// 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 "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<<j) ) WRITE(p, "lacc = %s%d;\n", inColorName, j); else if (components & VB_HAS_COL0 ) WRITE(p, "lacc = %s0;\n", inColorName); else WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"); } else // from color WRITE(p, "lacc = %s.C%d;\n", materialsName, 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 = %s%d.w;\n", inColorName, j); else if (components & VB_HAS_COL0) WRITE(p, "mat.w = %s0.w;\n", inColorName); else WRITE(p, "mat.w = 1.0f;\n"); } else // from color WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2); } if (alpha.enablelighting) { if (alpha.ambsource) {// from vertex if (components & (VB_HAS_COL0<<j) ) WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j); else if (components & VB_HAS_COL0 ) WRITE(p, "lacc.w = %s0.w;\n", inColorName); else WRITE(p, "lacc.w = 0.0f;\n"); } else // from color WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, 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, lightsName, 3); } } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i))) p = GenerateLightShader(p, i, color, lightsName, 1); if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i))) p = GenerateLightShader(p, i, alpha, 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; int coloralpha = color.enablelighting ? 1 : 2; for (int i = 0; i < 8; ++i) { if (workingchannel.GetFullLightMask() & (1<<i)) p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha); } } WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j); WRITE(p, "}\n"); } return p; }