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