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d9fec92628
Also remedies places where the video backends and core rely on things being indirectly included.
260 lines
8.8 KiB
C++
260 lines
8.8 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/XFMemory.h"
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#define LIGHT_COL "%s[%d].color.%s"
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#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
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#define LIGHT_COSATT "%s[%d].cosatt"
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#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_DISTATT "%s[%d].distatt"
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#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_POS "%s[%d].pos"
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#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_DIR "%s[%d].dir"
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#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
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/**
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* Common uid data used for shader generators that use lighting calculations.
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*/
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struct LightingUidData
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{
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u32 matsource : 4; // 4x1 bit
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u32 enablelighting : 4; // 4x1 bit
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u32 ambsource : 4; // 4x1 bit
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u32 diffusefunc : 8; // 4x2 bits
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u32 attnfunc : 8; // 4x2 bits
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u32 light_mask : 32; // 4x8 bits
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};
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static const char s_lighting_struct[] =
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"struct Light {\n"
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"\tint4 color;\n"
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"\tfloat4 cosatt;\n"
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"\tfloat4 distatt;\n"
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"\tfloat4 pos;\n"
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"\tfloat4 dir;\n"
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"};\n";
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template<class T>
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, int coloralpha)
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{
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const LitChannel& chan = (litchan_index > 1) ? xfmem.alpha[litchan_index-2] : xfmem.color[litchan_index];
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const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw";
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const char* swizzle_components = (coloralpha == 1) ? "3" : (coloralpha == 2) ? "" : "4";
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uid_data.attnfunc |= chan.attnfunc << (2*litchan_index);
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uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index);
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switch (chan.attnfunc)
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{
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case LIGHTATTN_NONE:
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case LIGHTATTN_DIR:
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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = 1.0;\n");
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object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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break;
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case LIGHTATTN_SPEC:
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object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0;\n", LIGHT_DIR_PARAMS(index));
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object.Write("cosAttn = " LIGHT_COSATT".xyz;\n", LIGHT_COSATT_PARAMS(index));
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object.Write("distAttn = %s(" LIGHT_DISTATT".xyz);\n", (chan.diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index));
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object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, float3(1.0, attn, attn*attn));\n");
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break;
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case LIGHTATTN_SPOT:
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object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0, dot(ldir, " LIGHT_DIR".xyz));\n", LIGHT_DIR_PARAMS(index));
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// attn*attn may overflow
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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",
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LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_DISTATT_PARAMS(index));
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break;
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default: _assert_(0);
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}
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switch (chan.diffusefunc)
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{
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components,
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL")));\n",
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swizzle, swizzle_components,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," :"(",
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swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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break;
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default: _assert_(0);
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}
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object.Write("\n");
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}
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// vertex shader
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// lights/colors
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// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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template<class T>
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static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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{
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const LitChannel& color = xfmem.color[j];
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const LitChannel& alpha = xfmem.alpha[j];
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object.Write("{\n");
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uid_data.matsource |= xfmem.color[j].matsource << j;
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if (color.matsource) // from vertex
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{
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if (components & (VB_HAS_COL0 << j))
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object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
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else
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object.Write("int4 mat = int4(255, 255, 255, 255);\n");
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}
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else // from color
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{
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object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j+2);
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}
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uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
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if (color.enablelighting)
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{
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uid_data.ambsource |= xfmem.color[j].ambsource << j;
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if (color.ambsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j) )
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object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
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else
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// TODO: this isn't verified. Here we want to read the ambient from the vertex,
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// but the vertex itself has no color. So we don't know which value to read.
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// Returing 1.0 is the same as disabled lightning, so this could be fine
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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else // from color
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{
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object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
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}
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}
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else
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{
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object.Write("lacc = int4(255, 255, 255, 255);\n");
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}
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// check if alpha is different
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uid_data.matsource |= xfmem.alpha[j].matsource << (j+2);
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if (alpha.matsource != color.matsource)
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{
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if (alpha.matsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j))
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object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0)
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object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
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else object.Write("mat.w = 255;\n");
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}
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else // from color
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{
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object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j+2);
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}
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}
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uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j+2);
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if (alpha.enablelighting)
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{
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uid_data.ambsource |= xfmem.alpha[j].ambsource << (j+2);
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if (alpha.ambsource) // from vertex
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{
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if (components & (VB_HAS_COL0<<j) )
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object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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else if (components & VB_HAS_COL0 )
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object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
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else
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// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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object.Write("lacc.w = 255;\n");
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}
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else // from color
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{
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object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
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}
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}
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else
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{
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object.Write("lacc.w = 255;\n");
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}
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if (color.enablelighting && alpha.enablelighting)
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{
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// both have lighting, test if they use the same lights
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int mask = 0;
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uid_data.attnfunc |= color.attnfunc << (2*j);
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uid_data.attnfunc |= alpha.attnfunc << (2*(j+2));
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uid_data.diffusefunc |= color.diffusefunc << (2*j);
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uid_data.diffusefunc |= alpha.diffusefunc << (2*(j+2));
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uid_data.light_mask |= color.GetFullLightMask() << (8*j);
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uid_data.light_mask |= alpha.GetFullLightMask() << (8*(j+2));
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if (color.lightparams == alpha.lightparams)
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{
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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if (mask)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (mask & (1<<i))
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{
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GenerateLightShader<T>(object, uid_data, i, j, 3);
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}
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}
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}
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}
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// no shared lights
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for (int i = 0; i < 8; ++i)
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{
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T>(object, uid_data, i, j, 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T>(object, uid_data, i, j+2, 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting)
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{
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// lights are disabled on one channel so process only the active ones
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const LitChannel& workingchannel = color.enablelighting ? color : alpha;
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const int lit_index = color.enablelighting ? j : (j+2);
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int coloralpha = color.enablelighting ? 1 : 2;
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uid_data.light_mask |= workingchannel.GetFullLightMask() << (8*lit_index);
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for (int i = 0; i < 8; ++i)
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{
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if (workingchannel.GetFullLightMask() & (1<<i))
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GenerateLightShader<T>(object, uid_data, i, lit_index, coloralpha);
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}
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}
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object.Write("lacc = clamp(lacc, 0, 255);\n");
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object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
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object.Write("}\n");
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}
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}
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