diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.cpp b/Source/Core/VideoCommon/Src/LightingShaderGen.cpp index f32e5dfeee..963b2c529a 100644 --- a/Source/Core/VideoCommon/Src/LightingShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/LightingShaderGen.cpp @@ -18,198 +18,3 @@ #include "LightingShaderGen.h" #include "NativeVertexFormat.h" #include "XFMemory.h" - -#define WRITE p+=sprintf - -int GetLightingShaderId(u32* out) -{ - for (u32 i = 0; i < xfregs.numChan.numColorChans; ++i) - { - out[i] = xfregs.color[i].enablelighting ? - (u32)xfregs.color[i].hex : - (u32)xfregs.color[i].matsource; - out[i] |= (xfregs.alpha[i].enablelighting ? - (u32)xfregs.alpha[i].hex : - (u32)xfregs.alpha[i].matsource) << 15; - } - _assert_(xfregs.numChan.numColorChans <= 2); - return xfregs.numChan.numColorChans; -} - -// coloralpha - 1 if color, 2 if alpha -char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, 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, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); - break; - case LIGHTDIF_SIGN: - case LIGHTDIF_CLAMP: - WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index); - WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%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 - WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index); - WRITE(p, "dist2 = dot(ldir, ldir);\n" - "dist = sqrt(dist2);\n" - "ldir = ldir / dist;\n" - "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index); - WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index); - } - else if (chan.attnfunc == 1) - { // specular - WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index); - WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index); - WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index); - } - - switch (chan.diffusefunc) - { - case LIGHTDIF_NONE: - WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); - break; - case LIGHTDIF_SIGN: - case LIGHTDIF_CLAMP: - WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n", - swizzle, - chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", - lightsName, - index, - swizzle); - break; - default: _assert_(0); - } - } - WRITE(p, "\n"); - return p; -} - -// 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 -char *GenerateLightingShader(char *p, 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]; - - WRITE(p, "{\n"); - - if (color.matsource) {// from vertex - if (components & (VB_HAS_COL0 << j)) - WRITE(p, "mat = %s%d;\n", inColorName, j); - else if (components & VB_HAS_COL0) - WRITE(p, "mat = %s0;\n", inColorName); - else - WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); - } - else // from color - WRITE(p, "mat = %s.C%d;\n", materialsName, j+2); - - if (color.enablelighting) { - if (color.ambsource) { // from vertex - if (components & (VB_HAS_COL0< +void GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha) +{ +#define SetUidField(name, value) if (type == GO_ShaderUid) { 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.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index); + object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%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.lights[%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.lights[%d].dir.xyz));\n", lightsName, index); + object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index); + } + else if (chan.attnfunc == 1) + { // specular + object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index); + object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index); + object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%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.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%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.C%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_ diff --git a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp index 5ee95848b5..d52ed1ac0a 100644 --- a/Source/Core/VideoCommon/Src/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/PixelShaderGen.cpp @@ -440,8 +440,8 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u { if (nIndirectStagesUsed & (1< -void _GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha) -{ -#define SetUidField(name, value) if (type == GO_ShaderUid) { 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.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); - break; - case LIGHTDIF_SIGN: - case LIGHTDIF_CLAMP: - object.Write("ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index); - object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%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.lights[%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.lights[%d].dir.xyz));\n", lightsName, index); - object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index); - } - else if (chan.attnfunc == 1) - { // specular - object.Write("ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index); - object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index); - object.Write("attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%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.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); - break; - case LIGHTDIF_SIGN: - case LIGHTDIF_CLAMP: - object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%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.C%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"); - } -} - -// TODO: Problem: this one uses copy constructors or sth for uids when returning... template void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) { @@ -414,7 +217,7 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type) } // TODO: This probably isn't necessary if pixel lighting is enabled. - _GenerateLightingShader(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); + GenerateLightingShader(out, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_"); if(xfregs.numChan.numColorChans < 2) {