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LightingShaderGen: Improve code flexibility.
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@ -22,6 +22,41 @@
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#include "NativeVertexFormat.h"
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#include "NativeVertexFormat.h"
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#include "XFMemory.h"
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#include "XFMemory.h"
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static const char* LightCol(const char* lightsName, unsigned int index, const char* swizzle)
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{
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static char result[16];
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snprintf(result, sizeof(result), "%s[%d].col.%s", lightsName, index, swizzle);
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return result;
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}
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static const char* LightCosAtt(const char* lightsName, unsigned int index)
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{
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static char result[16];
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snprintf(result, sizeof(result), "%s[%d].cosatt", lightsName, index);
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return result;
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}
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static const char* LightDistAtt(const char* lightsName, unsigned int index)
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{
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static char result[16];
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snprintf(result, sizeof(result), "%s[%d].distatt", lightsName, index);
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return result;
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}
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static const char* LightPos(const char* lightsName, unsigned int index)
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{
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static char result[16];
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snprintf(result, sizeof(result), "%s[%d].pos", lightsName, index);
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return result;
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}
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static const char* LightDir(const char* lightsName, unsigned int index)
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{
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static char result[16];
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snprintf(result, sizeof(result), "%s[%d].dir", lightsName, index);
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return result;
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}
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template<class T>
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template<class T>
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
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static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
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{
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{
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@ -36,13 +71,13 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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// atten disabled
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// atten disabled
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switch (chan.diffusefunc) {
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switch (chan.diffusefunc) {
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case LIGHTDIF_NONE:
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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object.Write("lacc.%s += %s;\n", swizzle, LightCol(lightsName, index, swizzle));
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break;
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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case LIGHTDIF_CLAMP:
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object.Write("ldir = normalize(%s[%d].pos.xyz - pos.xyz);\n", lightsName, index);
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object.Write("ldir = normalize(%s.xyz - pos.xyz);\n", LightPos(lightsName, index));
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object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s[%d].col.%s;\n",
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object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s;\n",
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
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swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", LightCol(lightsName, index, swizzle));
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break;
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break;
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default: _assert_(0);
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default: _assert_(0);
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}
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}
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@ -51,33 +86,31 @@ static void GenerateLightShader(T& object, LightingUidData& uid_data, int index,
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if (chan.attnfunc == 3)
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if (chan.attnfunc == 3)
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{ // spot
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{ // spot
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object.Write("ldir = %s[%d].pos.xyz - pos.xyz;\n", lightsName, index);
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object.Write("ldir = %s.xyz - pos.xyz;\n", LightPos(lightsName, index));
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object.Write("dist2 = dot(ldir, ldir);\n"
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object.Write("dist2 = dot(ldir, ldir);\n"
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"dist = sqrt(dist2);\n"
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"dist = sqrt(dist2);\n"
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"ldir = ldir / dist;\n"
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"ldir = ldir / dist;\n"
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"attn = max(0.0f, dot(ldir, %s[%d].dir.xyz));\n", lightsName, index);
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"attn = max(0.0f, dot(ldir, %s.xyz));\n", LightDir(lightsName, index));
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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);
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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));
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}
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}
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else if (chan.attnfunc == 1)
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else if (chan.attnfunc == 1)
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{ // specular
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{ // specular
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object.Write("ldir = normalize(%s[%d].pos.xyz);\n", lightsName, index);
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object.Write("ldir = normalize(%s.xyz);\n", LightPos(lightsName, index));
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object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
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object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.xyz)) : 0.0f;\n", LightDir(lightsName, index));
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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);
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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));
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}
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}
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switch (chan.diffusefunc)
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switch (chan.diffusefunc)
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{
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{
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case LIGHTDIF_NONE:
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case LIGHTDIF_NONE:
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object.Write("lacc.%s += attn * %s[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
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object.Write("lacc.%s += attn * %s;\n", swizzle, LightCol(lightsName, index, swizzle));
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break;
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break;
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case LIGHTDIF_SIGN:
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case LIGHTDIF_SIGN:
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case LIGHTDIF_CLAMP:
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case LIGHTDIF_CLAMP:
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object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s[%d].col.%s;\n",
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object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s;\n",
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swizzle,
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swizzle,
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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lightsName,
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LightCol(lightsName, index, swizzle));
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index,
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swizzle);
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break;
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break;
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default: _assert_(0);
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default: _assert_(0);
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}
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}
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