ShaderGen: Fix per pixel lighting.

This commit is contained in:
NeoBrainX
2013-03-31 23:29:33 +02:00
parent 248d56d930
commit f6d65a636e
7 changed files with 32 additions and 27 deletions

View File

@ -18,15 +18,12 @@
#ifndef _LIGHTINGSHADERGEN_H_
#define _LIGHTINGSHADERGEN_H_
#include <typeinfo>
#include "ShaderGenCommon.h"
#include "NativeVertexFormat.h"
#include "XFMemory.h"
// uid_data needs to have a struct named lighting_uid
template<class T,class UidDataT>
static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
template<class T>
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
{
const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
const char* swizzle = "xyzw";
@ -93,8 +90,8 @@ static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int li
// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template<class T, class UidDataT>
static void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
template<class T>
static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
{
@ -187,7 +184,7 @@ static void GenerateLightingShader(T& object, UidDataT& uid_data, int components
{
if (mask & (1<<i))
{
GenerateLightShader<T,UidDataT>(object, uid_data, i, j, lightsName, 3);
GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3);
}
}
}
@ -197,9 +194,9 @@ static void GenerateLightingShader(T& object, UidDataT& uid_data, int components
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
GenerateLightShader<T,UidDataT>(object, uid_data, i, j, lightsName, 1);
GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
GenerateLightShader<T,UidDataT>(object, uid_data, i, j+2, lightsName, 2);
GenerateLightShader<T>(object, uid_data, i, j+2, lightsName, 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
@ -213,7 +210,7 @@ static void GenerateLightingShader(T& object, UidDataT& uid_data, int components
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
GenerateLightShader<T,UidDataT>(object, uid_data, i, lit_index, lightsName, coloralpha);
GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha);
}
}
object.Write("%s%d = mat * saturate(lacc);\n", dest, j);