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				https://github.com/dolphin-emu/dolphin.git
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	- Eliminate the useless check for cpu modifications option from efb to ram as it must be enabled always - use constant names in dx11 for buffer length calculation instead to simplify code reading - implemented scaled efb copy in opengl, still bugy in some games, the option is not in the gui but will add it when it works perfect - Change the depth calculation behavior: if the game use z textures is exactly the same as before. if the game do not use z texture calculate z values in the vertex shader. the advantage id this approach is that early z culling is applied, improving fill rate. this mus speed up things, even with ssaa and msaa enabled. please test for regression and enjoy. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5896 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			536 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			536 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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| // This program is free software: you can redistribute it and/or modify
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| // it under the terms of the GNU General Public License as published by
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| // the Free Software Foundation, version 2.0.
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| 
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| // This program is distributed in the hope that it will be useful,
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| // but WITHOUT ANY WARRANTY; without even the implied warranty of
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| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| // GNU General Public License 2.0 for more details.
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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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| #include <math.h>
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| #include <locale.h>
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| 
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| #include "Profiler.h"
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| #include "NativeVertexFormat.h"
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| 
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| #include "BPMemory.h"
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| #include "CPMemory.h"
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| #include "VertexShaderGen.h"
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| 
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| VERTEXSHADERUID  last_vertex_shader_uid;
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| 
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| // Mash together all the inputs that contribute to the code of a generated vertex shader into
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| // a unique identifier, basically containing all the bits. Yup, it's a lot ....
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| void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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| {
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| 	uid->values[0] = components |
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| 		(xfregs.numTexGens << 23) |
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| 		(xfregs.nNumChans << 27) |
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| 		((u32)xfregs.bEnableDualTexTransform << 29);
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| 
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| 	for (int i = 0; i < 2; ++i) {
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| 		uid->values[1+i] = xfregs.colChans[i].color.enablelighting ?
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| 			(u32)xfregs.colChans[i].color.hex :
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| 			(u32)xfregs.colChans[i].color.matsource;
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| 		uid->values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
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| 			(u32)xfregs.colChans[i].alpha.hex :
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| 			(u32)xfregs.colChans[i].alpha.matsource) << 15;
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| 	}
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| 
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| 	// fog
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| 	uid->values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
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| 	uid->values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
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| 
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| 	u32 *pcurvalue = &uid->values[3];
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| 	for (int i = 0; i < xfregs.numTexGens; ++i) {
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| 		TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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| 		if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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| 			tinfo.hex &= 0x7ff;
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| 		if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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| 			tinfo.projection = 0;
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| 
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| 		u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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| 		if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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| 			// rewrite normalization and post index
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| 			val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
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| 		}
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| 
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| 		switch (i & 3) {
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| 			case 0: pcurvalue[0] |= val; break;
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| 			case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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| 			case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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| 			case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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| 		}
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| 	}
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| }
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| 
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| static char text[16384];
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| 
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| #define WRITE p+=sprintf
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| 
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| #define LIGHTS_POS ""
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| 
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| char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, int coloralpha);
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| 
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| const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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| {
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| 	setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
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| 	text[sizeof(text) - 1] = 0x7C;  // canary
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| 	DVSTARTPROFILE();
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| 
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| 	_assert_(bpmem.genMode.numtexgens == xfregs.numTexGens);
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| 	_assert_(bpmem.genMode.numcolchans == xfregs.nNumChans);
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| 	
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| 	bool is_d3d = (api_type == API_D3D9 || api_type == API_D3D11);
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| 	u32 lightMask = 0;
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| 	if (xfregs.nNumChans > 0)
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| 		lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask();
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| 	if (xfregs.nNumChans > 1)
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| 		lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
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| 
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| 	char *p = text;
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| 	WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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| 	WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
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| 		"typedef struct { float4 t; } FLT4;\n"
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| 		"typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
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| 		"typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
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| 		"typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
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| 		"typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
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| 		"typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
