ShaderGenCommon: Rename WriteFmt() to Write()

Now that we've converted all of the shader generators over to using fmt,
we can drop the old Write() member function and perform a rename
operation on the WriteFmt() to turn it into the new Write() function.

All changes within this are the removal of a <cstdarg> header, since the
previous printf-based Write() required it, and renaming. No functional
changes are made at all.
This commit is contained in:
Lioncash
2020-11-09 02:23:32 -05:00
parent a9ef7e0e43
commit a5b28f1f07
12 changed files with 2340 additions and 2381 deletions

View File

@ -24,54 +24,53 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
{
case LIGHTATTN_NONE:
case LIGHTATTN_DIR:
object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.WriteFmt("attn = 1.0;\n");
object.WriteFmt("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.Write("attn = 1.0;\n");
object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
break;
case LIGHTATTN_SPEC:
object.WriteFmt("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
object.WriteFmt("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
".xyz)) : 0.0;\n",
LIGHT_DIR_PARAMS(index));
object.WriteFmt("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
object.WriteFmt("distAttn = {}(" LIGHT_DISTATT ".xyz);\n",
(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
object.WriteFmt("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
"float3(1.0, attn, attn*attn));\n");
object.Write("ldir = normalize(" LIGHT_POS ".xyz - 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));
object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
object.Write("distAttn = {}(" LIGHT_DISTATT ".xyz);\n",
(diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
"float3(1.0, attn, attn*attn));\n");
break;
case LIGHTATTN_SPOT:
object.WriteFmt("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
object.WriteFmt("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(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(index));
// attn*attn may overflow
object.WriteFmt("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(index), LIGHT_COSATT_PARAMS(index),
LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
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(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
LIGHT_DISTATT_PARAMS(index));
break;
}
switch (diffusefunc)
{
case LIGHTDIF_NONE:
object.WriteFmt("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
object.Write("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.WriteFmt("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL
")));\n",
swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
object.Write("lacc.{} += int{}(round(attn * {}dot(ldir, _norm0)) * float{}(" LIGHT_COL ")));\n",
swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
break;
default:
ASSERT(0);
}
object.WriteFmt("\n");
object.Write("\n");
}
// vertex shader
@ -84,21 +83,21 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
{
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
object.WriteFmt("{{\n");
object.Write("{{\n");
const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
{
if ((components & (VB_HAS_COL0 << j)) != 0)
object.WriteFmt("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
object.Write("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
else if ((components & VB_HAS_COL0) != 0)
object.WriteFmt("int4 mat = int4(round({}0 * 255.0));\n", in_color_name);
object.Write("int4 mat = int4(round({}0 * 255.0));\n", in_color_name);
else
object.WriteFmt("int4 mat = int4(255, 255, 255, 255);\n");
object.Write("int4 mat = int4(255, 255, 255, 255);\n");
}
else // from color
{
object.WriteFmt("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
object.Write("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
}
if ((uid_data.enablelighting & (1 << j)) != 0)
@ -107,28 +106,28 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
{
if ((components & (VB_HAS_COL0 << j)) != 0)
{
object.WriteFmt("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
object.Write("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
}
else if ((components & VB_HAS_COL0) != 0)
{
object.WriteFmt("lacc = int4(round({}0 * 255.0));\n", in_color_name);
object.Write("lacc = int4(round({}0 * 255.0));\n", in_color_name);
}
else
{
// TODO: this isn't verified. Here we want to read the ambient from the vertex,
// but the vertex itself has no color. So we don't know which value to read.
// Returning 1.0 is the same as disabled lightning, so this could be fine
object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
object.Write("lacc = int4(255, 255, 255, 255);\n");
}
}
else // from color
{
object.WriteFmt("lacc = {}[{}];\n", I_MATERIALS, j);
object.Write("lacc = {}[{}];\n", I_MATERIALS, j);
}
}
else
{
object.WriteFmt("lacc = int4(255, 255, 255, 255);\n");
object.Write("lacc = int4(255, 255, 255, 255);\n");
}
// check if alpha is different
@ -138,15 +137,15 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
if (alphamatsource) // from vertex
{
if ((components & (VB_HAS_COL0 << j)) != 0)
object.WriteFmt("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
object.Write("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
else if ((components & VB_HAS_COL0) != 0)
object.WriteFmt("mat.w = int(round({}0.w * 255.0));\n", in_color_name);
object.Write("mat.w = int(round({}0.w * 255.0));\n", in_color_name);
else
object.WriteFmt("mat.w = 255;\n");
object.Write("mat.w = 255;\n");
}
else // from color
{
object.WriteFmt("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
object.Write("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
}
}
@ -156,26 +155,26 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
{
if ((components & (VB_HAS_COL0 << j)) != 0)
{
object.WriteFmt("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
object.Write("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
}
else if ((components & VB_HAS_COL0) != 0)
{
object.WriteFmt("lacc.w = int(round({}0.w * 255.0));\n", in_color_name);
object.Write("lacc.w = int(round({}0.w * 255.0));\n", in_color_name);
}
else
{
// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
object.WriteFmt("lacc.w = 255;\n");
object.Write("lacc.w = 255;\n");
}
}
else // from color
{
object.WriteFmt("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
object.Write("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
}
}
else
{
object.WriteFmt("lacc.w = 255;\n");
object.Write("lacc.w = 255;\n");
}
if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
@ -194,9 +193,9 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
GenerateLightShader(object, uid_data, i, j + 2, true);
}
}
object.WriteFmt("lacc = clamp(lacc, 0, 255);\n");
object.WriteFmt("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
object.WriteFmt("}}\n");
object.Write("lacc = clamp(lacc, 0, 255);\n");
object.Write("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
object.Write("}}\n");
}
}