Merge 'master' into shader-uids-awesome.

Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/PixelShaderManager.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
	Source/Core/VideoCommon/Src/VertexShaderGen.h
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/PixelShaderCache.h
	Source/Plugins/Plugin_VideoOGL/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.cpp
	Source/Plugins/Plugin_VideoOGL/Src/VertexShaderCache.h
This commit is contained in:
NeoBrainX
2013-03-26 22:16:29 +01:00
753 changed files with 99248 additions and 100494 deletions

View File

@ -38,12 +38,12 @@ void GenerateLightShader(T& object, int index, int litchan_index, const char* li
// atten disabled
switch (chan.diffusefunc) {
case LIGHTDIF_NONE:
object.Write("lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
object.Write("lacc.%s += %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
object.Write("ldir = normalize(%s[%d].pos.xyz - pos.xyz);\n", lightsName, index);
object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s[%d].col.%s;\n",
swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
break;
default: _assert_(0);
@ -53,28 +53,28 @@ void GenerateLightShader(T& object, int index, int litchan_index, const char* li
if (chan.attnfunc == 3)
{ // spot
object.Write("ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
object.Write("ldir = %s[%d].pos.xyz - pos.xyz;\n", lightsName, index);
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
"attn = max(0.0f, dot(ldir, %s[%d].dir.xyz));\n", lightsName, index);
object.Write("attn = max(0.0f, dot(%s[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
}
else if (chan.attnfunc == 1)
{ // specular
object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
object.Write("ldir = normalize(%s[%d].pos.xyz);\n", lightsName, index);
object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
object.Write("attn = max(0.0f, dot(%s[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
object.Write("lacc.%s += attn * %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].col.%s;\n",
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
lightsName,
@ -112,7 +112,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
else // from color
object.Write("mat = %s.C%d;\n", materialsName, j+2);
object.Write("mat = %s[%d];\n", materialsName, j+2);
SetUidField(lit_chans[j].enablelighting, xfregs.color[j].enablelighting);
if (color.enablelighting) {
@ -126,7 +126,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
object.Write("lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
else // from color
object.Write("lacc = %s.C%d;\n", materialsName, j);
object.Write("lacc = %s[%d];\n", materialsName, j);
}
else
{
@ -144,7 +144,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
else object.Write("mat.w = 1.0f;\n");
}
else // from color
object.Write("mat.w = %s.C%d.w;\n", materialsName, j+2);
object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
}
SetUidField(lit_chans[j+2].enablelighting, xfregs.alpha[j].enablelighting);
@ -160,7 +160,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
object.Write("lacc.w = 0.0f;\n");
}
else // from color
object.Write("lacc.w = %s.C%d.w;\n", materialsName, j);
object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
}
else
{