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| 		"typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
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| 		"typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
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| 		"typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
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| 		);
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| 
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| 	WRITE(p, "struct VS_OUTPUT {\n");
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| 	WRITE(p, "  float4 pos : POSITION;\n");
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| 	WRITE(p, "  float4 colors[2] : COLOR0;\n");
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| 
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| 	if (xfregs.numTexGens < 7) {
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| 		for (int i = 0; i < xfregs.numTexGens; ++i)
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| 			WRITE(p, "  float3 tex%d : TEXCOORD%d;\n", i, i);
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| 		WRITE(p, "  float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens);
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| 	} else {
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| 		// clip position is in w of first 4 texcoords
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| 		for (int i = 0; i < xfregs.numTexGens; ++i)
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| 			WRITE(p, "  float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
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| 	}
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| 	WRITE(p, "};\n");
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| 
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| 	// uniforms
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| 
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| 	WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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| 	WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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| 	WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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| 	WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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| 	WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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| 	WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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| 	WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
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| 	WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
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| 	WRITE(p, "uniform float4 "I_DEPTHPARAMS" : register(c%d);\n", C_DEPTHPARAMS);
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| 
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| 	WRITE(p, "VS_OUTPUT main(\n");
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| 	
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| 	// inputs
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| 	if (components & VB_HAS_NRM0)
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| 		WRITE(p, "  float3 rawnorm0 : NORMAL0,\n");
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| 	if (components & VB_HAS_NRM1) {
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| 		if (is_d3d)
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| 			WRITE(p, "  float3 rawnorm1 : NORMAL1,\n");
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| 		else
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| 			WRITE(p, "  float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
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| 	}
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| 	if (components & VB_HAS_NRM2) {
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| 		if (is_d3d)
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| 			WRITE(p, "  float3 rawnorm2 : NORMAL2,\n");
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| 		else
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| 			WRITE(p, "  float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
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| 	}
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| 	if (components & VB_HAS_COL0)
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| 		WRITE(p, "  float4 color0 : COLOR0,\n");
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| 	if (components & VB_HAS_COL1)
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| 		WRITE(p, "  float4 color1 : COLOR1,\n");
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| 	for (int i = 0; i < 8; ++i) {
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| 		u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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| 		if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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| 			WRITE(p, "  float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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| 	}
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| 	if (components & VB_HAS_POSMTXIDX) {
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| 		if (is_d3d)
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| 		{
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| 			WRITE(p, "  float4 blend_indices : BLENDINDICES,\n");
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| 		}
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| 		else
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| 			WRITE(p, "  float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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| 	}
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| 	WRITE(p, "  float4 rawpos : POSITION) {\n");
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| 	WRITE(p, "VS_OUTPUT o;\n");
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| 
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| 	// transforms
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| 	if (components & VB_HAS_POSMTXIDX) {
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| 		if (api_type == API_D3D9)
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| 		{
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| 			WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
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| 			WRITE(p, "int posmtx = indices.x;\n");
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| 		}
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| 		else if (api_type == API_D3D11)
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| 		{
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| 			WRITE(p, "int posmtx = blend_indices.x * 255.0f;\n");
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| 		}
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| 		else
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| 		{
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| 			WRITE(p, "int posmtx = fposmtx;\n");
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| 		}
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| 
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| 		WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos), 1);\n");
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| 		
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| 		if (components & VB_HAS_NRMALL) {
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| 			WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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| 			WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
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| 		}
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| 
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| 		if (components & VB_HAS_NRM0)
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| 			WRITE(p, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
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| 		if (components & VB_HAS_NRM1)
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| 			WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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| 		if (components & VB_HAS_NRM2)
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| 			WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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| 	}
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| 	else
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| 	{
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| 		WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
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| 		if (components & VB_HAS_NRM0)
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| 			WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
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| 		if (components & VB_HAS_NRM1)
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| 			WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
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| 		if (components & VB_HAS_NRM2)
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| 			WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
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| 	}
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| 
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| 	if (!(components & VB_HAS_NRM0))
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| 		WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\n");
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| 
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| 	WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
