mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
cleanup + some eolz
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5842 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -84,35 +84,35 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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{
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setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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DVSTARTPROFILE();
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_assert_(bpmem.genMode.numtexgens == xfregs.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfregs.nNumChans);
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_assert_(bpmem.genMode.numtexgens == xfregs.numTexGens);
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_assert_(bpmem.genMode.numcolchans == xfregs.nNumChans);
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bool is_d3d = (api_type == API_D3D9 || api_type == API_D3D11);
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u32 lightMask = 0;
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if (xfregs.nNumChans > 0)
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u32 lightMask = 0;
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if (xfregs.nNumChans > 0)
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lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask();
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if (xfregs.nNumChans > 1)
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lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
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if (xfregs.nNumChans > 1)
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lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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"typedef struct { float4 t; } FLT4;\n"
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"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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"typedef struct { float4 C0,C1,C2,C3; } s_"I_MATERIALS";\n"
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"typedef struct { float4 T0,T1,T2,T3; } s_"I_PROJECTION";\n"
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);
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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"typedef struct { float4 t; } FLT4;\n"
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"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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"typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
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"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
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);
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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WRITE(p, " float4 colors[2] : COLOR0;\n");
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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WRITE(p, " float4 colors[2] : COLOR0;\n");
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if (xfregs.numTexGens < 7) {
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for (int i = 0; i < xfregs.numTexGens; ++i)
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@ -123,46 +123,46 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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for (int i = 0; i < xfregs.numTexGens; ++i)
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WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
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}
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WRITE(p, "};\n");
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WRITE(p, "};\n");
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// uniforms
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// uniforms
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WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
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WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
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WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
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WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
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WRITE(p, "VS_OUTPUT main(\n");
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// inputs
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
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if (components & VB_HAS_NRM1) {
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WRITE(p, "VS_OUTPUT main(\n");
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// inputs
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
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if (components & VB_HAS_NRM1) {
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if (is_d3d)
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WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
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else
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WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
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}
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if (components & VB_HAS_NRM2) {
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if (is_d3d)
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if (components & VB_HAS_NRM2) {
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if (is_d3d)
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WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
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else
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WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
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}
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 : COLOR0,\n");
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx )
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WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i,i);
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}
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if (components & VB_HAS_POSMTXIDX) {
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 : COLOR0,\n");
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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}
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if (components & VB_HAS_POSMTXIDX) {
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if (is_d3d)
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{
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WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
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@ -170,11 +170,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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else
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WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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}
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WRITE(p, " float4 rawpos : POSITION) {\n");
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WRITE(p, "VS_OUTPUT o;\n");
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WRITE(p, " float4 rawpos : POSITION) {\n");
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WRITE(p, "VS_OUTPUT o;\n");
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// transforms
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if (components & VB_HAS_POSMTXIDX) {
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// transforms
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if (components & VB_HAS_POSMTXIDX) {
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if (api_type == API_D3D9)
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{
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WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
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@ -189,239 +189,242 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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WRITE(p, "int posmtx = fposmtx;\n");
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}
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WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n");
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if (components & VB_HAS_NRMALL) {
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WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
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}
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WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
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if (components & VB_HAS_NRMALL) {
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WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
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}
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if (components & VB_HAS_NRM0)
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WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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}
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else {
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WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
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if (components & VB_HAS_NRM0)
