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083be0832f
Our shaders must only depend on the UID, not on any global state.
52 lines
1.7 KiB
C
52 lines
1.7 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[] = "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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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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u32 numColorChans, const char* inColorName, const char* dest);
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void GetLightingShaderUid(LightingUidData& uid_data);
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