161 lines
7.6 KiB
C++
161 lines
7.6 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/UberShaderCommon.h"
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#include "Common/EnumUtils.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/XFMemory.h"
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namespace UberShader
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{
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void WriteLightingFunction(ShaderCode& out)
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{
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// ==============================================
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// Lighting channel calculation helper
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// ==============================================
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out.Write("int4 CalculateLighting(uint index, uint attnfunc, uint diffusefunc, float3 pos, "
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"float3 normal) {{\n"
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" float3 ldir, h, cosAttn, distAttn;\n"
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" float dist, dist2, attn;\n"
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"\n"
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" switch (attnfunc) {{\n");
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out.Write(" case {:s}:\n", AttenuationFunc::None);
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out.Write(" case {:s}:\n", AttenuationFunc::Dir);
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out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
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" attn = 1.0;\n"
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" if (length(ldir) == 0.0)\n"
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" ldir = normal;\n"
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" break;\n\n");
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out.Write(" case {:s}:\n", AttenuationFunc::Spec);
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out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
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" attn = (dot(normal, ldir) >= 0.0) ? max(0.0, dot(normal, " I_LIGHTS
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"[index].dir.xyz)) : 0.0;\n"
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" cosAttn = " I_LIGHTS "[index].cosatt.xyz;\n");
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out.Write(" if (diffusefunc == {:s})\n", DiffuseFunc::None);
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out.Write(" distAttn = " I_LIGHTS "[index].distatt.xyz;\n"
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" else\n"
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" distAttn = normalize(" I_LIGHTS "[index].distatt.xyz);\n"
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" attn = max(0.0, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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"float3(1.0, attn, attn*attn));\n"
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" break;\n\n");
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out.Write(" case {:s}:\n", AttenuationFunc::Spot);
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out.Write(" ldir = " I_LIGHTS "[index].pos.xyz - pos.xyz;\n"
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" dist2 = dot(ldir, ldir);\n"
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" dist = sqrt(dist2);\n"
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" ldir = ldir / dist;\n"
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" attn = max(0.0, dot(ldir, " I_LIGHTS "[index].dir.xyz));\n"
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" attn = max(0.0, " I_LIGHTS "[index].cosatt.x + " I_LIGHTS
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"[index].cosatt.y * attn + " I_LIGHTS "[index].cosatt.z * attn * attn) / dot(" I_LIGHTS
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"[index].distatt.xyz, float3(1.0, dist, dist2));\n"
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" break;\n\n");
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out.Write(" default:\n"
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" attn = 1.0;\n"
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" ldir = normal;\n"
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" break;\n"
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" }}\n"
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"\n"
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" switch (diffusefunc) {{\n");
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out.Write(" case {:s}:\n", DiffuseFunc::None);
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out.Write(" return int4(round(attn * float4(" I_LIGHTS "[index].color)));\n\n");
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out.Write(" case {:s}:\n", DiffuseFunc::Sign);
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out.Write(" return int4(round(attn * dot(ldir, normal) * float4(" I_LIGHTS
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"[index].color)));\n\n");
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out.Write(" case {:s}:\n", DiffuseFunc::Clamp);
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out.Write(" return int4(round(attn * max(0.0, dot(ldir, normal)) * float4(" I_LIGHTS
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"[index].color)));\n\n");
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out.Write(" default:\n"
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" return int4(0, 0, 0, 0);\n"
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" }}\n"
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"}}\n\n");
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}
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void WriteVertexLighting(ShaderCode& out, APIType api_type, std::string_view world_pos_var,
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std::string_view normal_var, std::string_view in_color_0_var,
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std::string_view in_color_1_var, std::string_view out_color_0_var,
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std::string_view out_color_1_var)
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{
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out.Write("// Lighting\n");
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out.Write("for (uint chan = 0u; chan < {}u; chan++) {{\n", NUM_XF_COLOR_CHANNELS);
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out.Write(" uint colorreg = xfmem_color(chan);\n"
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" uint alphareg = xfmem_alpha(chan);\n"
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" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
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" int4 lacc = int4(255, 255, 255, 255);\n"