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| 
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| 	WRITE(p, "float4 mat, lacc;\n" // = half4(1, 1, 1, 1), lacc = half4(0, 0, 0, 0);\n"
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| 	"float3 ldir, h;\n"
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| 	"float dist, dist2, attn;\n");
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| 
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| 	// lights/colors
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| 	for (int j = 0; j < xfregs.nNumChans; j++)
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| 	{
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| 
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| 		// bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex;  unused
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| 		const LitChannel& color = xfregs.colChans[j].color;
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| 		const LitChannel& alpha = xfregs.colChans[j].alpha;
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| 
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| 		WRITE(p, "{\n");
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| 		
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| 		WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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| 		if (color.matsource) {// from vertex
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| 			if (components & (VB_HAS_COL0 << j))
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| 				WRITE(p, "mat = color%d;\n", j);
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| 			else
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| 				WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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| 		}
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| 		else // from color
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| 			WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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| 
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| 		if (color.enablelighting) {
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| 			if (color.ambsource) { // from vertex
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| 				if (components & (VB_HAS_COL0<<j) )
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| 					WRITE(p, "lacc = color%d;\n", j);
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| 				else
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| 					WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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| 			}
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| 			else // from color
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| 				WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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| 		}
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| 
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| 		// check if alpha is different
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| 		if (alpha.matsource != color.matsource) {
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| 			if (alpha.matsource) {// from vertex
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| 				if (components & (VB_HAS_COL0<<j))
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| 					WRITE(p, "mat.w = color%d.w;\n", j);
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| 				else WRITE(p, "mat.w = 1;\n");
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| 			}
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| 			else // from color
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| 				WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
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| 		}
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| 
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| 		if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
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| 			if (alpha.ambsource) {// from vertex
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| 				if (components & (VB_HAS_COL0<<j) )
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| 					WRITE(p, "lacc.w = color%d.w;\n", j);
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| 				else
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| 					WRITE(p, "lacc.w = 0;\n");
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| 			}
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| 			else // from color
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| 				WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
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| 		}
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| 		
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| 		if(color.enablelighting && alpha.enablelighting)
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| 		{
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| 			// both have lighting, test if they use the same lights
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| 			int mask = 0;
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| 			if(color.lightparams == alpha.lightparams)
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| 			{
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| 				mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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| 				if(mask)
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| 				{
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| 					for (int i = 0; i < 8; ++i)
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| 					{
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| 						if (mask & (1<<i))
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| 							p = GenerateLightShader(p, i, color, "lacc", 3);
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| 					}
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| 				}
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| 			}
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| 
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| 			// no shared lights
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| 			for (int i = 0; i < 8; ++i)
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| 			{
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| 				if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
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| 					p = GenerateLightShader(p, i, color, "lacc", 1);
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| 				if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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| 					p = GenerateLightShader(p, i, alpha, "lacc", 2);
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| 			}
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| 		}
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| 		else if (color.enablelighting || alpha.enablelighting)
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| 		{
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| 			// lights are disabled on one channel so process only the active ones
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| 			LitChannel workingchannel = color.enablelighting ? color : alpha;
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| 			int coloralpha = color.enablelighting ? 1 : 2;
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| 			for (int i = 0; i < 8; ++i)
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| 			{
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| 				if (workingchannel.GetFullLightMask() & (1<<i))
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| 					p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
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| 			}
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| 		}
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| 
 | |
| 		if (color.enablelighting != alpha.enablelighting) {
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| 			if (color.enablelighting)
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| 				WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\n"
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| 					"o.colors[%d].w = mat.w;\n", j, j);
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| 			else
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| 				WRITE(p, "o.colors[%d].xyz = mat.xyz;\n"
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| 					"o.colors[%d].w = mat.w * saturate(lacc.w);\n", j, j);
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| 		}
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| 		else
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| 		{
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| 			if (alpha.enablelighting)
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| 				WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
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| 			else
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| 				WRITE(p, "o.colors[%d] = mat;\n", j);
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| 		}
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| 		WRITE(p, "}\n");
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| 	}
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| 
 | |
| 
 | |
| 	// zero left over channels
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| 	for (int i = xfregs.nNumChans; i < 2; ++i)
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| 		WRITE(p, "o.colors[%d] = float4(0.0f, 0.0f, 0.0f, 1.0f);\n", i);
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| 
 | |
| 	// special case if only pos and tex coord 0 and tex coord input is AB11
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| 	// donko - this has caused problems in some games. removed for now.