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WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
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}
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if (components & VB_HAS_NRM0)
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WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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}
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else
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{
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WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
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if (components & VB_HAS_NRM0)
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WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
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}
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if (!(components & VB_HAS_NRM0))
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WRITE(p, "float3 _norm0 = float3(0.0f,0.0f,0.0f);\n");
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if (!(components & VB_HAS_NRM0))
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WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
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WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
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WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
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WRITE(p, "float4 mat,lacc;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
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"float3 ldir, h;\n"
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"float dist, dist2, attn;\n");
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WRITE(p, "float4 mat, lacc;\n" // = half4(1, 1, 1, 1), lacc = half4(0, 0, 0, 0);\n"
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"float3 ldir, h;\n"
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"float dist, dist2, attn;\n");
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// lights/colors
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for (int j = 0; j < xfregs.nNumChans; j++) {
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// lights/colors
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for (int j = 0; j < xfregs.nNumChans; j++)
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{
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// bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused
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const LitChannel& color = xfregs.colChans[j].color;
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const LitChannel& alpha = xfregs.colChans[j].alpha;
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// bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused
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const LitChannel& color = xfregs.colChans[j].color;
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const LitChannel& alpha = xfregs.colChans[j].alpha;
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WRITE(p, "{\n");
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WRITE(p, "lacc = float4(1.0f,1.0f,1.0f,1.0f);\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = color%d;\n", j);
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else
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WRITE(p, "mat = float4(1.0f,1.0f,1.0f,1.0f);\n");
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}
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else // from color
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WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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WRITE(p, "{\n");
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WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = color%d;\n", j);
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else
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WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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else // from color
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WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = color%d;\n", j);
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else
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WRITE(p, "lacc = float4(0.0f,0.0f,0.0f,0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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}
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = color%d;\n", j);
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else
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WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "mat.w = color%d.w;\n", j);
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else WRITE(p, "mat.w = 1;\n");
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}
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else // from color
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WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j))
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WRITE(p, "mat.w = color%d.w;\n", j);
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else WRITE(p, "mat.w = 1;\n");
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}
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else // from color
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WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
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}
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|
||||
if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
|
||||
if (alpha.ambsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc.w = color%d.w;\n", j);
|
||||
else WRITE(p, "lacc.w = 0;\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
|
||||
}
|
||||
if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
|
||||
if (alpha.ambsource) {// from vertex
|
||||
if (components & (VB_HAS_COL0<<j) )
|
||||
WRITE(p, "lacc.w = color%d.w;\n", j);
|
||||
else
|
||||
WRITE(p, "lacc.w = 0;\n");
|
||||
}
|
||||
else // from color
|
||||
WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
|
||||
}
|
||||
|
||||
if(color.enablelighting && alpha.enablelighting)
|
||||
{
|
||||
// both have lighting, test if they use the same lights
|
||||
int mask = 0;
|
||||
int mask = 0;
|
||||
if(color.lightparams == alpha.lightparams)
|
||||
{
|
||||
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
|
||||
if(mask)
|
||||
{
|
||||
for (int i = 0; i < 8; ++i)
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (mask & (1<<i))
|
||||
p = GenerateLightShader(p, i, color, "lacc", 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
// no shared lights
|
||||
for (int i = 0; i < 8; ++i)
|
||||
|
||||
// no shared lights
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)) )
|
||||
p = GenerateLightShader(p, i, color, "lacc", 1);
|
||||
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)) )
|
||||
p = GenerateLightShader(p, i, alpha, "lacc", 2);
|
||||
}
|
||||
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
|
||||
p = GenerateLightShader(p, i, color, "lacc", 1);
|
||||
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
|
||||
p = GenerateLightShader(p, i, alpha, "lacc", 2);
|
||||
}
|
||||
}
|
||||
else if (color.enablelighting || alpha.enablelighting)
|
||||
{
|
||||
//ligths are disabled in one channel so proccess only te active
|
||||
// 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)
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if (workingchannel.GetFullLightMask() & (1<<i))
|
||||
p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
|
||||
|
||||
}
|
||||
if (workingchannel.GetFullLightMask() & (1<<i))
|
||||
p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
|
||||
}
|
||||
}
|
||||
|
||||
if (color.enablelighting != alpha.enablelighting) {
|
||||
if (color.enablelighting)
|
||||
WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\n"
|
||||
"o.colors[%d].w = mat.w;\n", j, j);
|
||||
else
|
||||
WRITE(p, "o.colors[%d].xyz = mat.xyz;\n"
|
||||
"o.colors[%d].w = mat.w * saturate(lacc.w);\n", j, j);
|
||||
}
|
||||
else {
|
||||
if (alpha.enablelighting)
|
||||
WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
|
||||
else
|
||||
if (color.enablelighting != alpha.enablelighting) {
|
||||
if (color.enablelighting)
|
||||
WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\n"
|
||||
"o.colors[%d].w = mat.w;\n", j, j);
|
||||
else
|
||||
WRITE(p, "o.colors[%d].xyz = mat.xyz;\n"
|
||||
"o.colors[%d].w = mat.w * saturate(lacc.w);\n", j, j);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (alpha.enablelighting)
|
||||
WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
|
||||
else
|
||||
WRITE(p, "o.colors[%d] = mat;\n", j);
|
||||
}
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
}
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
|
||||
// zero left over channels
|
||||
for (int i = xfregs.nNumChans; i < 2; ++i)
|
||||
WRITE(p, "o.colors[%d] = float4(0.0f,0.0f,0.0f,1.0f);\n", i);
|
||||
// zero left over channels
|
||||
for (int i = xfregs.nNumChans; i < 2; ++i)
|
||||
WRITE(p, "o.colors[%d] = float4(0.0f, 0.0f, 0.0f, 1.0f);\n", i);
|
||||
|
||||
// special case if only pos and tex coord 0 and tex coord input is AB11
|
||||
// special case if only pos and tex coord 0 and tex coord input is AB11
|
||||
// donko - this has caused problems in some games. removed for now.
