// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "ShaderGenCommon.h" #include "NativeVertexFormat.h" #include "XFMemory.h" #define LIGHT_COL "%s[5*%d].%s" #define LIGHT_COL_PARAMS(lightsName, index, swizzle) (lightsName), (index), (swizzle) #define LIGHT_COSATT "%s[5*%d+1]" #define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index) #define LIGHT_DISTATT "%s[5*%d+2]" #define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index) #define LIGHT_POS "%s[5*%d+3]" #define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index) #define LIGHT_DIR "%s[5*%d+4]" #define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (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 }; template static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha) { const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index]; const char* swizzle = "xyzw"; if (coloralpha == 1) swizzle = "xyz"; else if (coloralpha == 2) swizzle = "w"; uid_data.attnfunc |= chan.attnfunc << (2*litchan_index); uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index); if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index)); object.Write("lacc.%s += %sdot(ldir, _norm0)) * " LIGHT_COL";\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", LIGHT_COL_PARAMS(lightsName, index, swizzle)); break; default: _assert_(0); } } else // spec and spot { if (chan.attnfunc == 3) { // spot object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index)); object.Write("dist2 = dot(ldir, ldir);\n" "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n", LIGHT_DIR_PARAMS(lightsName, index)); // 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", 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) { // specular object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_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 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_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index)); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += attn * " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * " LIGHT_COL";\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", LIGHT_COL_PARAMS(lightsName, index, swizzle)); break; default: _assert_(0); } } object.Write("\n"); } // vertex shader // lights/colors // materials name is I_MATERIALS in vs and I_PMATERIALS in ps // inColorName is color in vs and colors_ in ps // dest is o.colors_ in vs and colors_ in ps template static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest) { for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++) { const LitChannel& color = xfregs.color[j]; const LitChannel& alpha = xfregs.alpha[j]; object.Write("{\n"); uid_data.matsource |= xfregs.color[j].matsource << j; if (color.matsource) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("mat = %s%d;\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("mat = %s0;\n", inColorName); else object.Write("mat = float4(1.0, 1.0, 1.0, 1.0);\n"); } else // from color { object.Write("mat = %s[%d];\n", materialsName, j+2); } uid_data.enablelighting |= xfregs.color[j].enablelighting << j; if (color.enablelighting) { uid_data.ambsource |= xfregs.color[j].ambsource << j; if (color.ambsource) // from vertex { if (components & (VB_HAS_COL0<(object, uid_data, i, j, lightsName, 3); } } } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<(object, uid_data, i, j, lightsName, 1); if (!(mask&(1<(object, uid_data, i, j+2, lightsName, 2); } } else if (color.enablelighting || alpha.enablelighting) { // lights are disabled on one channel so process only the active ones const LitChannel& workingchannel = color.enablelighting ? color : alpha; const int lit_index = color.enablelighting ? j : (j+2); int coloralpha = color.enablelighting ? 1 : 2; uid_data.light_mask |= workingchannel.GetFullLightMask() << (8*lit_index); for (int i = 0; i < 8; ++i) { if (workingchannel.GetFullLightMask() & (1<(object, uid_data, i, lit_index, lightsName, coloralpha); } } object.Write("%s%d = mat * clamp(lacc, 0.0, 1.0);\n", dest, j); object.Write("}\n"); } }