dolphin/Source/Core/VideoCommon/Src/LightingShaderGen.cpp
Soren Jorvang 0f7ff9c23e Deal with some clang-inspired buglets.
Respect the initial fullscreen setting in nowx.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7089 8ced0084-cf51-0410-be5f-012b33b47a6e
2011-02-06 01:56:45 +00:00

201 lines
6.4 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "LightingShaderGen.h"
#include "NativeVertexFormat.h"
#include "XFMemory.h"
#define WRITE p+=sprintf
// coloralpha - 1 if color, 2 if alpha
char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, int coloralpha)
{
const char* swizzle = "xyzw";
if (coloralpha == 1 ) swizzle = "xyz";
else if (coloralpha == 2 ) swizzle = "w";
if (!(chan.attnfunc & 1)) {
// atten disabled
switch (chan.diffusefunc) {
case LIGHTDIF_NONE:
WRITE(p, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
break;
default: _assert_(0);
}
}
else { // spec and spot
if (chan.attnfunc == 3)
{ // spot
WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
WRITE(p, "dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
}
else if (chan.attnfunc == 1)
{ // specular
WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
lightsName,
index,
swizzle);
break;
default: _assert_(0);
}
}
WRITE(p, "\n");
return p;
}
// 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
char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
{
const LitChannel& color = xfregs.color[j];
const LitChannel& alpha = xfregs.alpha[j];
WRITE(p, "{\n");
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = %s%d;\n", inColorName, j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat = %s0;\n", inColorName);
else
WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
else // from color
WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
if (color.enablelighting) {
if (color.ambsource) { // from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = %s%d;\n", inColorName, j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc = %s0;\n", inColorName);
else
WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
else // from color
WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
}
else
{
WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// check if alpha is different
if (alpha.matsource != color.matsource) {
if (alpha.matsource) {// from vertex
if (components & (VB_HAS_COL0<<j))
WRITE(p, "mat.w = %s%d.w;\n", inColorName, j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat.w = %s0.w;\n", inColorName);
else WRITE(p, "mat.w = 1.0f;\n");
}
else // from color
WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
}
if (alpha.enablelighting)
{
if (alpha.ambsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc.w = %s0.w;\n", inColorName);
else
WRITE(p, "lacc.w = 0.0f;\n");
}
else // from color
WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
}
else
{
WRITE(p, "lacc.w = 1.0f;\n");
}
if(color.enablelighting && alpha.enablelighting)
{
// both have lighting, test if they use the same lights
int mask = 0;
if(color.lightparams == alpha.lightparams)
{
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
if(mask)
{
for (int i = 0; i < 8; ++i)
{
if (mask & (1<<i))
p = GenerateLightShader(p, i, color, lightsName, 3);
}
}
}
// no shared lights
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
p = GenerateLightShader(p, i, color, lightsName, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
p = GenerateLightShader(p, i, alpha, lightsName, 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
{
// lights are disabled on one channel so process only the active ones
const LitChannel& workingchannel = color.enablelighting ? color : alpha;
int coloralpha = color.enablelighting ? 1 : 2;
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
}
}
WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
WRITE(p, "}\n");
}
return p;
}