// Copyright 2016 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/LightingShaderGen.h" #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/ShaderGenCommon.h" #include "VideoCommon/XFMemory.h" static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index, int litchan_index, bool alpha) { const char* swizzle = alpha ? "a" : "rgb"; const char* swizzle_components = (alpha) ? "" : "3"; const auto attnfunc = static_cast((uid_data.attnfunc >> (2 * litchan_index)) & 0x3); const auto diffusefunc = static_cast((uid_data.diffusefunc >> (2 * litchan_index)) & 0x3); switch (attnfunc) { case AttenuationFunc::None: case AttenuationFunc::Dir: object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.Write("attn = 1.0;\n"); object.Write("if (length(ldir) == 0.0)\n\t ldir = _normal;\n"); break; case AttenuationFunc::Spec: object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.Write("attn = (dot(_normal, ldir) >= 0.0) ? max(0.0, dot(_normal, " LIGHT_DIR ".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index)); object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index)); object.Write("distAttn = {}(" LIGHT_DISTATT ".xyz);\n", (diffusefunc == DiffuseFunc::None) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index)); object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " "float3(1.0, attn, attn*attn));\n"); break; case AttenuationFunc::Spot: object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(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(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(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index)); break; } switch (diffusefunc) { case DiffuseFunc::None: object.Write("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle, swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; case DiffuseFunc::Sign: case DiffuseFunc::Clamp: object.Write("lacc.{} += int{}(round(attn * {}dot(ldir, _normal)) * float{}(" LIGHT_COL ")));\n", swizzle, swizzle_components, diffusefunc != DiffuseFunc::Sign ? "max(0.0," : "(", swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; default: ASSERT(false); } 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 void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, std::string_view in_color_name, std::string_view dest) { for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { object.Write("{{\n"); const bool colormatsource = !!(uid_data.matsource & (1 << j)); if (colormatsource) // from vertex object.Write("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j); else // from color object.Write("int4 mat = {}[{}];\n", I_MATERIALS, j + 2); if ((uid_data.enablelighting & (1 << j)) != 0) { if ((uid_data.ambsource & (1 << j)) != 0) // from vertex object.Write("lacc = int4(round({}{} * 255.0));\n", in_color_name, j); else // from color object.Write("lacc = {}[{}];\n", I_MATERIALS, j); } else { object.Write("lacc = int4(255, 255, 255, 255);\n"); } // check if alpha is different const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2))); if (alphamatsource != colormatsource) { if (alphamatsource) // from vertex object.Write("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j); else // from color object.Write("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2); } if ((uid_data.enablelighting & (1 << (j + 2))) != 0) { if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex object.Write("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j); else // from color object.Write("lacc.w = {}[{}].w;\n", I_MATERIALS, j); } else { object.Write("lacc.w = 255;\n"); } if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights { for (int i = 0; i < 8; ++i) { if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0) GenerateLightShader(object, uid_data, i, j, false); } } if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights { for (int i = 0; i < 8; ++i) { if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0) GenerateLightShader(object, uid_data, i, j + 2, true); } } object.Write("lacc = clamp(lacc, 0, 255);\n"); object.Write("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j); object.Write("}}\n"); } } void GetLightingShaderUid(LightingUidData& uid_data) { for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { uid_data.matsource |= static_cast(xfmem.color[j].matsource.Value()) << j; uid_data.matsource |= static_cast(xfmem.alpha[j].matsource.Value()) << (j + 2); uid_data.enablelighting |= xfmem.color[j].enablelighting << j; uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2); if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights { uid_data.ambsource |= static_cast(xfmem.color[j].ambsource.Value()) << j; uid_data.attnfunc |= static_cast(xfmem.color[j].attnfunc.Value()) << (2 * j); uid_data.diffusefunc |= static_cast(xfmem.color[j].diffusefunc.Value()) << (2 * j); uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j); } if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights { uid_data.ambsource |= static_cast(xfmem.alpha[j].ambsource.Value()) << (j + 2); uid_data.attnfunc |= static_cast(xfmem.alpha[j].attnfunc.Value()) << (2 * (j + 2)); uid_data.diffusefunc |= static_cast(xfmem.alpha[j].diffusefunc.Value()) << (2 * (j + 2)); uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); } } } void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask) { u32 light_count = 0; for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { if ((enablelighting & (1 << j)) != 0) // Color lights { for (int i = 0; i < 8; ++i) { if ((light_mask & (1 << (i + 8 * j))) != 0) { light_count++; } } } if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights { for (int i = 0; i < 8; ++i) { if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0) { light_count++; } } } } if (light_count > 0) { out->Write("\tCustomShaderLightData[{}] light;\n", light_count); } else { // Cheat so shaders compile out->Write("\tCustomShaderLightData[1] light;\n", light_count); } out->Write("\tint light_count;\n"); } static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, int index, int litchan_index, u32 channel_index, u32 custom_light_index, bool alpha) { const auto attnfunc = static_cast((uid_data.attnfunc >> (2 * litchan_index)) & 0x3); const std::string_view light_type = alpha ? "alpha" : "color"; const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type); out->Write("\t{{\n"); out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index, LIGHT_DIR_PARAMS(index)); out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index, LIGHT_POS_PARAMS(index)); out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index, LIGHT_COSATT_PARAMS(index)); out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index, LIGHT_DISTATT_PARAMS(index)); out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index, static_cast(attnfunc)); if (alpha) { out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL ") / float3(255.0, 255.0, 255.0);\n", name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb")); } else { out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n", name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb")); } out->Write("\t}}\n"); } void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data, std::string_view in_color_name) { for (u32 i = 0; i < 8; i++) { for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++) { out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n", channel_index, i); out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i); } } for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { const bool colormatsource = !!(uid_data.matsource & (1 << j)); if (colormatsource) // from vertex out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j); else // from color out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2); if ((uid_data.enablelighting & (1 << j)) != 0) { if ((uid_data.ambsource & (1 << j)) != 0) // from vertex out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j); else // from color out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j); } else { out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j); } // check if alpha is different const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2))); if (alphamatsource != colormatsource) { if (alphamatsource) // from vertex out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j); else // from color out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2); } if ((uid_data.enablelighting & (1 << (j + 2))) != 0) { if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j); else // from color out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j); } else { out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j); } u32 light_count = 0; if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights { for (int i = 0; i < 8; ++i) { if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0) { GenerateLighting(out, uid_data, i, j, j, light_count, false); light_count++; } } } out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count); light_count = 0; if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights { for (int i = 0; i < 8; ++i) { if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0) { GenerateLighting(out, uid_data, i, j + 2, j, light_count, true); light_count++; } } } out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count); } }