dolphin/Source/Core/VideoCommon/Src/LightingShaderGen.h
degasus a6fd2c8227 fix lightning for inconsitent config
It's possible to configure to use the vertex color as lightning source without enabling the vertex color at all.
The old implementation will use zero, but it seems to be wrong (prooven by THPS3), more likely is to disable
the lightning and just return the global color.
This fixes THPS3 on OpenGL, but it isn't verifed on hardware
2013-08-07 14:22:15 +02:00

263 lines
8.4 KiB
C++

// 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"
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;
}
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
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
// TODO: this isn't verified. Here we want to read the ambient from the vertex,
// but the vertex itself has no color. So we don't know which value to read.
// Returing 1.0 is the same as disabled lightning, so this could be fine
object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\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
// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
object.Write("lacc.w = 1.0f;\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))
{
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)))
GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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))
GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha);
}
}
object.Write("%s%d = mat * clamp(lacc, 0.0f, 1.0f);\n", dest, j);
object.Write("}\n");
}
}
#endif // _LIGHTINGSHADERGEN_H_