ShaderGen: Fix per pixel lighting.
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248d56d930
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@ -18,15 +18,12 @@
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#ifndef _LIGHTINGSHADERGEN_H_
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#define _LIGHTINGSHADERGEN_H_
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#include <typeinfo>
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#include "ShaderGenCommon.h"
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#include "NativeVertexFormat.h"
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#include "XFMemory.h"
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// uid_data needs to have a struct named lighting_uid
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template<class T,class UidDataT>
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static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
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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* lightsName, int coloralpha)
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{
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const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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const char* swizzle = "xyzw";
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@ -93,8 +90,8 @@ static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int li
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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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template<class T, class UidDataT>
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static void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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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* 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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@ -187,7 +184,7 @@ static void GenerateLightingShader(T& object, UidDataT& uid_data, int components
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{
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if (mask & (1<<i))
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{
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GenerateLightShader<T,UidDataT>(object, uid_data, i, j, lightsName, 3);
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GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3);
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}
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}
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}
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@ -197,9 +194,9 @@ static void GenerateLightingShader(T& object, UidDataT& uid_data, int components
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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,UidDataT>(object, uid_data, i, j, lightsName, 1);
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GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T,UidDataT>(object, uid_data, i, j+2, lightsName, 2);
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GenerateLightShader<T>(object, uid_data, i, j+2, lightsName, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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@ -213,7 +210,7 @@ static void GenerateLightingShader(T& object, UidDataT& uid_data, int components
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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,UidDataT>(object, uid_data, i, lit_index, lightsName, coloralpha);
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GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha);
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}
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}
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object.Write("%s%d = mat * saturate(lacc);\n", dest, j);
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@ -341,12 +341,12 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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out.Write("\t%sfloat4 " I_INDTEXSCALE"[2] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_INDTEXSCALE));
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out.Write("\t%sfloat4 " I_INDTEXMTX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_INDTEXMTX));
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out.Write("\t%sfloat4 " I_FOG"[3] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_FOG));
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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out.Write("struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n");
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out.Write("\t%sLight " I_PLIGHTS"[8] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
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out.Write("\t%sfloat4 " I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PMATERIALS));
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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out.Write("};\n");
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@ -366,7 +366,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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out.Write("float4 colors_1 = colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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// Let's set up attributes
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (int i = 0; i < 8; ++i)
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@ -479,10 +479,10 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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out.Write("\tfloat4 mat, lacc;\n"
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"\tfloat3 ldir, h;\n"
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"\tfloat dist, dist2, attn;\n");
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/// TODO
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out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+39); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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/// p = GenerateLightingShader(p, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
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}
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if (numTexgen < 7)
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@ -187,6 +187,8 @@ struct pixel_shader_uid_data
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u32 bHasIndStage : 16;
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u32 xfregs_numTexGen_numTexGens : 4;
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LightingUidData lighting;
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};
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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@ -153,4 +153,17 @@ static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const
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object.Write(";\n");
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}
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struct LightingUidData
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{
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struct
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{
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u32 matsource : 1;
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u32 enablelighting : 1;
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u32 ambsource : 1;
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u32 diffusefunc : 2;
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u32 attnfunc : 2;
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u32 light_mask : 8;
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} lit_chans[4];
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};
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#endif // _SHADERGENCOMMON_H
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@ -270,7 +270,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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}
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// TODO: This probably isn't necessary if pixel lighting is enabled.
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GenerateLightingShader<T,vertex_shader_uid_data>(out, uid_data, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
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if (xfregs.numChan.numColorChans < 2)
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{
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@ -79,7 +79,6 @@ const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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#pragma pack(4)
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struct vertex_shader_uid_data
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{
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u32 components;
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u32 numColorChans : 2;
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@ -100,14 +99,8 @@ struct vertex_shader_uid_data
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struct {
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u32 enabled : 1;
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} dualTexTrans;
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struct {
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u32 matsource : 1;
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u32 enablelighting : 1;
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u32 ambsource : 1;
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u32 diffusefunc : 2;
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u32 attnfunc : 2;
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u32 light_mask : 8;
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} lit_chans[4];
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LightingUidData lighting;
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};
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#pragma pack()
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@ -135,7 +135,7 @@ struct VideoConfig
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int iAdapter;
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// Debugging
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bool bEnableShaderDebugging; // TODO: Obsolete?
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bool bEnableShaderDebugging;
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// Static config per API
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// TODO: Move this out of VideoConfig
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