dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
pierre 91036ae160 Slightly adjust z-values calculated in the vertex shader so OGL does not clip the
final rendering of (at least) Sonic Unleashed.

This should be (nearly) invisible in Z16 depth copies and in games, but there is
some chance that it collides with other such border cases. There probably is some
room to decrease the adjustment but 9999999/10000000 is not enough. A static offset 
may be an option, too. I don't know if the game can/does set something like that.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6225 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 19:38:49 +00:00

597 lines
21 KiB
C++

// 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 <math.h>
#include <locale.h>
#include "Profiler.h"
#include "NativeVertexFormat.h"
#include "BPMemory.h"
#include "CPMemory.h"
#include "VertexShaderGen.h"
#include "VideoConfig.h"
VERTEXSHADERUID last_vertex_shader_uid;
// Mash together all the inputs that contribute to the code of a generated vertex shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
{
uid->values[0] = components |
(xfregs.numTexGens << 23) |
(xfregs.nNumChans << 27) |
((u32)xfregs.bEnableDualTexTransform << 29);
for (int i = 0; i < 2; ++i) {
uid->values[1+i] = xfregs.colChans[i].color.enablelighting ?
(u32)xfregs.colChans[i].color.hex :
(u32)xfregs.colChans[i].color.matsource;
uid->values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
uid->values[2] |= g_ActiveConfig.bEnablePixelLigting << 31;
u32 *pcurvalue = &uid->values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
tinfo.projection = 0;
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
// rewrite normalization and post index
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
}
switch (i & 3) {
case 0: pcurvalue[0] |= val; break;
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
}
}
}
static char text[16384];
#define WRITE p+=sprintf
#define LIGHTS_POS ""
char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha);
const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE();
_assert_(bpmem.genMode.numtexgens == xfregs.numTexGens);
_assert_(bpmem.genMode.numcolchans == xfregs.nNumChans);
bool is_d3d = (api_type == API_D3D9 || api_type == API_D3D11);
u32 lightMask = 0;
if (xfregs.nNumChans > 0)
lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask();
if (xfregs.nNumChans > 1)
lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
char *p = text;
WRITE(p, "//Vertex Shader: comp:%x, \n", components);
WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
"typedef struct { float4 t; } FLT4;\n"
"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
"typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
);
WRITE(p, "struct VS_OUTPUT {\n");
WRITE(p, " float4 pos : POSITION;\n");
WRITE(p, " float4 colors_0 : COLOR0;\n");
WRITE(p, " float4 colors_1 : COLOR1;\n");
if (xfregs.numTexGens < 7) {
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens);
if(g_ActiveConfig.bEnablePixelLigting)
WRITE(p, " float4 Normal : TEXCOORD%d;\n", xfregs.numTexGens + 1);
} else {
// clip position is in w of first 4 texcoords
if(g_ActiveConfig.bEnablePixelLigting)
{
for (int i = 0; i < 8; ++i)
WRITE(p, " float4 tex%d : TEXCOORD%d;\n", i, i);
}
else
{
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i < 4 ? 4 : 3 , i, i);
}
}
WRITE(p, "};\n");
// uniforms
WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
WRITE(p, "VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1) {
if (is_d3d)
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
else
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
if (components & VB_HAS_NRM2) {
if (is_d3d)
WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
else
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
}
if (components & VB_HAS_COL0)
WRITE(p, " float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
WRITE(p, " float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
}
if (components & VB_HAS_POSMTXIDX) {
if (is_d3d)
{
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
}
else
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX) {
if (api_type == API_D3D9)
{
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
WRITE(p, "int posmtx = indices.x;\n");
}
else if (api_type == API_D3D11)
{
WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
}
else
{
WRITE(p, "int posmtx = fposmtx;\n");
}
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
if (components & VB_HAS_NRMALL) {
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
}
if (components & VB_HAS_NRM0)
WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
if (components & VB_HAS_NRM2)
WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
}
else
{
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
if (components & VB_HAS_NRM0)
WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
if (components & VB_HAS_NRM1)
WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
if (components & VB_HAS_NRM2)
WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
}
if (!(components & VB_HAS_NRM0))
WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
WRITE(p, "float4 mat, lacc;\n"
"float3 ldir, h;\n"
"float dist, dist2, attn;\n");
if(xfregs.nNumChans == 0)
{
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
else
WRITE(p, "o.colors_0 = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// lights/colors
for (int j = 0; j < xfregs.nNumChans; j++)
{
const LitChannel& color = xfregs.colChans[j].color;
const LitChannel& alpha = xfregs.colChans[j].alpha;
WRITE(p, "{\n");
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = color%d;\n", j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat = color0;\n");
else
WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
else // from color
WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
if (color.enablelighting) {
if (color.ambsource) { // from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = color%d;\n", j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc = color0;\n");
else
WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
}
else // from color
WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
}
else
{
WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
}
// check if alpha is different
if (alpha.matsource != color.matsource) {
if (alpha.matsource) {// from vertex
if (components & (VB_HAS_COL0<<j))
WRITE(p, "mat.w = color%d.w;\n", j);
else if (components & VB_HAS_COL0)
WRITE(p, "mat.w = color0.w;\n");
else WRITE(p, "mat.w = 1.0f;\n");
