LightingShader: hard code const variable

This commit is contained in:
degasus
2014-05-30 16:17:30 +02:00
parent e456a5e64f
commit 924ad1ee9f
9 changed files with 133 additions and 105 deletions

View File

@ -4,25 +4,26 @@
#pragma once
#include "VideoCommon/ConstantManager.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/XFMemory.h"
#define LIGHT_COL "%s[%d].%s"
#define LIGHT_COL_PARAMS(lightsColName, index, swizzle) (lightsColName), (index), (swizzle)
#define LIGHT_COL "%s[%d].color.%s"
#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
#define LIGHT_COSATT "%s[4*%d]"
#define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_COSATT "%s[%d].cosatt"
#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DISTATT "%s[4*%d+1]"
#define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_DISTATT "%s[%d].distatt"
#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_POS "%s[4*%d+2]"
#define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_POS "%s[%d].pos"
#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
#define LIGHT_DIR "%s[4*%d+3]"
#define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_DIR "%s[%d].dir"
#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
/**
* Common uid data used for shader generators that use lighting calculations.
@ -37,9 +38,17 @@ struct LightingUidData
u32 light_mask : 32; // 4x8 bits
};
static const char s_lighting_struct[] =
"struct Light {\n"
"\tint4 color;\n"
"\tfloat4 cosatt;\n"
"\tfloat4 distatt;\n"
"\tfloat4 pos;\n"
"\tfloat4 dir;\n"
"};\n";
template<class T>
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsColName, const char* lightsName, int coloralpha)
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, int coloralpha)
{
const LitChannel& chan = (litchan_index > 1) ? xfmem.alpha[litchan_index-2] : xfmem.color[litchan_index];
const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw";
@ -53,14 +62,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("lacc.%s += int%s(round(%sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default: _assert_(0);
}
@ -69,24 +78,24 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
{
if (chan.attnfunc == 3)
{ // spot
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n",
LIGHT_DIR_PARAMS(lightsName, index));
LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / dot(" LIGHT_DISTATT".xyz, float3(1.0,dist,dist2));\n",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
}
else if (chan.attnfunc == 1)
{ // specular
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(lightsName, index));
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index));
// attn*attn may overflow
object.Write("attn = max(0.0, " LIGHT_COSATT".x + " LIGHT_COSATT".y*attn + " LIGHT_COSATT".z*attn*attn) / (" LIGHT_DISTATT".x + " LIGHT_DISTATT".y*attn + " LIGHT_DISTATT".z*attn*attn);\n",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_COSATT_PARAMS(lightsName, index),
LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
}
switch (chan.diffusefunc)
@ -94,14 +103,14 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
case LIGHTDIF_NONE:
object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components,
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
swizzle, swizzle_components,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
swizzle_components, LIGHT_COL_PARAMS(lightsColName, index, swizzle));
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default: _assert_(0);
}
@ -115,7 +124,7 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template<class T>
static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsColName, const char* lightsName, const char* inColorName, const char* dest)
static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
{
@ -136,7 +145,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("int4 mat = %s[%d];\n", materialsName, j+2);
object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j+2);
}
uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
@ -157,7 +166,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("lacc = %s[%d];\n", materialsName, j);
object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
}
}
else
@ -179,7 +188,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j+2);
}
}
@ -199,7 +208,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
}
else // from color
{
object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
}
}
else
@ -226,7 +235,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
{
if (mask & (1<<i))
{
GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 3);
GenerateLightShader<T>(object, uid_data, i, j, 3);
}
}
}
@ -236,9 +245,9 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
GenerateLightShader<T>(object, uid_data, i, j, lightsColName, lightsName, 1);
GenerateLightShader<T>(object, uid_data, i, j, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
GenerateLightShader<T>(object, uid_data, i, j+2, lightsColName, lightsName, 2);
GenerateLightShader<T>(object, uid_data, i, j+2, 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
@ -252,7 +261,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
GenerateLightShader<T>(object, uid_data, i, lit_index, lightsColName, lightsName, coloralpha);
GenerateLightShader<T>(object, uid_data, i, lit_index, coloralpha);
}
}
object.Write("lacc = clamp(lacc, 0, 255);");