// Copyright 2016 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #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 u32 attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3; const u32 diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3; switch (attnfunc) { case LIGHTATTN_NONE: case LIGHTATTN_DIR: object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.WriteFmt("attn = 1.0;\n"); object.WriteFmt("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n"); break; case LIGHTATTN_SPEC: object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.WriteFmt("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR ".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index)); object.WriteFmt("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index)); object.WriteFmt("distAttn = {}(" LIGHT_DISTATT ".xyz);\n", (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index)); object.WriteFmt("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " "float3(1.0, attn, attn*attn));\n"); break; case LIGHTATTN_SPOT: object.WriteFmt("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index)); object.WriteFmt("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.WriteFmt("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 LIGHTDIF_NONE: object.WriteFmt("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle, swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.WriteFmt("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL ")));\n", swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(", swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; default: ASSERT(0); } object.WriteFmt("\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, int components, std::string_view in_color_name, std::string_view dest) { for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { object.WriteFmt("{{\n"); const bool colormatsource = !!(uid_data.matsource & (1 << j)); if (colormatsource) // from vertex { if ((components & (VB_HAS_COL0 << j)) != 0) object.WriteFmt("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j); else if ((components & VB_HAS_COL0) != 0) object.WriteFmt("int4 mat = int4(round({}0 * 255.0));\n", in_color_name); else object.WriteFmt("int4 mat = int4(255, 255, 255, 255);\n"); } else // from color { object.WriteFmt("int4 mat = {}[{}];\n", I_MATERIALS, j + 2); } if ((uid_data.enablelighting & (1 << j)) != 0) { if ((uid_data.ambsource & (1 << j)) != 0) // from vertex { if ((components & (VB_HAS_COL0 << j)) != 0) { object.WriteFmt("lacc = int4(round({}{} * 255.0));\n", in_color_name, j); } else if ((components & VB_HAS_COL0) != 0) { object.WriteFmt("lacc = int4(round({}0 * 255.0));\n", in_color_name); } else { // TODO: this isn't verified. Here we want to read the ambient from the vertex, // but the vertex itself has no color. So we don't know which value to read. // Returning 1.0 is the same as disabled lightning, so this could be fine object.WriteFmt("lacc = int4(255, 255, 255, 255);\n"); } } else // from color { object.WriteFmt("lacc = {}[{}];\n", I_MATERIALS, j); } } else { object.WriteFmt("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 { if ((components & (VB_HAS_COL0 << j)) != 0) object.WriteFmt("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j); else if ((components & VB_HAS_COL0) != 0) object.WriteFmt("mat.w = int(round({}0.w * 255.0));\n", in_color_name); else object.WriteFmt("mat.w = 255;\n"); } else // from color { object.WriteFmt("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 { if ((components & (VB_HAS_COL0 << j)) != 0) { object.WriteFmt("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j); } else if ((components & VB_HAS_COL0) != 0) { object.WriteFmt("lacc.w = int(round({}0.w * 255.0));\n", in_color_name); } else { // TODO: The same for alpha: We want to read from vertex, but the vertex has no color object.WriteFmt("lacc.w = 255;\n"); } } else // from color { object.WriteFmt("lacc.w = {}[{}].w;\n", I_MATERIALS, j); } } else { object.WriteFmt("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.WriteFmt("lacc = clamp(lacc, 0, 255);\n"); object.WriteFmt("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j); object.WriteFmt("}}\n"); } } void GetLightingShaderUid(LightingUidData& uid_data) { for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++) { uid_data.matsource |= xfmem.color[j].matsource << j; uid_data.matsource |= xfmem.alpha[j].matsource << (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 |= xfmem.color[j].ambsource << j; uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j); uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (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 |= xfmem.alpha[j].ambsource << (j + 2); uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2)); uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2)); uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); } } }