|
||||
bool texGenSpecialCase = false;
|
||||
/*bool texGenSpecialCase =
|
||||
((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
|
||||
(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
|
||||
(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
|
||||
*/
|
||||
*/
|
||||
|
||||
// transform texcoords
|
||||
WRITE(p, "float4 coord = float4(0.0f,0.0f,1.0f,1.0f);\n");
|
||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
// transform texcoords
|
||||
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
for (int i = 0; i < xfregs.numTexGens; ++i) {
|
||||
TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
|
||||
|
||||
WRITE(p, "{\n");
|
||||
WRITE(p, "coord = float4(0.0f,0.0f,1.0f,1.0f);\n");
|
||||
switch (texinfo.sourcerow) {
|
||||
case XF_SRCGEOM_INROW:
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = rawpos;\n"); // pos.w is 1
|
||||
break;
|
||||
case XF_SRCNORMAL_INROW:
|
||||
if (components & VB_HAS_NRM0) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
case XF_SRCCOLORS_INROW:
|
||||
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
|
||||
break;
|
||||
case XF_SRCBINORMAL_T_INROW:
|
||||
if (components & VB_HAS_NRM1) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
case XF_SRCBINORMAL_B_INROW:
|
||||
if (components & VB_HAS_NRM2) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
|
||||
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
|
||||
WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
|
||||
break;
|
||||
}
|
||||
WRITE(p, "{\n");
|
||||
WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
|
||||
switch (texinfo.sourcerow) {
|
||||
case XF_SRCGEOM_INROW:
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = rawpos;\n"); // pos.w is 1
|
||||
break;
|
||||
case XF_SRCNORMAL_INROW:
|
||||
if (components & VB_HAS_NRM0) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
case XF_SRCCOLORS_INROW:
|
||||
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
|
||||
break;
|
||||
case XF_SRCBINORMAL_T_INROW:
|
||||
if (components & VB_HAS_NRM1) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
case XF_SRCBINORMAL_B_INROW:
|
||||
if (components & VB_HAS_NRM2) {
|
||||
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
|
||||
WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
|
||||
}
|
||||
break;
|
||||
default:
|
||||
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
|
||||
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
|
||||
WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
|
||||
break;
|
||||
}
|
||||
|
||||
// firs transformation
|
||||
switch (texinfo.texgentype) {
|
||||
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
|
||||
// first transformation
|
||||
switch (texinfo.texgentype) {
|
||||
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
|
||||
|
||||
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
|
||||
// transform the light dir into tangent space
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
else _assert_(0); // should have normals
|
||||
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
|
||||
// transform the light dir into tangent space
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
|
||||
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
|
||||
}
|
||||
else _assert_(0); // should have normals
|
||||
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC0:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC1:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i);
|
||||
break;
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC0:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_COLOR_STRGBC1:
|
||||
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
|
||||
WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i);
|
||||
break;
|
||||
case XF_TEXGEN_REGULAR:
|
||||
default:
|
||||
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ )
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
else {
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ )
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
|
||||
else
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ)
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
|
||||
else {
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (texinfo.projection == XF_TEXPROJ_STQ)
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
|
||||
else
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
|
