// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/ShaderGenCommon.h" #include "VideoCommon/XFMemory.h" #define LIGHT_COL "%s[%d].color.%s" #define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle) #define LIGHT_COSATT "%s[%d].cosatt" #define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_DISTATT "%s[%d].distatt" #define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_POS "%s[%d].pos" #define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index) #define LIGHT_DIR "%s[%d].dir" #define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index) /** * Common uid data used for shader generators that use lighting calculations. */ struct LightingUidData { u32 matsource : 4; // 4x1 bit u32 enablelighting : 4; // 4x1 bit u32 ambsource : 4; // 4x1 bit u32 diffusefunc : 8; // 4x2 bits u32 attnfunc : 8; // 4x2 bits u32 light_mask : 32; // 4x8 bits }; static const char s_lighting_struct[] = "struct Light {\n" "\tint4 color;\n" "\tfloat4 cosatt;\n" "\tfloat4 distatt;\n" "\tfloat4 pos;\n" "\tfloat4 dir;\n" "};\n"; void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, u32 numColorChans, const char* inColorName, const char* dest); void GetLightingShaderUid(LightingUidData& uid_data);