// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include "Common/CommonTypes.h" class ShaderCode; #define LIGHT_COL "{}[{}].color.{}" #define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle) #define LIGHT_COSATT "{}[{}].cosatt" #define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_DISTATT "{}[{}].distatt" #define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_POS "{}[{}].pos" #define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_DIR "{}[{}].dir" #define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index) /** * Common uid data used for shader generators that use lighting calculations. */ struct LightingUidData { u32 matsource : 4; // 4x1 bit u32 enablelighting : 4; // 4x1 bit u32 ambsource : 4; // 4x1 bit u32 diffusefunc : 8; // 4x2 bits u32 attnfunc : 8; // 4x2 bits u32 light_mask : 32; // 4x8 bits }; constexpr char s_lighting_struct[] = "struct Light {\n" "\tint4 color;\n" "\tfloat4 cosatt;\n" "\tfloat4 distatt;\n" "\tfloat4 pos;\n" "\tfloat4 dir;\n" "};\n"; void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, std::string_view in_color_name, std::string_view dest); void GetLightingShaderUid(LightingUidData& uid_data);