388 lines
10 KiB
C++
388 lines
10 KiB
C++
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/*
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Copyright 2022 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "dx11_naomi2.h"
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const char * const DX11N2VertexShader = R"(
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#if pp_Gouraud == 1
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#define INTERPOLATION
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#else
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#define INTERPOLATION nointerpolation
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#endif
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struct VertexIn
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{
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float4 pos : POSITION;
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#if POSITION_ONLY == 0
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float4 col : COLOR0;
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float4 spec : COLOR1;
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float2 uv : TEXCOORD0;
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#if pp_TwoVolumes == 1
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float4 col1 : COLOR2;
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float4 spec1 : COLOR3;
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float2 uv1 : TEXCOORD1;
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#endif
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float3 normal: NORMAL;
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uint vertexId : SV_VertexID;
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#endif
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};
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struct VertexOut
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{
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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#if POSITION_ONLY == 0
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INTERPOLATION float4 col : COLOR0;
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INTERPOLATION float4 spec : COLOR1;
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#if pp_TwoVolumes == 1
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float2 uv1 : TEXCOORD1;
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INTERPOLATION float4 col1 : COLOR2;
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INTERPOLATION float4 spec1 : COLOR3;
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#endif
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nointerpolation uint index : BLENDINDICES0;
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#endif
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};
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cbuffer shaderConstants : register(b0)
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{
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float4x4 ndcMat;
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float4 leftPlane;
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float4 topPlane;
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float4 rightPlane;
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float4 bottomPlane;
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};
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cbuffer polyConstants : register(b1)
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{
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float4x4 mvMat;
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float4x4 normalMat;
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float4x4 projMat;
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int envMapping0;
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int envMapping1;
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int bumpMapping;
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int polyNumber;
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float4 glossCoef;
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int4 constantColor;
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int4 model_diff_spec; // diffuse0, diffuse1, specular0, specular1
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};
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void computeColors(inout float4 baseCol, inout float4 offsetCol, in int volIdx, in float3 position, in float3 normal);
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void computeEnvMap(inout float2 uv, in float3 normal);
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void computeBumpMap(inout float4 color0, in float4 color1, in float3 position, in float3 normal, in float4x4 normalMat);
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[clipplanes(leftPlane, topPlane, rightPlane, bottomPlane)]
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VertexOut main(in VertexIn vin)
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{
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VertexOut vo;
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vo.pos = mul(mvMat, float4(vin.pos.xyz, 1.f));
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#if POSITION_ONLY == 0
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vo.col = vin.col;
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vo.spec = vin.spec;
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#if LIGHT_ON == 1
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float4 vnorm = normalize(mul(normalMat, float4(vin.normal, 0.f)));
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#endif
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#if pp_TwoVolumes == 1
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vo.col1 = vin.col1;
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vo.spec1 = vin.spec1;
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vo.uv1 = vin.uv1;
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#if LIGHT_ON == 1
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// FIXME need offset0 and offset1 for bump maps
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if (bumpMapping == 1)
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computeBumpMap(vo.spec, vo.spec1, vo.pos.xyz, vnorm.xyz, normalMat);
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else
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{
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computeColors(vo.col1, vo.spec1, 1, vo.pos.xyz, vnorm.xyz);
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#if pp_Texture == 0
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vo.col1 += vo.spec1;
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#endif
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}
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if (envMapping1 == 1)
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computeEnvMap(vo.uv1.xy, vnorm.xyz);
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#endif
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#endif
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#if LIGHT_ON == 1
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if (bumpMapping == 0)
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{
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computeColors(vo.col, vo.spec, 0, vo.pos.xyz, vnorm.xyz);
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#if pp_Texture == 0
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vo.col += vo.spec;
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#endif
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}
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#endif
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vo.uv.xy = vin.uv;
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#if LIGHT_ON == 1
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if (envMapping0 == 1)
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computeEnvMap(vo.uv.xy, vnorm.xyz);
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#endif
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vo.index = (uint(polyNumber) << 18) + vin.vertexId;
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#endif
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vo.pos = mul(projMat, vo.pos);
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vo.pos = float4(vo.pos.xy / vo.pos.w, 1.f / vo.pos.w, 1.f);
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vo.pos = mul(ndcMat, vo.pos);
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#if POSITION_ONLY == 1
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vo.uv = float4(0.f, 0.f, 0.f, vo.pos.z);
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#else
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#if pp_Gouraud == 1
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vo.col *= vo.pos.z;
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vo.spec *= vo.pos.z;