||||
if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
|
||||
int postidx = xfregs.texcoords[i].postmtxinfo.index;
|
||||
WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
"float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
|
||||
@ -433,24 +436,25 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
// q of input is 1
|
||||
// q of output is unknown
|
||||
|
||||
//multiply by postmatrix
|
||||
// multiply by postmatrix
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
|
||||
}
|
||||
else {
|
||||
else
|
||||
{
|
||||
if (xfregs.texcoords[i].postmtxinfo.normalize)
|
||||
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
|
||||
|
||||
//multiply by postmatrix
|
||||
// multiply by postmatrix
|
||||
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
// clipPos/w needs to be done in pixel shader, not here
|
||||
if (xfregs.numTexGens < 7) {
|
||||
WRITE(p, "o.clipPos = o.pos;\n");
|
||||
WRITE(p, "o.clipPos = o.pos;\n");
|
||||
} else {
|
||||
WRITE(p, "o.tex0.w = o.pos.x;\n");
|
||||
WRITE(p, "o.tex1.w = o.pos.y;\n");
|
||||
@ -468,66 +472,67 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
|
||||
WRITE(p, "o.pos.z = (o.pos.z * 2.0f) + o.pos.w;\n");
|
||||
}
|
||||
|
||||
WRITE(p, "return o;\n}\n");
|
||||
WRITE(p, "return o;\n}\n");
|
||||
|
||||
|
||||
if (text[sizeof(text) - 1] != 0x7C)
|
||||
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
|
||||
return text;
|
||||
return text;
|
||||
}
|
||||
|
||||
// coloralpha - 1 if color, 2 if alpha
|
||||
char *GenerateLightShader(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";
|
||||
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_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
||||
case LIGHTDIF_CLAMP:
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
|
||||
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
|
||||
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
else { // spec and spot
|
||||
WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
|
||||
if (!(chan.attnfunc & 1)) {
|
||||
// atten disabled
|
||||
switch (chan.diffusefunc) {
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
|
||||
break;
|
||||
case LIGHTDIF_SIGN:
|
||||
case LIGHTDIF_CLAMP:
|
||||
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
|
||||
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
|
||||
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
else { // spec and spot
|
||||
WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
|
||||
|
||||
if (chan.attnfunc == 3) { // spot
|
||||
WRITE(p, "dist2 = dot(ldir, ldir);\n"
|
||||
"dist = sqrt(dist2);\n"
|
||||
"ldir = ldir / dist;\n"
|
||||
"attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index);
|
||||
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
|
||||
}
|
||||
else if (chan.attnfunc == 1) { // specular
|
||||
WRITE(p, "attn = (dot(_norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
|
||||
WRITE(p, "ldir = float3(1,attn,attn*attn);\n");
|
||||
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index);
|
||||
}
|
||||
if (chan.attnfunc == 3) { // spot
|
||||
WRITE(p, "dist2 = dot(ldir, ldir);\n"
|
||||
"dist = sqrt(dist2);\n"
|
||||
"ldir = ldir / dist;\n"
|
||||
"attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index);
|
||||
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
|
||||
}
|
||||
else if (chan.attnfunc == 1) { // specular
|
||||
WRITE(p, "attn = (dot(_norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
|
||||
WRITE(p, "ldir = float3(1,attn,attn*attn);\n");
|
||||
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index);
|
||||
}
|
||||
|
||||
switch (chan.diffusefunc) {
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += attn * "I_LIGHTS".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_LIGHTS".lights[%d].col.%s;\n",
|
||||
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
WRITE(p, "\n");
|
||||
switch (chan.diffusefunc)
|
||||
{
|
||||
case LIGHTDIF_NONE:
|
||||
WRITE(p, "%s.%s += attn * "I_LIGHTS".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_LIGHTS".lights[%d].col.%s;\n",
|
||||
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
|
||||
break;
|
||||
default: _assert_(0);
|
||||
}
|
||||
}
|
||||
WRITE(p, "\n");
|
||||
|
||||
setlocale(LC_NUMERIC, ""); // restore locale
|
||||
return p;
|
||||
return p;
|
||||
}
|
||||
|
Reference in New Issue
Block a user