// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/UberShaderCommon.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" namespace UberShader { void WriteUberShaderCommonHeader(ShaderCode& out, APIType api_type, const ShaderHostConfig& host_config) { // ============================================== // BitfieldExtract for APIs which don't have it // ============================================== if (!host_config.backend_bitfield) { out.Write("uint bitfieldExtract(uint val, int off, int size) {\n" " // This built-in function is only support in OpenGL 4.0+ and ES 3.1+\n" " // Microsoft's HLSL compiler automatically optimises this to a bitfield extract " "instruction.\n" " uint mask = uint((1 << size) - 1);\n" " return uint(val >> off) & mask;\n" "}\n\n"); } } void WriteLightingFunction(ShaderCode& out) { // ============================================== // Lighting channel calculation helper // ============================================== out.Write("int4 CalculateLighting(uint index, uint attnfunc, uint diffusefunc, float3 pos, " "float3 normal) {\n" " float3 ldir, h, cosAttn, distAttn;\n" " float dist, dist2, attn;\n" "\n" " switch (attnfunc) {\n"); out.Write(" case %uu: // LIGNTATTN_NONE\n", LIGHTATTN_NONE); out.Write(" case %uu: // LIGHTATTN_DIR\n", LIGHTATTN_DIR); out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n" " attn = 1.0;\n" " if (length(ldir) == 0.0)\n" " ldir = normal;\n" " break;\n\n"); out.Write(" case %uu: // LIGHTATTN_SPEC\n", LIGHTATTN_SPEC); out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n" " attn = (dot(normal, ldir) >= 0.0) ? max(0.0, dot(normal, " I_LIGHTS "[index].dir.xyz)) : 0.0;\n" " cosAttn = " I_LIGHTS "[index].cosatt.xyz;\n"); out.Write(" if (diffusefunc == %uu) // LIGHTDIF_NONE\n", LIGHTDIF_NONE); out.Write(" distAttn = " I_LIGHTS "[index].distatt.xyz;\n" " else\n" " distAttn = normalize(" I_LIGHTS "[index].distatt.xyz);\n" " attn = max(0.0, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " "float3(1.0, attn, attn*attn));\n" " break;\n\n"); out.Write(" case %uu: // LIGHTATTN_SPOT\n", LIGHTATTN_SPOT); out.Write(" ldir = " I_LIGHTS "[index].pos.xyz - pos.xyz;\n" " dist2 = dot(ldir, ldir);\n" " dist = sqrt(dist2);\n" " ldir = ldir / dist;\n" " attn = max(0.0, dot(ldir, " I_LIGHTS "[index].dir.xyz));\n" " attn = max(0.0, " I_LIGHTS "[index].cosatt.x + " I_LIGHTS "[index].cosatt.y * attn + " I_LIGHTS "[index].cosatt.z * attn * attn) / dot(" I_LIGHTS "[index].distatt.xyz, float3(1.0, dist, dist2));\n" " break;\n\n"); out.Write(" default:\n" " attn = 1.0;\n" " ldir = normal;\n" " break;\n" " }\n" "\n" " switch (diffusefunc) {\n"); out.Write(" case %uu: // LIGHTDIF_NONE\n", LIGHTDIF_NONE); out.Write(" return int4(round(attn * float4(" I_LIGHTS "[index].color)));\n\n"); out.Write(" case %uu: // LIGHTDIF_SIGN\n", LIGHTDIF_SIGN); out.Write(" return int4(round(attn * dot(ldir, normal) * float4(" I_LIGHTS "[index].color)));\n\n"); out.Write(" case %uu: // LIGHTDIF_CLAMP\n", LIGHTDIF_CLAMP); out.Write(" return int4(round(attn * max(0.0, dot(ldir, normal)) * float4(" I_LIGHTS "[index].color)));\n\n"); out.Write(" default:\n" " return int4(0, 0, 0, 0);\n" " }\n" "}\n\n"); } void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_pos_var, const char* normal_var, const char* in_color_0_var, const char* in_color_1_var, const char* out_color_0_var, const char* out_color_1_var) { out.Write("// Lighting\n"); out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n", api_type == APIType::D3D ? "[loop] " : ""); out.Write(" uint colorreg = xfmem_color(chan);\n" " uint alphareg = xfmem_alpha(chan);\n" " int4 mat = " I_MATERIALS "[chan + 2u]; \n" " int4 lacc = int4(255, 255, 255, 255);\n" "\n"); out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().matsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); out.Write(" mat.xyz = int3(round(((chan == 0u) ? %s.xyz : %s.xyz) * 255.0));\n", in_color_0_var, in_color_1_var); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); out.Write(" mat.xyz = int3(round(%s.xyz * 255.0));\n", in_color_0_var); out.Write(" else\n" " mat.xyz = int3(255, 255, 255);\n" " }\n" "\n"); out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().matsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); out.Write(" mat.w = int(round(((chan == 0u) ? %s.w : %s.w) * 255.0));\n", in_color_0_var, in_color_1_var); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); out.Write(" mat.w = int(round(%s.w * 255.0));\n", in_color_0_var); out.Write(" else\n" " mat.w = 255;\n" " } else {\n" " mat.w = " I_MATERIALS " [chan + 2u].w;\n" " }\n" "\n"); out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().enablelighting).c_str()); out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().ambsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); out.Write(" lacc.xyz = int3(round(((chan == 0u) ? %s.xyz : %s.xyz) * 255.0));\n", in_color_0_var, in_color_1_var); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); out.Write(" lacc.xyz = int3(round(%s.xyz * 255.0));\n", in_color_0_var); out.Write(" else\n" " lacc.xyz = int3(255, 255, 255);\n" " } else {\n" " lacc.xyz = " I_MATERIALS " [chan].xyz;\n" " }\n" "\n"); out.Write(" uint light_mask = %s | (%s << 4u);\n", BitfieldExtract("colorreg", LitChannel().lightMask0_3).c_str(), BitfieldExtract("colorreg", LitChannel().lightMask4_7).c_str()); out.Write(" uint attnfunc = %s;\n", BitfieldExtract("colorreg", LitChannel().attnfunc).c_str()); out.Write(" uint diffusefunc = %s;\n", BitfieldExtract("colorreg", LitChannel().diffusefunc).c_str()); out.Write( " for (uint light_index = 0u; light_index < 8u; light_index++) {\n" " if ((light_mask & (1u << light_index)) != 0u)\n" " lacc.xyz += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).xyz;\n", world_pos_var, normal_var); out.Write(" }\n" " }\n" "\n"); out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().enablelighting).c_str()); out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().ambsource).c_str()); out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0); out.Write(" lacc.w = int(round(((chan == 0u) ? %s.w : %s.w) * 255.0));\n", in_color_0_var, in_color_1_var); out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0); out.Write(" lacc.w = int(round(%s.w * 255.0));\n", in_color_0_var); out.Write(" else\n" " lacc.w = 255;\n" " } else {\n" " lacc.w = " I_MATERIALS " [chan].w;\n" " }\n" "\n"); out.Write(" uint light_mask = %s | (%s << 4u);\n", BitfieldExtract("alphareg", LitChannel().lightMask0_3).c_str(), BitfieldExtract("alphareg", LitChannel().lightMask4_7).c_str()); out.Write(" uint attnfunc = %s;\n", BitfieldExtract("alphareg", LitChannel().attnfunc).c_str()); out.Write(" uint diffusefunc = %s;\n", BitfieldExtract("alphareg", LitChannel().diffusefunc).c_str()); out.Write(" for (uint light_index = 0u; light_index < 8u; light_index++) {\n\n" " if ((light_mask & (1u << light_index)) != 0u)\n\n" " lacc.w += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).w;\n", world_pos_var, normal_var); out.Write(" }\n" " }\n" "\n"); out.Write(" lacc = clamp(lacc, 0, 255);\n" "\n" " // Hopefully GPUs that can support dynamic indexing will optimize this.\n" " float4 lit_color = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n" " switch (chan) {\n" " case 0u: %s = lit_color; break;\n", out_color_0_var); out.Write(" case 1u: %s = lit_color; break;\n", out_color_1_var); out.Write(" }\n" "}\n" "\n"); out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1); out.Write(" %s = %s;\n\n", out_color_1_var, out_color_0_var); } }