 | |
| 	bool texGenSpecialCase = false;
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| 	/*bool texGenSpecialCase =
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| 		((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
 | |
| 		(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
 | |
| 		(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
 | |
| 		*/
 | |
| 
 | |
| 	// transform texcoords
 | |
| 	WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
 | |
| 	for (int i = 0; i < xfregs.numTexGens; ++i) {
 | |
| 		TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
 | |
| 
 | |
| 		WRITE(p, "{\n");
 | |
| 		WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
 | |
| 		switch (texinfo.sourcerow) {
 | |
| 		case XF_SRCGEOM_INROW:
 | |
| 			_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
 | |
| 			WRITE(p, "coord = rawpos;\n"); // pos.w is 1
 | |
| 			break;
 | |
| 		case XF_SRCNORMAL_INROW:
 | |
| 			if (components & VB_HAS_NRM0) {
 | |
| 				_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
 | |
| 				WRITE(p, "coord = float4(rawnorm0.xyz, 1.0f);\n");
 | |
| 			}
 | |
| 			break;
 | |
| 		case XF_SRCCOLORS_INROW:
 | |
| 			_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
 | |
| 			break;
 | |
| 		case XF_SRCBINORMAL_T_INROW:
 | |
| 			if (components & VB_HAS_NRM1) {
 | |
| 				_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
 | |
| 				WRITE(p, "coord = float4(rawnorm1.xyz, 1.0f);\n");
 | |
| 			}
 | |
| 			break;
 | |
| 		case XF_SRCBINORMAL_B_INROW:
 | |
| 			if (components & VB_HAS_NRM2) {
 | |
| 				_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
 | |
| 				WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
 | |
| 			}
 | |
| 			break;
 | |
| 		default:
 | |
| 			_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
 | |
| 			if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
 | |
| 				WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
 | |
| 			break;
 | |
| 		}
 | |
| 
 | |
| 		// first transformation
 | |
| 		switch (texinfo.texgentype) {
 | |
| 			case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
 | |
| 
 | |
| 				if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
 | |
| 					// transform the light dir into tangent space
 | |
| 					WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
 | |
| 					WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
 | |
| 				}
 | |
| 				else _assert_(0); // should have normals
 | |
| 
 | |
| 				break;
 | |
| 			case XF_TEXGEN_COLOR_STRGBC0:
 | |
| 				_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
 | |
| 				WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i);
 | |
| 				break;
 | |
| 			case XF_TEXGEN_COLOR_STRGBC1:
 | |
| 				_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
 | |
| 				WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i);
 | |
| 				break;
 | |
| 			case XF_TEXGEN_REGULAR:
 | |
| 			default:
 | |
| 				if (components & (VB_HAS_TEXMTXIDX0<<i)) {
 | |
| 					if (texinfo.projection == XF_TEXPROJ_STQ)
 | |
| 						WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
 | |
| 					else {
 | |
| 						WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
 | |
| 					}
 | |
| 				}
 | |
| 				else {
 | |
| 					if (texinfo.projection == XF_TEXPROJ_STQ)
 | |
| 						WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
 | |
| 					else
 | |
| 						WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
 | |
| 				}
 | |
| 				break;
 | |
| 		}
 | |
| 
 | |
| 		if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
