// 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 int GetLightingShaderId(u32* out) { for (int i = 0; i < xfregs.numChan.numColorChans; ++i) { out[i] = xfregs.color[i].enablelighting ? (u32)xfregs.color[i].hex : (u32)xfregs.color[i].matsource; out[i] |= (xfregs.alpha[i].enablelighting ? (u32)xfregs.alpha[i].hex : (u32)xfregs.alpha[i].matsource) << 15; } _assert_(xfregs.numChan.numColorChans <= 2); return xfregs.numChan.numColorChans; } // 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<