dolphin/Source/Core/VideoCommon/Src/LightingShaderGen.cpp
rodolfoosvaldobogado eaa1ea71c1 Implement the new buffer approach in opengl. sadly in my machine it gives my only 2 more fps and if your hardware does not support ARB_map_buffer_range is even slower than plain vertex arrays.
change naming in all the backends vertex managers to make more easy to continue with the merge an some future improvements.
please test this as i'm interested in knowing the performance in linux and windows with the different hardware platforms.
2012-10-26 11:34:02 -03:00

216 lines
6.8 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 "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;
}