dolphin/Source/Core/VideoCommon/UberShaderCommon.cpp
Stenzek efb9759862 LightingShaderGen: Always calculate lighting for both color channels
Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
2017-11-22 01:52:18 +10:00

200 lines
9.5 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderCommon.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace UberShader
{
void WriteUberShaderCommonHeader(ShaderCode& out, APIType api_type,
const ShaderHostConfig& host_config)
{
// ==============================================
// BitfieldExtract for APIs which don't have it
// ==============================================
if (!host_config.backend_bitfield)
{
out.Write("uint bitfieldExtract(uint val, int off, int size) {\n"
" // This built-in function is only support in OpenGL 4.0+ and ES 3.1+\n"
" // Microsoft's HLSL compiler automatically optimises this to a bitfield extract "
"instruction.\n"
" uint mask = uint((1 << size) - 1);\n"
" return uint(val >> off) & mask;\n"
"}\n\n");
}
}
void WriteLightingFunction(ShaderCode& out)
{
// ==============================================
// Lighting channel calculation helper
// ==============================================
out.Write("int4 CalculateLighting(uint index, uint attnfunc, uint diffusefunc, float3 pos, "
"float3 normal) {\n"
" float3 ldir, h, cosAttn, distAttn;\n"
" float dist, dist2, attn;\n"
"\n"
" switch (attnfunc) {\n");
out.Write(" case %uu: // LIGNTATTN_NONE\n", LIGHTATTN_NONE);
out.Write(" case %uu: // LIGHTATTN_DIR\n", LIGHTATTN_DIR);
out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
" attn = 1.0;\n"
" if (length(ldir) == 0.0)\n"
" ldir = normal;\n"
" break;\n\n");
out.Write(" case %uu: // LIGHTATTN_SPEC\n", LIGHTATTN_SPEC);
out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
" attn = (dot(normal, ldir) >= 0.0) ? max(0.0, dot(normal, " I_LIGHTS
"[index].dir.xyz)) : 0.0;\n"
" cosAttn = " I_LIGHTS "[index].cosatt.xyz;\n");
out.Write(" if (diffusefunc == %uu) // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
out.Write(" distAttn = " I_LIGHTS "[index].distatt.xyz;\n"
" else\n"
" distAttn = normalize(" I_LIGHTS "[index].distatt.xyz);\n"
" attn = max(0.0, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
"float3(1.0, attn, attn*attn));\n"
" break;\n\n");
out.Write(" case %uu: // LIGHTATTN_SPOT\n", LIGHTATTN_SPOT);
out.Write(" ldir = " I_LIGHTS "[index].pos.xyz - pos.xyz;\n"
" dist2 = dot(ldir, ldir);\n"
" dist = sqrt(dist2);\n"
" ldir = ldir / dist;\n"
" attn = max(0.0, dot(ldir, " I_LIGHTS "[index].dir.xyz));\n"
" attn = max(0.0, " I_LIGHTS "[index].cosatt.x + " I_LIGHTS
"[index].cosatt.y * attn + " I_LIGHTS "[index].cosatt.z * attn * attn) / dot(" I_LIGHTS
"[index].distatt.xyz, float3(1.0, dist, dist2));\n"
" break;\n\n");
out.Write(" default:\n"
" attn = 1.0;\n"
" ldir = normal;\n"
" break;\n"
" }\n"
"\n"
" switch (diffusefunc) {\n");
out.Write(" case %uu: // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
out.Write(" return int4(round(attn * float4(" I_LIGHTS "[index].color)));\n\n");
out.Write(" case %uu: // LIGHTDIF_SIGN\n", LIGHTDIF_SIGN);
out.Write(" return int4(round(attn * dot(ldir, normal) * float4(" I_LIGHTS
"[index].color)));\n\n");
out.Write(" case %uu: // LIGHTDIF_CLAMP\n", LIGHTDIF_CLAMP);
out.Write(" return int4(round(attn * max(0.0, dot(ldir, normal)) * float4(" I_LIGHTS
"[index].color)));\n\n");
out.Write(" default:\n"
" return int4(0, 0, 0, 0);\n"
" }\n"
"}\n\n");
}
void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_pos_var,
const char* normal_var, const char* in_color_0_var,
const char* in_color_1_var, const char* out_color_0_var,
const char* out_color_1_var)
{
out.Write("// Lighting\n");
out.Write("%sfor (uint chan = 0u; chan < %zu; chan++) {\n",
api_type == APIType::D3D ? "[loop] " : "", NUM_XF_COLOR_CHANNELS);
out.Write(" uint colorreg = xfmem_color(chan);\n"