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"\n");
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out.Write(" if ({} != 0u)\n", BitfieldExtract<&LitChannel::matsource>("colorreg"));
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out.Write(" mat.xyz = int3(round(((chan == 0u) ? {}.xyz : {}.xyz) * 255.0));\n",
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in_color_0_var, in_color_1_var);
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out.Write(" if ({} != 0u)\n", BitfieldExtract<&LitChannel::matsource>("alphareg"));
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out.Write(" mat.w = int(round(((chan == 0u) ? {}.w : {}.w) * 255.0));\n", in_color_0_var,
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in_color_1_var);
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out.Write(" else\n"
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" mat.w = " I_MATERIALS " [chan + 2u].w;\n"
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"\n");
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out.Write(" if ({} != 0u) {{\n", BitfieldExtract<&LitChannel::enablelighting>("colorreg"));
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out.Write(" if ({} != 0u)\n", BitfieldExtract<&LitChannel::ambsource>("colorreg"));
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out.Write(" lacc.xyz = int3(round(((chan == 0u) ? {}.xyz : {}.xyz) * 255.0));\n",
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in_color_0_var, in_color_1_var);
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out.Write(" else\n"
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" lacc.xyz = " I_MATERIALS " [chan].xyz;\n"
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"\n");
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out.Write(" uint light_mask = {} | ({} << 4u);\n",
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BitfieldExtract<&LitChannel::lightMask0_3>("colorreg"),
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BitfieldExtract<&LitChannel::lightMask4_7>("colorreg"));
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out.Write(" uint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>("colorreg"));
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out.Write(" uint diffusefunc = {};\n", BitfieldExtract<&LitChannel::diffusefunc>("colorreg"));
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out.Write(
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" for (uint light_index = 0u; light_index < 8u; light_index++) {{\n"
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" if ((light_mask & (1u << light_index)) != 0u)\n"
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" lacc.xyz += CalculateLighting(light_index, attnfunc, diffusefunc, {}, {}).xyz;\n",
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world_pos_var, normal_var);
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out.Write(" }}\n"
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" }}\n"
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"\n");
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out.Write(" if ({} != 0u) {{\n", BitfieldExtract<&LitChannel::enablelighting>("alphareg"));
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out.Write(" if ({} != 0u) {{\n", BitfieldExtract<&LitChannel::ambsource>("alphareg"));
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out.Write(" if ((components & ({}u << chan)) != 0u) // VB_HAS_COL0\n",
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Common::ToUnderlying(VB_HAS_COL0));
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out.Write(" lacc.w = int(round(((chan == 0u) ? {}.w : {}.w) * 255.0));\n", in_color_0_var,
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in_color_1_var);
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out.Write(" else if ((components & {}u) != 0u) // VB_HAS_COLO0\n",
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Common::ToUnderlying(VB_HAS_COL0));
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out.Write(" lacc.w = int(round({}.w * 255.0));\n", in_color_0_var);
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out.Write(" else\n"
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" lacc.w = 255;\n"
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" }} else {{\n"
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" lacc.w = " I_MATERIALS " [chan].w;\n"
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" }}\n"
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"\n");
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out.Write(" uint light_mask = {} | ({} << 4u);\n",
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BitfieldExtract<&LitChannel::lightMask0_3>("alphareg"),
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BitfieldExtract<&LitChannel::lightMask4_7>("alphareg"));
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out.Write(" uint attnfunc = {};\n", BitfieldExtract<&LitChannel::attnfunc>("alphareg"));
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out.Write(" uint diffusefunc = {};\n", BitfieldExtract<&LitChannel::diffusefunc>("alphareg"));
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out.Write(" for (uint light_index = 0u; light_index < 8u; light_index++) {{\n\n"
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" if ((light_mask & (1u << light_index)) != 0u)\n\n"
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" lacc.w += CalculateLighting(light_index, attnfunc, diffusefunc, {}, {}).w;\n",
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world_pos_var, normal_var);
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out.Write(" }}\n"
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" }}\n"
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"\n");
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out.Write(" lacc = clamp(lacc, 0, 255);\n"
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"\n"
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" // Hopefully GPUs that can support dynamic indexing will optimize this.\n"
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" float4 lit_color = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n"
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" switch (chan) {{\n"
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" case 0u: {} = lit_color; break;\n",
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out_color_0_var);
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out.Write(" case 1u: {} = lit_color; break;\n", out_color_1_var);
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out.Write(" }}\n"
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"}}\n"
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"\n");
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}
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} // namespace UberShader
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