}
else // from color
WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
}
if (alpha.enablelighting)
{
if (alpha.ambsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc.w = color%d.w;\n", j);
else if (components & VB_HAS_COL0 )
WRITE(p, "lacc.w = color0.w;\n");
else
WRITE(p, "lacc.w = 0.0f;\n");
}
else // from color
WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
}
else
{
WRITE(p, "lacc.w = 1.0f;\n");
}
if(color.enablelighting && alpha.enablelighting)
{
// both have lighting, test if they use the same lights
int mask = 0;
if(color.lightparams == alpha.lightparams)
{
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
if(mask)
{
for (int i = 0; i < 8; ++i)
{
if (mask & (1<<i))
p = GenerateLightShader(p, i, color, "lacc", 3);
}
}
}
// no shared lights
for (int i = 0; i < 8; ++i)
{
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
p = GenerateLightShader(p, i, color, "lacc", 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
p = GenerateLightShader(p, i, alpha, "lacc", 2);
}
}
else if (color.enablelighting || alpha.enablelighting)
{
// lights are disabled on one channel so process only the active ones
LitChannel workingchannel = color.enablelighting ? color : alpha;
int coloralpha = color.enablelighting ? 1 : 2;
for (int i = 0; i < 8; ++i)
{
if (workingchannel.GetFullLightMask() & (1<<i))
p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
}
}
WRITE(p, "o.colors_%d = mat * saturate(lacc);\n", j);
WRITE(p, "}\n");
}
if(xfregs.nNumChans < 2)
{
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
else
WRITE(p, "o.colors_1 = o.colors_0;\n");
}
// special case if only pos and tex coord 0 and tex coord input is AB11
// donko - this has caused problems in some games. removed for now.
bool texGenSpecialCase = false;
/*bool texGenSpecialCase =
((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
*/
// transform texcoords
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
WRITE(p, "{\n");
WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
switch (texinfo.sourcerow) {
case XF_SRCGEOM_INROW:
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
}
break;
case XF_SRCCOLORS_INROW:
_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
break;
case XF_SRCBINORMAL_T_INROW:
if (components & VB_HAS_NRM1) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
}
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
}
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
break;
}
// first transformation
switch (texinfo.texgentype) {
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
else _assert_(0); // should have normals
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
WRITE(p, "o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
break;
case XF_TEXGEN_COLOR_STRGBC1:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
WRITE(p, "o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
break;
case XF_TEXGEN_REGULAR:
default:
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ)
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
}
}
else {
if (texinfo.projection == XF_TEXPROJ_STQ)
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
else
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
}
break;
}
if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
int postidx = xfregs.texcoords[i].postmtxinfo.index;
WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
if (texGenSpecialCase) {
// no normalization
// q of input is 1
// q of output is unknown
// multiply by postmatrix
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
}
else
{
if (xfregs.texcoords[i].postmtxinfo.normalize)
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
// multiply by postmatrix
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
}
}
WRITE(p, "}\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGens < 7) {
WRITE(p, "o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);\n");
} else {
WRITE(p, "o.tex0.w = pos.x;\n");
WRITE(p, "o.tex1.w = pos.y;\n");
WRITE(p, "o.tex2.w = o.pos.z;\n");
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
if(g_ActiveConfig.bEnablePixelLigting)
{
if (xfregs.numTexGens < 7) {
WRITE(p, "o.Normal = float4(_norm0.x,_norm0.y,_norm0.z,pos.z);\n");
} else {
WRITE(p, "o.tex4.w = _norm0.x;\n");
WRITE(p, "o.tex5.w = _norm0.y;\n");
WRITE(p, "o.tex6.w = _norm0.z;\n");
if (xfregs.numTexGens < 8)
WRITE(p, "o.tex7 = pos.xyzz;\n");
else
WRITE(p, "o.tex7.w = pos.z;\n");
}
if (components & VB_HAS_COL0)
WRITE(p, "o.colors_0 = color0;\n");
if (components & VB_HAS_COL1)
WRITE(p, "o.colors_1 = color1;\n");
}
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
if (is_d3d) {
WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n");
} else {
// this results in a scale from -1..0 to -1..1 after perspective
// divide
WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
// Sonic Unleashed puts its final rendering at the near or
// far plane of the viewing frustrum(actually box, they use
// orthogonal projection for that), and we end up putting it
// just beyond, and the rendering gets clipped away. (The
// primitive gets dropped)
WRITE(p, "o.pos.z = o.pos.z * 1048575.0f/1048576.0f;\n");
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
// (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
// z_w = (f-n)/2*z_d + (n+f)/2
// z_w now contains the value to go to the 0..1 depth buffer
//trying to get the correct semantic while not using glDepthRange
//seems to get rather complicated
}
WRITE(p, "return o;\n}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
setlocale(LC_NUMERIC, ""); // restore locale
return text;
}
// coloralpha - 1 if color, 2 if alpha
char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, 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, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
break;
default: _assert_(0);
}
}
else { // spec and spot
if (chan.attnfunc == 3)
{ // spot
WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
WRITE(p, "dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index);
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
}
else if (chan.attnfunc == 1)
{ // specular
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz);\n",index);
WRITE(p, "attn = (dot(_norm0,ldir) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, index);
}
switch (chan.diffusefunc)
{
case LIGHTDIF_NONE:
WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
dest,
swizzle,
chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
index,
swizzle);
break;
default: _assert_(0);
}
}
WRITE(p, "\n");
return p;
}