LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.

This commit is contained in:
NeoBrainX
2013-08-12 12:52:42 +02:00
parent 22d9736787
commit fe2ca814c5
2 changed files with 32 additions and 47 deletions

View File

@ -9,40 +9,22 @@
#include "NativeVertexFormat.h"
#include "XFMemory.h"
static const char* LightCol(const char* lightsName, unsigned int index, const char* swizzle)
{
static char result[32];
snprintf(result, sizeof(result), "%s[5*%d].%s", lightsName, index, swizzle);
return result;
}
static const char* LightCosAtt(const char* lightsName, unsigned int index)
{
static char result[32];
snprintf(result, sizeof(result), "%s[5*%d+1]", lightsName, index);
return result;
}
#define LIGHT_COL "%s[5*%d].%s"
#define LIGHT_COL_PARAMS(lightsName, index, swizzle) (lightsName), (index), (swizzle)
static const char* LightDistAtt(const char* lightsName, unsigned int index)
{
static char result[32];
snprintf(result, sizeof(result), "%s[5*%d+2]", lightsName, index);
return result;
}
#define LIGHT_COSATT "%s[5*%d+1]"
#define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index)
static const char* LightPos(const char* lightsName, unsigned int index)
{
static char result[32];
snprintf(result, sizeof(result), "%s[5*%d+3]", lightsName, index);
return result;
}
#define LIGHT_DISTATT "%s[5*%d+2]"
#define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_POS "%s[5*%d+3]"
#define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index)
#define LIGHT_DIR "%s[5*%d+4]"
#define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (index)
static const char* LightDir(const char* lightsName, unsigned int index)
{
static char result[32];
snprintf(result, sizeof(result), "%s[5*%d+4]", lightsName, index);
return result;
}
template<class T>
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
@ -62,13 +44,13 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += %s;\n", swizzle, LightCol(lightsName, index, swizzle));
object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("ldir = normalize(%s.xyz - pos.xyz);\n", LightPos(lightsName, index));
object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s;\n",
swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", LightCol(lightsName, index, swizzle));
object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("lacc.%s += %sdot(ldir, _norm0)) * " LIGHT_COL";\n",
swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", LIGHT_COL_PARAMS(lightsName, index, swizzle));
break;
default: _assert_(0);
}
@ -77,31 +59,34 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
{
if (chan.attnfunc == 3)
{ // spot
object.Write("ldir = %s.xyz - pos.xyz;\n", LightPos(lightsName, index));
object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, %s.xyz));\n", LightDir(lightsName, index));
object.Write("attn = max(0.0f, dot(%s.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.xyz, float3(1.0f,dist,dist2));\n", LightCosAtt(lightsName, index), LightDistAtt(lightsName, index));
"attn = max(0.0f, dot(ldir, " LIGHT_DIR".xyz));\n",
LIGHT_DIR_PARAMS(lightsName, index));
object.Write("attn = max(0.0f, dot(" LIGHT_COSATT".xyz, float3(1.0f, attn, attn*attn))) / dot(" LIGHT_DISTATT".xyz, float3(1.0f,dist,dist2));\n",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
}
else if (chan.attnfunc == 1)
{ // specular
object.Write("ldir = normalize(%s.xyz);\n", LightPos(lightsName, index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.xyz)) : 0.0f;\n", LightDir(lightsName, index));
object.Write("attn = max(0.0f, dot(%s.xyz, float3(1,attn,attn*attn))) / dot(%s.xyz, float3(1,attn,attn*attn));\n", LightCosAtt(lightsName, index), LightDistAtt(lightsName, index));
object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(lightsName, index));
object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0f;\n", LIGHT_DIR_PARAMS(lightsName, index));
object.Write("attn = max(0.0f, dot(" LIGHT_COSATT".xyz, float3(1,attn,attn*attn))) / dot(" LIGHT_DISTATT".xyz, float3(1,attn,attn*attn));\n",
LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index));
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += attn * %s;\n", swizzle, LightCol(lightsName, index, swizzle));
object.Write("lacc.%s += attn * " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s;\n",
object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * " LIGHT_COL";\n",
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
LightCol(lightsName, index, swizzle));
LIGHT_COL_PARAMS(lightsName, index, swizzle));
break;
default: _assert_(0);
}