 | |
| 			int postidx = xfregs.texcoords[i].postmtxinfo.index;
 | |
| 			WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
 | |
| 				"float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
 | |
| 				"float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n",
 | |
| 				postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
 | |
| 
 | |
| 			if (texGenSpecialCase) {
 | |
| 				// no normalization
 | |
| 				// q of input is 1
 | |
| 				// q of output is unknown
 | |
| 
 | |
| 				// multiply by postmatrix
 | |
| 				WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				if (xfregs.texcoords[i].postmtxinfo.normalize)
 | |
| 					WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
 | |
| 
 | |
| 				// multiply by postmatrix
 | |
| 				WRITE(p, "o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		WRITE(p, "}\n");
 | |
| 	}
 | |
| 
 | |
| 	// clipPos/w needs to be done in pixel shader, not here
 | |
| 	if (xfregs.numTexGens < 7) {
 | |
| 		WRITE(p, "o.clipPos = o.pos;\n");
 | |
| 	} else {
 | |
| 		WRITE(p, "o.tex0.w = o.pos.x;\n");
 | |
| 		WRITE(p, "o.tex1.w = o.pos.y;\n");
 | |
| 		WRITE(p, "o.tex2.w = o.pos.z;\n");
 | |
| 		WRITE(p, "o.tex3.w = o.pos.w;\n");
 | |
| 	}
 | |
| 
 | |
| 	//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
 | |
| 	//if not early z culling will improve speed
 | |
| 	if (is_d3d)
 | |
| 	{
 | |
| 		WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n");
 | |
| 	}
 | |
| 
 | |
| 	WRITE(p, "return o;\n}\n");
 | |
| 
 | |
| 
 | |
| 	if (text[sizeof(text) - 1] != 0x7C)
 | |
| 		PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
 | |
| 	return text;
 | |
| }
 | |
| 
 | |
| // coloralpha - 1 if color, 2 if alpha
 | |
| char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char *dest, 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, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
 | |
| 				break;
 | |
| 			case LIGHTDIF_SIGN:
 | |
| 			case LIGHTDIF_CLAMP:
 | |
| 				WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
 | |
| 				WRITE(p, "%s.%s += %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
 | |
| 					dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
 | |
| 				break;
 | |
| 			default: _assert_(0);
 | |
| 		}
 | |
| 	}
 | |
| 	else { // spec and spot
 | |
| 		WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
 | |
| 
 | |
| 		if (chan.attnfunc == 3) { // spot
 | |
| 			WRITE(p, "dist2 = dot(ldir, ldir);\n"
 | |
| 				"dist = sqrt(dist2);\n"
 | |
| 				"ldir = ldir / dist;\n"
 | |
| 				"attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index);
 | |
| 			WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
 | |
| 		}
 | |
| 		else if (chan.attnfunc == 1) { // specular
 | |
| 			WRITE(p, "attn = (dot(_norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
 | |
| 			WRITE(p, "ldir = float3(1,attn,attn*attn);\n");
 | |
| 			WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index);
 | |
| 		}
 | |
| 
 | |
| 		switch (chan.diffusefunc)
 | |
| 		{
 | |
| 			case LIGHTDIF_NONE:
 | |
| 				WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
 | |
| 				break;
 | |
| 			case LIGHTDIF_SIGN:
 | |
| 			case LIGHTDIF_CLAMP:
 | |
| 				WRITE(p, "%s.%s += attn * %sdot(ldir, _norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
 | |
| 					dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
 | |
| 				break;
 | |
| 			default: _assert_(0);
 | |
| 		}
 | |
| 	}
 | |
| 	WRITE(p, "\n");
 | |
| 
 | |
| 	setlocale(LC_NUMERIC, ""); // restore locale
 | |
| 	return p;
 | |
| }
 |