// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "VideoCommon/ConstantManager.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/ShaderGenCommon.h" #include "VideoCommon/XFMemory.h" #define LIGHT_COL "%s[%d].color.%s" #define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle) #define LIGHT_COSATT "%s[%d].cosatt" #define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_DISTATT "%s[%d].distatt" #define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_POS "%s[%d].pos" #define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_DIR "%s[%d].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 }; static const char s_lighting_struct[] = "struct Light {\n" "\tint4 color;\n" "\tfloat4 cosatt;\n" "\tfloat4 distatt;\n" "\tfloat4 pos;\n" "\tfloat4 dir;\n" "};\n"; template static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, int coloralpha) { const LitChannel& chan = (litchan_index > 1) ? xfmem.alpha[litchan_index-2] : xfmem.color[litchan_index]; const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw"; const char* swizzle_components = (coloralpha == 1) ? "3" : (coloralpha == 2) ? "" : "4"; uid_data.attnfunc |= chan.attnfunc << (2*litchan_index); uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index); switch (chan.attnfunc) { case LIGHTATTN_NONE: case LIGHTATTN_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 = _norm0;\n"); break; case LIGHTATTN_SPEC: object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index)); object.Write("cosAttn = " LIGHT_COSATT".xyz;\n", LIGHT_COSATT_PARAMS(index)); object.Write("distAttn = %s(" LIGHT_DISTATT".xyz);\n", (chan.diffusefunc == LIGHTDIF_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 LIGHTATTN_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; default: _assert_(0); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n", swizzle, swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n", swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(", swizzle_components, LIGHT_COL_PARAMS(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* inColorName, const char* dest) { for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) { const LitChannel& color = xfmem.color[j]; const LitChannel& alpha = xfmem.alpha[j]; object.Write("{\n"); uid_data.matsource |= xfmem.color[j].matsource << j; if (color.matsource) // from vertex { if (components & (VB_HAS_COL0 << j)) object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName); else object.Write("int4 mat = int4(0, 0, 0, 0);\n"); } else // from color { object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j+2); } uid_data.enablelighting |= xfmem.color[j].enablelighting << j; if (color.enablelighting) { uid_data.ambsource |= xfmem.color[j].ambsource << j; if (color.ambsource) // from vertex { if (components & (VB_HAS_COL0<(object, uid_data, i, j, 3); } } } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<(object, uid_data, i, j, 1); if (!(mask&(1<(object, uid_data, i, j+2, 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, coloralpha); } } object.Write("lacc = clamp(lacc, 0, 255);\n"); object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j); object.Write("}\n"); } }