" uint alphareg = xfmem_alpha(chan);\n"
" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
" int4 lacc = int4(255, 255, 255, 255);\n"
"\n");
out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().matsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" mat.xyz = int3(round(((chan == 0u) ? %s.xyz : %s.xyz) * 255.0));\n",
in_color_0_var, in_color_1_var);
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" mat.xyz = int3(round(%s.xyz * 255.0));\n", in_color_0_var);
out.Write(" else\n"
" mat.xyz = int3(255, 255, 255);\n"
" }\n"
"\n");
out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().matsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" mat.w = int(round(((chan == 0u) ? %s.w : %s.w) * 255.0));\n", in_color_0_var,
in_color_1_var);
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" mat.w = int(round(%s.w * 255.0));\n", in_color_0_var);
out.Write(" else\n"
" mat.w = 255;\n"
" } else {\n"
" mat.w = " I_MATERIALS " [chan + 2u].w;\n"
" }\n"
"\n");
out.Write(" if (%s != 0u) {\n",
BitfieldExtract("colorreg", LitChannel().enablelighting).c_str());
out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().ambsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" lacc.xyz = int3(round(((chan == 0u) ? %s.xyz : %s.xyz) * 255.0));\n",
in_color_0_var, in_color_1_var);
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" lacc.xyz = int3(round(%s.xyz * 255.0));\n", in_color_0_var);
out.Write(" else\n"
" lacc.xyz = int3(255, 255, 255);\n"
" } else {\n"
" lacc.xyz = " I_MATERIALS " [chan].xyz;\n"
" }\n"
"\n");
out.Write(" uint light_mask = %s | (%s << 4u);\n",
BitfieldExtract("colorreg", LitChannel().lightMask0_3).c_str(),
BitfieldExtract("colorreg", LitChannel().lightMask4_7).c_str());
out.Write(" uint attnfunc = %s;\n",
BitfieldExtract("colorreg", LitChannel().attnfunc).c_str());
out.Write(" uint diffusefunc = %s;\n",
BitfieldExtract("colorreg", LitChannel().diffusefunc).c_str());
out.Write(
" for (uint light_index = 0u; light_index < 8u; light_index++) {\n"
" if ((light_mask & (1u << light_index)) != 0u)\n"
" lacc.xyz += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).xyz;\n",
world_pos_var, normal_var);
out.Write(" }\n"
" }\n"
"\n");
out.Write(" if (%s != 0u) {\n",
BitfieldExtract("alphareg", LitChannel().enablelighting).c_str());
out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().ambsource).c_str());
out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
out.Write(" lacc.w = int(round(((chan == 0u) ? %s.w : %s.w) * 255.0));\n", in_color_0_var,
in_color_1_var);
out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
out.Write(" lacc.w = int(round(%s.w * 255.0));\n", in_color_0_var);
out.Write(" else\n"
" lacc.w = 255;\n"
" } else {\n"
" lacc.w = " I_MATERIALS " [chan].w;\n"
" }\n"
"\n");
out.Write(" uint light_mask = %s | (%s << 4u);\n",
BitfieldExtract("alphareg", LitChannel().lightMask0_3).c_str(),
BitfieldExtract("alphareg", LitChannel().lightMask4_7).c_str());
out.Write(" uint attnfunc = %s;\n",
BitfieldExtract("alphareg", LitChannel().attnfunc).c_str());
out.Write(" uint diffusefunc = %s;\n",
BitfieldExtract("alphareg", LitChannel().diffusefunc).c_str());
out.Write(" for (uint light_index = 0u; light_index < 8u; light_index++) {\n\n"
" if ((light_mask & (1u << light_index)) != 0u)\n\n"
" lacc.w += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).w;\n",
world_pos_var, normal_var);
out.Write(" }\n"
" }\n"
"\n");
out.Write(" lacc = clamp(lacc, 0, 255);\n"
"\n"
" // Hopefully GPUs that can support dynamic indexing will optimize this.\n"
" float4 lit_color = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n"
" switch (chan) {\n"
" case 0u: %s = lit_color; break;\n",
out_color_0_var);
out.Write(" case 1u: %s = lit_color; break;\n", out_color_1_var);
out.Write(" }\n"
"}\n"
"\n");
}
}