(0); default: _assert_(0);
} }

View File

@ -205,16 +205,16 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// dot product for integer vectors // dot product for integer vectors
out.Write("int idot(int3 x, int3 y)\n" out.Write("int idot(int3 x, int3 y)\n"
"{\n" "{\n"
"\tint3 tmp = x * y;\n" "\tint3 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z;\n" "\treturn tmp.x + tmp.y + tmp.z;\n"
"}\n"); "}\n");
out.Write("int idot(int4 x, int4 y)\n" out.Write("int idot(int4 x, int4 y)\n"
"{\n" "{\n"
"\tint4 tmp = x * y;\n" "\tint4 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n" "\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
"}\n\n"); "}\n\n");
if (ApiType == API_OPENGL) if (ApiType == API_OPENGL)
{ {
@ -339,11 +339,11 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
} }
out.Write("\tint4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = " I_COLORS"[0];\n" out.Write("\tint4 c0 = " I_COLORS"[1], c1 = " I_COLORS"[2], c2 = " I_COLORS"[3], prev = " I_COLORS"[0];\n"
"\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n" "\tint4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp = int4(0, 0, 0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n" "\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n" "\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n" "\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n"); "\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
if (ApiType == API_OPENGL) if (ApiType == API_OPENGL)
{ {
@ -815,7 +815,7 @@ static inline void WriteStage(T& out, pixel_shader_uid_data& uid_data, int n, AP
int mode = (cc.shift<<1)|cc.op; int mode = (cc.shift<<1)|cc.op;
out.Write(" %s + ", tevCInputTable[cc.d]); out.Write(" %s + ", tevCInputTable[cc.d]);
out.Write(function_table[mode], tevCInputTable[cc.a], out.Write(function_table[mode], tevCInputTable[cc.a],
tevCInputTable[cc.b], tevCInputTable[cc.c]); tevCInputTable[cc.b], tevCInputTable[cc.c]);
} }
if (cc.clamp) if (cc.clamp)
out.Write(", int3(0,0,0), int3(255,255,255))"); out.Write(", int3(0,0,0), int3(255,255,255))");