flycast/core/rend/dx11/dx11_naomi2.cpp

450 lines
12 KiB
C++

/*
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 <https://www.gnu.org/licenses/>.
*/
#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;
};
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
float3 vnorm = normalize(mul((float3x3)normalMat, vin.normal));
#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, normalMat);
else
{
computeColors(vo.col1, vo.spec1, 1, vo.pos.xyz, vnorm);
#if pp_Texture == 0
vo.col1 += vo.spec1;
#endif
}
if (envMapping1 == 1)
computeEnvMap(vo.uv1.xy, vnorm);
#endif
#endif
#if LIGHT_ON == 1
if (bumpMapping == 0)
{
computeColors(vo.col, vo.spec, 0, vo.pos.xyz, vnorm);
#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);
#endif
vo.index = uint(polyNumber) + 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_SPEC_TO_OFFSET 1
#define ROUTING_DIFF_TO_OFFSET 2
#define ROUTING_ATTENUATION 1 // not handled
#define ROUTING_FOG 2 // not handled
#define ROUTING_ALPHA 4
#define ROUTING_SUB 8
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];
float4 ambientBase[2];
float4 ambientOffset[2];
int4 ambientMaterial; // base0, base1, offset0, offset1
int lightCount;
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;
float3 reflectDir = reflect(normalize(position), normal);
const float BASE_FACTOR = 2.0f;
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 *= saturate(light.attnDistB * distance + light.attnDistA);
}
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 *= saturate(cosAngle * light.attnAngleB + light.attnAngleA);
}
}
int routing = light.routing;
if (light.diffuse_specular[volIdx] == 1) // If light contributes to diffuse
{
float factor = (routing & ROUTING_SUB) != 0 ? -BASE_FACTOR : BASE_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;
}
if ((routing & ROUTING_ALPHA) != 0)
diffuseAlpha += lightColor.r * factor;
else
{
if ((routing & ROUTING_DIFF_TO_OFFSET) == 0)
diffuse += lightColor * factor * baseCol.rgb;
else
specular += lightColor * factor * baseCol.rgb;
}
}
if (light.diffuse_specular[2 + volIdx] == 1) // If light contributes to specular
{
float factor = (routing & ROUTING_SUB) != 0 ? -BASE_FACTOR : BASE_FACTOR;
switch (light.smode)
{
case LMODE_SINGLE_SIDED:
factor *= saturate(pow(max(dot(lightDir, reflectDir), 0.f), glossCoef[volIdx]));
break;
case LMODE_DOUBLE_SIDED:
factor *= saturate(pow(abs(dot(lightDir, reflectDir)), glossCoef[volIdx]));
break;
}
if ((routing & ROUTING_ALPHA) != 0)
specularAlpha += lightColor.r * factor;
else
{
if ((routing & ROUTING_SPEC_TO_OFFSET) == 0)
diffuse += lightColor * factor * offsetCol.rgb;
else
specular += lightColor * factor * offsetCol.rgb;
}
}
}
// ambient light
if (ambientMaterial[volIdx] == 1)
diffuse += ambientBase[volIdx].rgb * baseCol.rgb;
else
diffuse += ambientBase[volIdx].rgb;
if (ambientMaterial[volIdx + 2] == 1)
specular += ambientOffset[volIdx].rgb * offsetCol.rgb;
else
specular += ambientOffset[volIdx].rgb;
baseCol.rgb = diffuse;
offsetCol.rgb = specular;
baseCol.a += diffuseAlpha;
offsetCol.a += specularAlpha;
if (useBaseOver == 1)
{
float4 overflow = max(0.f, baseCol - 1.f);
offsetCol += overflow;
}
baseCol = saturate(baseCol);
offsetCol = saturate(offsetCol);
}
void computeEnvMap(inout float2 uv, in float3 normal)
{
// Cheap env mapping
uv += normal.xy / 2.f + 0.5f;
uv = saturate(uv);
}
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 = saturate(n);
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;
}
)";
struct N2PolyConstants
{
float mvMat[4][4]; // 0
float normalMat[4][4]; // 64
float projMat[4][4]; // 128
int envMapping[2]; // 192
int bumpMapping; // 200
int polyNumber; // 204
float glossCoef[4]; // 208
int constantColor[4]; // 224
// 240
};
static_assert(sizeof(N2PolyConstants) == 240, "sizeof(N2PolyConstants) should be 240");
void Naomi2Helper::init(ComPtr<ID3D11Device>& device, ComPtr<ID3D11DeviceContext> deviceContext)
{
this->deviceContext = deviceContext;
D3D11_BUFFER_DESC desc{};
desc.ByteWidth = sizeof(N2PolyConstants);
desc.ByteWidth = (((desc.ByteWidth - 1) >> 4) + 1) << 4;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (FAILED(device->CreateBuffer(&desc, nullptr, &polyConstantsBuffer.get())))
WARN_LOG(RENDERER, "Per-polygon constants buffer creation failed");
desc.ByteWidth = sizeof(N2LightModel);
desc.ByteWidth = (((desc.ByteWidth - 1) >> 4) + 1) << 4;
if (FAILED(device->CreateBuffer(&desc, nullptr, &lightConstantsBuffer.get())))
WARN_LOG(RENDERER, "Light constants buffer creation failed");
resetCache();
}
void Naomi2Helper::setConstants(const PolyParam& pp, u32 polyNumber, const rend_context& ctx)
{
N2PolyConstants polyConstants;
memcpy(polyConstants.mvMat, ctx.matrices[pp.mvMatrix].mat, sizeof(polyConstants.mvMat));
memcpy(polyConstants.normalMat, ctx.matrices[pp.normalMatrix].mat, sizeof(polyConstants.normalMat));
memcpy(polyConstants.projMat, ctx.matrices[pp.projMatrix].mat, sizeof(polyConstants.projMat));
polyConstants.envMapping[0] = pp.envMapping[0];
polyConstants.envMapping[1] = pp.envMapping[1];
polyConstants.bumpMapping = pp.pcw.Texture == 1 && pp.tcw.PixelFmt == PixelBumpMap;
polyConstants.polyNumber = polyNumber;
for (size_t i = 0; i < 2; i++)
{
polyConstants.glossCoef[i] = pp.glossCoef[i];
polyConstants.constantColor[i] = pp.constantColor[i];
}
setConstBuffer(polyConstantsBuffer, polyConstants);
deviceContext->VSSetConstantBuffers(1, 1, &polyConstantsBuffer.get());
if (pp.lightModel != lastModel)
{
lastModel = pp.lightModel;
setConstBuffer(lightConstantsBuffer, ctx.lightModels[pp.lightModel]);
deviceContext->VSSetConstantBuffers(2, 1, &lightConstantsBuffer.get());
}
}
void Naomi2Helper::setConstants(const float *mvMatrix, const float *projMatrix)
{
N2PolyConstants polyConstants;
memcpy(polyConstants.mvMat, mvMatrix, sizeof(polyConstants.mvMat));
memcpy(polyConstants.projMat, projMatrix, sizeof(polyConstants.projMat));
setConstBuffer(polyConstantsBuffer, polyConstants);
deviceContext->VSSetConstantBuffers(1, 1, &polyConstantsBuffer.get());
}