dolphin/Source/Core/VideoCommon/LightingShaderGen.cpp
Stenzek 51724c1ccd LightingShaderGen: Always calculate lighting for both color channels
Cel-damage depends on lighting being calculated for the first channel
even though there is no color in the vertex format (defaults to the
material color). If lighting for the channel is not enabled, the vertex
will use the default color as before.

The default value of the color is determined by the number of elements in
the vertex format. This fixes the grey cubes in Super Mario Sunshine.

If the color channel count is zero, we set the color to black before the
end of the vertex shader. It's possible that this would be undefined
behavior on hardware if a vertex color index that was greater than the
channel count was used within TEV.
2020-11-20 15:54:04 -08:00

175 lines
6.5 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/LightingShaderGen.h"
#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/ShaderGenCommon.h"
#include "VideoCommon/XFMemory.h"
static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index,
int litchan_index, bool alpha)
{
const char* swizzle = alpha ? "a" : "rgb";
const char* swizzle_components = (alpha) ? "" : "3";
const u32 attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3;
const u32 diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3;
switch (attnfunc)
{
case LIGHTATTN_NONE:
case LIGHTATTN_DIR:
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.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.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.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.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.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.Write("\n");
}
// vertex shader
// lights/colors
// 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
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
std::string_view in_color_name, std::string_view dest)
{
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
object.Write("{{\n");
const bool colormatsource = !!(uid_data.matsource & (1 << j));
if (colormatsource) // from vertex
object.Write("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
else // from color
object.Write("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
if ((uid_data.enablelighting & (1 << j)) != 0)
{
if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
object.Write("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
else // from color
object.Write("lacc = {}[{}];\n", I_MATERIALS, j);
}
else
{
object.Write("lacc = int4(255, 255, 255, 255);\n");
}
// check if alpha is different
const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
if (alphamatsource != colormatsource)
{
if (alphamatsource) // from vertex
object.Write("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
else // from color
object.Write("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
}
if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
{
if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
object.Write("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
else // from color
object.Write("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
}
else
{
object.Write("lacc.w = 255;\n");
}
if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
{
for (int i = 0; i < 8; ++i)
{
if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
GenerateLightShader(object, uid_data, i, j, false);
}
}
if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
for (int i = 0; i < 8; ++i)
{
if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
GenerateLightShader(object, uid_data, i, j + 2, true);
}
}
object.Write("lacc = clamp(lacc, 0, 255);\n");
object.Write("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
object.Write("}}\n");
}
}
void GetLightingShaderUid(LightingUidData& uid_data)
{
for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
uid_data.matsource |= xfmem.color[j].matsource << j;
uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
{
uid_data.ambsource |= xfmem.color[j].ambsource << j;
uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j);
uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j);
uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
}
if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
{
uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2);
uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2));
uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2));
uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
}
}
}