mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Split shader code generation for lighting into a separate file.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7088 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -20,6 +20,7 @@
|
||||
#include <assert.h>
|
||||
#include <locale.h>
|
||||
|
||||
#include "LightingShaderGen.h"
|
||||
#include "PixelShaderGen.h"
|
||||
#include "XFMemory.h" // for texture projection mode
|
||||
#include "BPMemory.h"
|
||||
@ -379,68 +380,6 @@ static void BuildSwapModeTable()
|
||||
}
|
||||
}
|
||||
|
||||
char *GeneratePixelLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha)
|
||||
{
|
||||
const char* swizzle = "xyzw";
|
||||
if (coloralpha == 1 ) swizzle = "xyz";
|
||||
else if (coloralpha == 2 ) swizzle = "w";
|
||||
|
||||
if (!(chan.attnfunc & 1)) {
|
||||
// atten disabled
|
||||
switch (chan.diffusefunc) {
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += "I_PLIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
||||
case LIGHTDIF_CLAMP:
|
||||
WRITE(p, "ldir = normalize("I_PLIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
|
||||
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_PLIGHTS".lights[%d].col.%s;\n",
|
||||
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
else { // spec and spot
|
||||
|
||||
if (chan.attnfunc == 3)
|
||||
{ // spot
|
||||
WRITE(p, "ldir = "I_PLIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
|
||||
WRITE(p, "dist2 = dot(ldir, ldir);\n"
|
||||
"dist = sqrt(dist2);\n"
|
||||
"ldir = ldir / dist;\n"
|
||||
"attn = max(0.0f, dot(ldir, "I_PLIGHTS".lights[%d].dir.xyz));\n",index);
|
||||
WRITE(p, "attn = max(0.0f, dot("I_PLIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_PLIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
|
||||
}
|
||||
else if (chan.attnfunc == 1)
|
||||
{ // specular
|
||||
WRITE(p, "ldir = normalize("I_PLIGHTS".lights[%d].pos.xyz);\n",index);
|
||||
WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, "I_PLIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
|
||||
WRITE(p, "attn = max(0.0f, dot("I_PLIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_PLIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, index);
|
||||
}
|
||||
|
||||
switch (chan.diffusefunc)
|
||||
{
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += attn * "I_PLIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
||||
case LIGHTDIF_CLAMP:
|
||||
WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_PLIGHTS".lights[%d].col.%s;\n",
|
||||
dest,
|
||||
swizzle,
|
||||
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
|
||||
index,
|
||||
swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
WRITE(p, "\n");
|
||||
return p;
|
||||
}
|
||||
|
||||
|
||||
|
||||
const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
|
||||
{
|
||||
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
|
||||
@ -606,113 +545,8 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
|
||||
WRITE(p, "float4 mat, lacc;\n"
|
||||
"float3 ldir, h;\n"
|
||||
"float dist, dist2, attn;\n");
|
||||
// lights/colors
|
||||
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
|
||||
{
|
||||
const LitChannel& color = xfregs.color[j];
|
||||
const LitChannel& alpha = xfregs.alpha[j];
|
||||
|
||||
WRITE(p, "{\n");
|
||||
|
||||
if (color.matsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0 << j))
|
||||
WRITE(p, "mat = colors_%d;\n", j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
WRITE(p, "mat = colors_0;\n");
|
||||
else
|
||||
WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "mat = "I_PMATERIALS".C%d;\n", j+2);
|
||||
|
||||
if (color.enablelighting) {
|
||||
if (color.ambsource) { // from vertex
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc = colors_%d;\n", j);
|
||||
else if (components & VB_HAS_COL0 )
|
||||
WRITE(p, "lacc = colors_0;\n");
|
||||
else
|
||||
WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "lacc = "I_PMATERIALS".C%d;\n", j);
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
|
||||
}
|
||||
|
||||
// check if alpha is different
|
||||
if (alpha.matsource != color.matsource) {
|
||||
if (alpha.matsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0<<j))
|
||||
WRITE(p, "mat.w = colors_%d.w;\n", j);
|
||||
else if (components & VB_HAS_COL0)
|
||||
WRITE(p, "mat.w = colors_0.w;\n");
|
||||
else WRITE(p, "mat.w = 1.0f;\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "mat.w = "I_PMATERIALS".C%d.w;\n", j+2);
|
||||
}
|
||||
|
||||
if (alpha.enablelighting)
|
||||
{
|
||||
if (alpha.ambsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc.w = colors_%d.w;\n", j);
|
||||
else if (components & VB_HAS_COL0 )
|
||||
WRITE(p, "lacc.w = colors_0.w;\n");
|
||||
else
|
||||
WRITE(p, "lacc.w = 0.0f;\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "lacc.w = "I_PMATERIALS".C%d.w;\n", j);
|
||||
}
|
||||
else
|
||||
{
|
||||
WRITE(p, "lacc.w = 1.0f;\n");
|
||||
}
|
||||
|
||||
if(color.enablelighting && alpha.enablelighting)
|
||||
{
|
||||
// both have lighting, test if they use the same lights
|
||||
int mask = 0;
|
||||
if(color.lightparams == alpha.lightparams)
|
||||
{
|
||||
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
|
||||
if(mask)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (mask & (1<<i))
|
||||
p = GeneratePixelLightShader(p, i, color, "lacc", 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// no shared lights
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
|
||||
p = GeneratePixelLightShader(p, i, color, "lacc", 1);
|
||||
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
|
||||
p = GeneratePixelLightShader(p, i, alpha, "lacc", 2);
|
||||
}
|
||||
}
|
||||
else if (color.enablelighting || alpha.enablelighting)
|
||||
{
|
||||
// lights are disabled on one channel so process only the active ones
|
||||
LitChannel workingchannel = color.enablelighting ? color : alpha;
|
||||
int coloralpha = color.enablelighting ? 1 : 2;
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (workingchannel.GetFullLightMask() & (1<<i))
|
||||
p = GeneratePixelLightShader(p, i, workingchannel, "lacc", coloralpha);
|
||||
}
|
||||
}
|
||||
WRITE(p, "colors_%d = mat * saturate(lacc);\n", j);
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
p = GenerateLightingShader(p, components, I_PMATERIALS, I_PLIGHTS, "colors_", "colors_");
|
||||
}
|
||||
|
||||
if (numTexgen < 7)
|
||||
|
Reference in New Issue
Block a user