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ShaderGenCommon: Replace the GenOutput enum by using typeid instead.
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@ -18,15 +18,17 @@
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#ifndef _LIGHTINGSHADERGEN_H_
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#define _LIGHTINGSHADERGEN_H_
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#include <typeinfo>
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#include "ShaderGenCommon.h"
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#include "NativeVertexFormat.h"
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#include "XFMemory.h"
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// T.uid_data needs to have a struct named lighting_uid
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template<class T, GenOutput type>
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template<class T,class UidType>
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void GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha)
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{
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#define SetUidField(name, value) if (type == GO_ShaderUid) { object.GetUidData().name = value; };
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#define SetUidField(name, value) if (typeid(T) == typeid(UidType)) { object.GetUidData().name = value; };
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const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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@ -92,7 +94,7 @@ void GenerateLightShader(T& object, int index, int litchan_index, const char* li
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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template<class T, GenOutput type>
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template<class T, class UidType>
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void GenerateLightingShader(T& object, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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@ -186,7 +188,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
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{
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if (mask & (1<<i))
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{
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GenerateLightShader<T,type>(object, i, j, lightsName, 3);
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GenerateLightShader<T,UidType>(object, i, j, lightsName, 3);
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}
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}
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}
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@ -196,9 +198,9 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
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for (int i = 0; i < 8; ++i)
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{
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T,type>(object, i, j, lightsName, 1);
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GenerateLightShader<T,UidType>(object, i, j, lightsName, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T,type>(object, i, j+2, lightsName, 2);
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GenerateLightShader<T,UidType>(object, i, j+2, lightsName, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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@ -212,7 +214,7 @@ void GenerateLightingShader(T& object, int components, const char* materialsName
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for (int i = 0; i < 8; ++i)
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{
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if (workingchannel.GetFullLightMask() & (1<<i))
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GenerateLightShader<T,type>(object, i, lit_index, lightsName, coloralpha);
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GenerateLightShader<T,UidType>(object, i, lit_index, lightsName, coloralpha);
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}
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}
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object.Write("%s%d = mat * saturate(lacc);\n", dest, j);
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