dolphin/Source/Core/VideoCommon/Src/LightingShaderGen.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef _LIGHTINGSHADERGEN_H_
#define _LIGHTINGSHADERGEN_H_
#include "ShaderGenCommon.h"
#include "NativeVertexFormat.h"
#include "XFMemory.h"
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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;
}
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;
}
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;
}
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;
}
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template<class T>
static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
{
const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
const char* swizzle = "xyzw";
if (coloralpha == 1)
swizzle = "xyz";
else if (coloralpha == 2)
swizzle = "w";
uid_data.attnfunc |= chan.attnfunc << (2*litchan_index);
uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index);
if (!(chan.attnfunc & 1))
{
// atten disabled
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += %s;\n", swizzle, LightCol(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));
break;
default: _assert_(0);
}
}
else // spec and spot
{
if (chan.attnfunc == 3)
{ // spot
object.Write("ldir = %s.xyz - pos.xyz;\n", LightPos(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));
}
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));
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
object.Write("lacc.%s += attn * %s;\n", swizzle, LightCol(lightsName, index, swizzle));
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s;\n",
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
LightCol(lightsName, 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
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template<class T>
static void GenerateLightingShader(T& object, LightingUidData& uid_data, 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];
object.Write("{\n");
uid_data.matsource |= xfregs.color[j].matsource << j;
if (color.matsource) // from vertex
{
if (components & (VB_HAS_COL0 << j))
object.Write("mat = %s%d;\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("mat = %s0;\n", inColorName);
else
object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
else // from color
{
object.Write("mat = %s[%d];\n", materialsName, j+2);
}
uid_data.enablelighting |= xfregs.color[j].enablelighting << j;
if (color.enablelighting)
{
uid_data.ambsource |= xfregs.color[j].ambsource << j;
if (color.ambsource) // from vertex
{
if (components & (VB_HAS_COL0<<j) )
object.Write("lacc = %s%d;\n", inColorName, j);
else if (components & VB_HAS_COL0 )
object.Write("lacc = %s0;\n", inColorName);
else
object.Write("lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
else // from color
{
object.Write("lacc = %s[%d];\n", materialsName, j);
}
}
else
{
object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// check if alpha is different
uid_data.matsource |= xfregs.alpha[j].matsource << (j+2);
if (alpha.matsource != color.matsource)
{
if (alpha.matsource) // from vertex
{
if (components & (VB_HAS_COL0<<j))
object.Write("mat.w = %s%d.w;\n", inColorName, j);
else if (components & VB_HAS_COL0)
object.Write("mat.w = %s0.w;\n", inColorName);
else object.Write("mat.w = 1.0f;\n");
}
else // from color
{
object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
}
}
uid_data.enablelighting |= xfregs.alpha[j].enablelighting << (j+2);
if (alpha.enablelighting)
{
uid_data.ambsource |= xfregs.alpha[j].ambsource << (j+2);
if (alpha.ambsource) // from vertex
{
if (components & (VB_HAS_COL0<<j) )
object.Write("lacc.w = %s%d.w;\n", inColorName, j);
else if (components & VB_HAS_COL0 )
object.Write("lacc.w = %s0.w;\n", inColorName);
else
object.Write("lacc.w = 0.0f;\n");
}
else // from color
{
object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
}
}
else
{
object.Write("lacc.w = 1.0f;\n");
}
if(color.enablelighting && alpha.enablelighting)
{
// both have lighting, test if they use the same lights
int mask = 0;
uid_data.attnfunc |= color.attnfunc << (2*j);
uid_data.attnfunc |= alpha.attnfunc << (2*(j+2));
uid_data.diffusefunc |= color.diffusefunc << (2*j);
uid_data.diffusefunc |= alpha.diffusefunc << (2*(j+2));
uid_data.light_mask |= color.GetFullLightMask() << (8*j);
uid_data.light_mask |= alpha.GetFullLightMask() << (8*(j+2));
if(color.lightparams == alpha.lightparams)
{
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
if(mask)
{
for (int i = 0; i < 8; ++i)
{
if (mask & (1<<i))
{
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GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3);
}
}
}
}
// no shared lights
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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GenerateLightShader<T>(object, uid_data, i, j+2, 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;
const int lit_index = color.enablelighting ? j : (j+2);
int coloralpha = color.enablelighting ? 1 : 2;
uid_data.light_mask |= workingchannel.GetFullLightMask() << (8*lit_index);
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
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GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha);
}
}
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object.Write("%s%d = mat * clamp(lacc, 0.0, 1.0);\n", dest, j);
object.Write("}\n");
}
}
#endif // _LIGHTINGSHADERGEN_H_