// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #ifndef _LIGHTINGSHADERGEN_H_ #define _LIGHTINGSHADERGEN_H_ #include "ShaderGenCommon.h" #include "NativeVertexFormat.h" #include "XFMemory.h" static const char* LightCol(const char* lightsName, unsigned int index, const char* swizzle) { static char result[32]; snprintf(result, sizeof(result), "%s[5*%d].%s", lightsName, index, swizzle); return result; } static const char* LightCosAtt(const char* lightsName, unsigned int index) { static char result[32]; snprintf(result, sizeof(result), "%s[5*%d+1]", lightsName, index); return result; } static const char* LightDistAtt(const char* lightsName, unsigned int index) { static char result[32]; snprintf(result, sizeof(result), "%s[5*%d+2]", lightsName, index); return result; } static const char* LightPos(const char* lightsName, unsigned int index) { static char result[32]; snprintf(result, sizeof(result), "%s[5*%d+3]", lightsName, index); return result; } static const char* LightDir(const char* lightsName, unsigned int index) { static char result[32]; snprintf(result, sizeof(result), "%s[5*%d+4]", lightsName, index); return result; } template<class T> static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha) { 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"; uid_data.attnfunc |= chan.attnfunc << (2*litchan_index); uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index); if (!(chan.attnfunc & 1)) { // atten disabled switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += %s;\n", swizzle, LightCol(lightsName, index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("ldir = normalize(%s.xyz - pos.xyz);\n", LightPos(lightsName, index)); object.Write("lacc.%s += %sdot(ldir, _norm0)) * %s;\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", LightCol(lightsName, index, swizzle)); break; default: _assert_(0); } } else // spec and spot { if (chan.attnfunc == 3) { // spot object.Write("ldir = %s.xyz - pos.xyz;\n", LightPos(lightsName, index)); object.Write("dist2 = dot(ldir, ldir);\n" "dist = sqrt(dist2);\n" "ldir = ldir / dist;\n" "attn = max(0.0f, dot(ldir, %s.xyz));\n", LightDir(lightsName, index)); 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)); } else if (chan.attnfunc == 1) { // specular object.Write("ldir = normalize(%s.xyz);\n", LightPos(lightsName, index)); object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.xyz)) : 0.0f;\n", LightDir(lightsName, index)); 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)); } switch (chan.diffusefunc) { case LIGHTDIF_NONE: object.Write("lacc.%s += attn * %s;\n", swizzle, LightCol(lightsName, index, swizzle)); break; case LIGHTDIF_SIGN: case LIGHTDIF_CLAMP: object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s;\n", swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", LightCol(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<class T> static void GenerateLightingShader(T& object, LightingUidData& uid_data, 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"); uid_data.matsource |= xfregs.color[j].matsource << j; 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[%d];\n", materialsName, j+2); } uid_data.enablelighting |= xfregs.color[j].enablelighting << j; if (color.enablelighting) { uid_data.ambsource |= xfregs.color[j].ambsource << j; if (color.ambsource) // from vertex { if (components & (VB_HAS_COL0<<j) ) object.Write("lacc = %s%d;\n", inColorName, j); else if (components & VB_HAS_COL0 ) object.Write("lacc = %s0;\n", inColorName); else // TODO: this isn't verified. Here we want to read the ambient from the vertex, // but the vertex itself has no color. So we don't know which value to read. // Returing 1.0 is the same as disabled lightning, so this could be fine object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } else // from color { object.Write("lacc = %s[%d];\n", materialsName, j); } } else { object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); } // check if alpha is different uid_data.matsource |= xfregs.alpha[j].matsource << (j+2); if (alpha.matsource != color.matsource) { if (alpha.matsource) // from vertex { if (components & (VB_HAS_COL0<<j)) object.Write("mat.w = %s%d.w;\n", inColorName, j); else if (components & VB_HAS_COL0) object.Write("mat.w = %s0.w;\n", inColorName); else object.Write("mat.w = 1.0f;\n"); } else // from color { object.Write("mat.w = %s[%d].w;\n", materialsName, j+2); } } uid_data.enablelighting |= xfregs.alpha[j].enablelighting << (j+2); if (alpha.enablelighting) { uid_data.ambsource |= xfregs.alpha[j].ambsource << (j+2); if (alpha.ambsource) // from vertex { if (components & (VB_HAS_COL0<<j) ) object.Write("lacc.w = %s%d.w;\n", inColorName, j); else if (components & VB_HAS_COL0 ) object.Write("lacc.w = %s0.w;\n", inColorName); else // TODO: The same for alpha: We want to read from vertex, but the vertex has no color object.Write("lacc.w = 1.0f;\n"); } else // from color { object.Write("lacc.w = %s[%d].w;\n", materialsName, j); } } else { object.Write("lacc.w = 1.0f;\n"); } if(color.enablelighting && alpha.enablelighting) { // both have lighting, test if they use the same lights int mask = 0; uid_data.attnfunc |= color.attnfunc << (2*j); uid_data.attnfunc |= alpha.attnfunc << (2*(j+2)); uid_data.diffusefunc |= color.diffusefunc << (2*j); uid_data.diffusefunc |= alpha.diffusefunc << (2*(j+2)); uid_data.light_mask |= color.GetFullLightMask() << (8*j); uid_data.light_mask |= alpha.GetFullLightMask() << (8*(j+2)); if(color.lightparams == alpha.lightparams) { mask = color.GetFullLightMask() & alpha.GetFullLightMask(); if(mask) { for (int i = 0; i < 8; ++i) { if (mask & (1<<i)) { GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3); } } } } // no shared lights for (int i = 0; i < 8; ++i) { if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i))) GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1); if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i))) GenerateLightShader<T>(object, uid_data, 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; uid_data.light_mask |= workingchannel.GetFullLightMask() << (8*lit_index); for (int i = 0; i < 8; ++i) { if (workingchannel.GetFullLightMask() & (1<<i)) GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha); } } object.Write("%s%d = mat * clamp(lacc, 0.0f, 1.0f);\n", dest, j); object.Write("}\n"); } } #endif // _LIGHTINGSHADERGEN_H_