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#if pp_TwoVolumes == 1
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vo.col1 *= vo.pos.z;
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vo.spec1 *= vo.pos.z;
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#endif
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#endif
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vo.uv = float4(vo.uv.xy * vo.pos.z, 0.f, vo.pos.z);
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#if pp_TwoVolumes == 1
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vo.uv1 *= vo.pos.z;
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#endif
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#endif
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vo.pos.w = 1.f;
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vo.pos.z = 0.f;
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return vo;
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}
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)";
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const char * const DX11N2ColorShader = R"(
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#define PI 3.1415926f
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#define LMODE_SINGLE_SIDED 0
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#define LMODE_DOUBLE_SIDED 1
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#define LMODE_DOUBLE_SIDED_WITH_TOLERANCE 2
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#define LMODE_SPECIAL_EFFECT 3
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#define LMODE_THIN_SURFACE 4
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#define LMODE_BUMP_MAP 5
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#define ROUTING_BASEDIFF_BASESPEC_ADD 0
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#define ROUTING_BASEDIFF_OFFSSPEC_ADD 1
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#define ROUTING_OFFSDIFF_BASESPEC_ADD 2
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#define ROUTING_OFFSDIFF_OFFSSPEC_ADD 3
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#define ROUTING_ALPHADIFF_ADD 4
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#define ROUTING_ALPHAATTEN_ADD 5
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#define ROUTING_FOGDIFF_ADD 6
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#define ROUTING_FOGATTENUATION_ADD 7
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#define ROUTING_BASEDIFF_BASESPEC_SUB 8
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#define ROUTING_BASEDIFF_OFFSSPEC_SUB 9
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#define ROUTING_OFFSDIFF_BASESPEC_SUB 10
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#define ROUTING_OFFSDIFF_OFFSSPEC_SUB 11
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#define ROUTING_ALPHADIFF_SUB 12
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#define ROUTING_ALPHAATTEN_SUB 13
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struct N2Light
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{
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float4 color;
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float4 direction;
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float4 position;
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int parallel;
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int routing;
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int dmode;
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int smode;
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int4 diffuse_specular; // diffuse0, diffuse1, specular0, specular1
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float attnDistA;
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float attnDistB;
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float attnAngleA;
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float attnAngleB;
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int distAttnMode;
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int3 _pad;
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};
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cbuffer lightConstants : register(b2)
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{
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N2Light lights[16];
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int lightCount;
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float4 ambientBase[2];
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float4 ambientOffset[2];
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int4 ambientMaterial; // base0, base1, offset0, offset1
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int useBaseOver;
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int bumpId0;
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int bumpId1;
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}
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void computeColors(inout float4 baseCol, inout float4 offsetCol, in int volIdx, in float3 position, in float3 normal)
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{
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if (constantColor[volIdx] == 1)
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return;
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float3 diffuse = float3(0.f, 0.f, 0.f);
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float3 specular = float3(0.f, 0.f, 0.f);
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float diffuseAlpha = 0.f;
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float specularAlpha = 0.f;
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for (int i = 0; i < lightCount; i++)
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{
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N2Light light = lights[i];
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float3 lightDir; // direction to the light
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float3 lightColor = light.color.rgb;
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if (light.parallel == 1)
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{
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lightDir = normalize(light.direction.xyz);
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}
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else
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{
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lightDir = normalize(light.position.xyz - position);
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if (light.attnDistA != 1.f || light.attnDistB != 0.f)
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{
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float distance = length(light.position.xyz - position);
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if (light.distAttnMode == 0)
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distance = 1.f / distance;
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lightColor *= clamp(light.attnDistB * distance + light.attnDistA, 0.f, 1.f);
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}
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if (light.attnAngleA != 1.f || light.attnAngleB != 0.f)
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{
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float3 spotDir = light.direction.xyz;
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float cosAngle = 1.f - max(0.f, dot(lightDir, spotDir));
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lightColor *= clamp(cosAngle * light.attnAngleB + light.attnAngleA, 0.f, 1.f);
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}
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}
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int routing = light.routing;
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if (light.diffuse_specular[volIdx] == 1) // If light contributes to diffuse
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{
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float factor;
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switch (light.dmode)
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{
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case LMODE_SINGLE_SIDED:
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factor = max(dot(normal, lightDir), 0.f);
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break;
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case LMODE_DOUBLE_SIDED:
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factor = abs(dot(normal, lightDir));
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break;
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case LMODE_SPECIAL_EFFECT:
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default:
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factor = 1.f;
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break;
