// 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/ #ifndef _LIGHTINGSHADERGEN_H_ #define _LIGHTINGSHADERGEN_H_ #include #include "ShaderGenCommon.h" #include "NativeVertexFormat.h" #include "XFMemory.h" // T.uid_data needs to have a struct named lighting_uid template void GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha) { #define SetUidField(name, value) if (&object.GetUidData() != NULL) { object.GetUidData().name = value; }; 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"; SetUidField(lit_chans[litchan_index].attnfunc, chan.attnfunc); SetUidField(lit_chans[litchan_index].diffusefunc, chan.diffusefunc); if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("ldir = normalize(%s[%d].pos.xyz - pos.xyz);\n", lightsName, index); object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s[%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 object.Write("ldir = %s[%d].pos.xyz - pos.xyz;\n", lightsName, index); object.Write("dist2 = dot(ldir, ldir);\n" "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0f, dot(ldir, %s[%d].dir.xyz));\n", lightsName, index); object.Write("attn = max(0.0f, dot(%s[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index); } else if (chan.attnfunc == 1) { // specular object.Write("ldir = normalize(%s[%d].pos.xyz);\n", lightsName, index); object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d].dir.xyz)) : 0.0f;\n", lightsName, index); object.Write("attn = max(0.0f, dot(%s[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += attn * %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].col.%s;\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", 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 template void GenerateLightingShader(T& object, 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"); SetUidField(lit_chans[j].matsource, xfregs.color[j].matsource); 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); SetUidField(lit_chans[j].enablelighting, xfregs.color[j].enablelighting); if (color.enablelighting) { SetUidField(lit_chans[j].ambsource, xfregs.color[j].ambsource); if (color.ambsource) { // from vertex if (components & (VB_HAS_COL0<(object, i, j, lightsName, 3); } } } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<(object, i, j, lightsName, 1); if (!(mask&(1<(object, 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; SetUidField(lit_chans[lit_index].light_mask, workingchannel.GetFullLightMask()); for (int i = 0; i < 8; ++i) { if (workingchannel.GetFullLightMask() & (1<(object, i, lit_index, lightsName, coloralpha); } } object.Write("%s%d = mat * saturate(lacc);\n", dest, j); object.Write("}\n"); } } #undef SetUidField #endif // _LIGHTINGSHADERGEN_H_