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}
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if (routing == ROUTING_ALPHADIFF_SUB)
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diffuseAlpha -= lightColor.r * factor;
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else if (routing == ROUTING_BASEDIFF_BASESPEC_ADD || routing == ROUTING_BASEDIFF_OFFSSPEC_ADD)
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diffuse += lightColor * factor;
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if (routing == ROUTING_OFFSDIFF_BASESPEC_ADD || routing == ROUTING_OFFSDIFF_OFFSSPEC_ADD)
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specular += lightColor * factor;
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}
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if (light.diffuse_specular[2 + volIdx] == 1) // If light contributes to specular
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{
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float3 reflectDir = reflect(-lightDir, normal);
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float factor;
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switch (light.smode)
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{
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case LMODE_SINGLE_SIDED:
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factor = clamp(pow(max(dot(normalize(-position), reflectDir), 0.f), glossCoef[volIdx]), 0.f, 1.f);
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break;
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case LMODE_DOUBLE_SIDED:
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factor = clamp(pow(abs(dot(normalize(-position), reflectDir)), glossCoef[volIdx]), 0.f, 1.f);
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break;
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case LMODE_SPECIAL_EFFECT:
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default:
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factor = 1.f;
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break;
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}
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if (routing == ROUTING_ALPHADIFF_SUB)
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specularAlpha -= lightColor.r * factor;
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else if (routing == ROUTING_OFFSDIFF_OFFSSPEC_ADD || routing == ROUTING_BASEDIFF_OFFSSPEC_ADD)
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specular += lightColor * factor;
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if (routing == ROUTING_BASEDIFF_BASESPEC_ADD || routing == ROUTING_OFFSDIFF_BASESPEC_ADD)
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diffuse += lightColor * factor;
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}
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}
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// ambient with material
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if (ambientMaterial[volIdx] == 1)
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diffuse += ambientBase[volIdx].rgb;
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if (ambientMaterial[volIdx + 2] == 1)
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specular += ambientOffset[volIdx].rgb;
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if (model_diff_spec[volIdx] == 1)
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baseCol.rgb *= diffuse;
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if (model_diff_spec[volIdx + 2] == 1)
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offsetCol.rgb *= specular;
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// ambient w/o material
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if (ambientMaterial[volIdx] == 0 && model_diff_spec[volIdx] == 1)
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baseCol.rgb += ambientBase[volIdx].rgb;
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if (ambientMaterial[volIdx + 2] == 0 && model_diff_spec[volIdx + 2] == 1)
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offsetCol.rgb += ambientOffset[volIdx].rgb;
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baseCol.a = max(0.f, baseCol.a + diffuseAlpha);
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offsetCol.a = max(0.f, offsetCol.a + specularAlpha);
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if (useBaseOver == 1)
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{
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float4 overflow = max(float4(0.f, 0.f, 0.f, 0.f), baseCol - float4(1.f, 1.f, 1.f, 1.f));
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offsetCol += overflow;
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}
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}
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void computeEnvMap(inout float2 uv, in float3 normal)
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{
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// Cheap env mapping
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uv += normal.xy / 2.f + 0.5f;
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uv = clamp(uv, 0.f, 1.f);
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}
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void computeBumpMap(inout float4 color0, in float4 color1, in float3 position, in float3 normal, in float4x4 normalMat)
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{
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// TODO
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//if (bumpId0 == -1)
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return;
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float3 tangent = color0.xyz;
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if (tangent.x > 0.5f)
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tangent.x -= 1.f;
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if (tangent.y > 0.5f)
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tangent.y -= 1.f;
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if (tangent.z > 0.5f)
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tangent.z -= 1.f;
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tangent = normalize(mul(normalMat, float4(tangent, 0.f))).xyz;
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float3 bitangent = color1.xyz;
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if (bitangent.x > 0.5f)
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bitangent.x -= 1.f;
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if (bitangent.y > 0.5f)
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bitangent.y -= 1.f;
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if (bitangent.z > 0.5f)
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bitangent.z -= 1.f;
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bitangent = normalize(mul(normalMat, float4(bitangent, 0.f))).xyz;
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float scaleDegree = color0.w;
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float scaleOffset = color1.w;
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N2Light light = lights[bumpId0];
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float3 lightDir; // direction to the light
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if (light.parallel == 1)
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lightDir = normalize(light.direction.xyz);
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else
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lightDir = normalize(light.position.xyz - position);
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float n = dot(lightDir, normal);
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float cosQ = dot(lightDir, tangent);
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float sinQ = dot(lightDir, bitangent);
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float sinT = clamp(n, 0.f, 1.f);
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float k1 = 1.f - scaleDegree;
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float k2 = scaleDegree * sinT;
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float k3 = scaleDegree * sqrt(1.f - sinT * sinT); // cos T
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float q = acos(cosQ);
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if (sinQ < 0.f)
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q = 2.f * PI - q;
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color0.r = k2;
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color0.g = k3;
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color0.b = q / PI / 2.f;
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color0.a = k1;
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}
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)";
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