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			259 lines
		
	
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2013 Dolphin Emulator Project
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| // Licensed under GPLv2
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| // Refer to the license.txt file included.
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| 
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| #ifndef _LIGHTINGSHADERGEN_H_
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| #define _LIGHTINGSHADERGEN_H_
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| 
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| #include "ShaderGenCommon.h"
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| #include "NativeVertexFormat.h"
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| #include "XFMemory.h"
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| 
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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[32];
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| 	snprintf(result, sizeof(result), "%s[5*%d].%s", lightsName, index, swizzle);
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| 	return result;
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| }
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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[32];
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| 	snprintf(result, sizeof(result), "%s[5*%d+1]", lightsName, index);
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| 	return result;
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| }
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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[32];
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| 	snprintf(result, sizeof(result), "%s[5*%d+2]", lightsName, index);
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| 	return result;
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| }
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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[32];
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| 	snprintf(result, sizeof(result), "%s[5*%d+3]", lightsName, index);
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| 	return result;
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| }
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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[32];
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| 	snprintf(result, sizeof(result), "%s[5*%d+4]", lightsName, index);
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| 	return result;
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| }
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| 
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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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| {
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| 	const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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| 	const char* swizzle = "xyzw";
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| 	if (coloralpha == 1)
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| 		swizzle = "xyz";
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| 	else if (coloralpha == 2)
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| 		swizzle = "w";
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| 
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| 	uid_data.attnfunc |= chan.attnfunc << (2*litchan_index);
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| 	uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index);
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| 	if (!(chan.attnfunc & 1))
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| 	{
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| 		// atten disabled
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| 		switch (chan.diffusefunc)
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| 		{
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| 			case LIGHTDIF_NONE:
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| 				object.Write("lacc.%s += %s;\n", swizzle, LightCol(lightsName, index, swizzle));
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| 				break;
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| 			case LIGHTDIF_SIGN:
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| 			case LIGHTDIF_CLAMP:
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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;\n",
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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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| 			default: _assert_(0);
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| 		}
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| 	}
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| 	else // spec and spot
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| 	{
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| 		if (chan.attnfunc == 3)
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| 		{ // spot
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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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| 						"dist = sqrt(dist2);\n"
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| 						"ldir = ldir / dist;\n"
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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.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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| 		else if (chan.attnfunc == 1)
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| 		{ // specular
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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.xyz)) : 0.0f;\n", LightDir(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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| 		{
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| 			case LIGHTDIF_NONE:
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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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| 			case LIGHTDIF_SIGN:
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| 			case LIGHTDIF_CLAMP:
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| 				object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * %s;\n",
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| 					swizzle,
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| 					chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
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| 					LightCol(lightsName, index, swizzle));
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| 				break;
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| 			default: _assert_(0);
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| 		}
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| 	}
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| 	object.Write("\n");
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| }
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| 
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| // vertex shader
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| // lights/colors
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| // materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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| // inColorName is color in vs and colors_ in ps
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| // dest is o.colors_ in vs and colors_ in ps
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| template<class T>
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| static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
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| {
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| 	for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
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| 	{
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| 		const LitChannel& color = xfregs.color[j];
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| 		const LitChannel& alpha = xfregs.alpha[j];
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| 
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| 		object.Write("{\n");
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| 
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| 		uid_data.matsource |= xfregs.color[j].matsource << j;
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| 		if (color.matsource) // from vertex
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| 		{
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| 			if (components & (VB_HAS_COL0 << j))
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| 				object.Write("mat = %s%d;\n", inColorName, j);
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| 			else if (components & VB_HAS_COL0)
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| 				object.Write("mat = %s0;\n", inColorName);
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| 			else
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| 				object.Write("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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| 		{
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| 			object.Write("mat = %s[%d];\n", materialsName, j+2);
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| 		}
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| 
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| 		uid_data.enablelighting |= xfregs.color[j].enablelighting << j;
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| 		if (color.enablelighting)
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| 		{
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| 			uid_data.ambsource |= xfregs.color[j].ambsource << j;
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| 			if (color.ambsource) // from vertex
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| 			{
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| 				if (components & (VB_HAS_COL0<<j) )
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| 					object.Write("lacc = %s%d;\n", inColorName, j);
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| 				else if (components & VB_HAS_COL0 )
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| 					object.Write("lacc = %s0;\n", inColorName);
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| 				else
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| 					object.Write("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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| 			{
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| 				object.Write("lacc = %s[%d];\n", materialsName, j);
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| 			}
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| 		}
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| 		else
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| 		{
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| 			object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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| 		}
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| 
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| 		// check if alpha is different
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| 		uid_data.matsource |= xfregs.alpha[j].matsource << (j+2);
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| 		if (alpha.matsource != color.matsource)
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| 		{
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| 			if (alpha.matsource) // from vertex
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| 			{
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| 				if (components & (VB_HAS_COL0<<j))
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| 					object.Write("mat.w = %s%d.w;\n", inColorName, j);
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| 				else if (components & VB_HAS_COL0)
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| 					object.Write("mat.w = %s0.w;\n", inColorName);
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| 				else object.Write("mat.w = 1.0f;\n");
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| 			}
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| 			else // from color
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| 			{
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| 				object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
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| 			}
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| 		}
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| 
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| 		uid_data.enablelighting |= xfregs.alpha[j].enablelighting << (j+2);
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| 		if (alpha.enablelighting)
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| 		{
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| 			uid_data.ambsource |= xfregs.alpha[j].ambsource << (j+2);
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| 			if (alpha.ambsource) // from vertex
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| 			{
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| 				if (components & (VB_HAS_COL0<<j) )
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| 					object.Write("lacc.w = %s%d.w;\n", inColorName, j);
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| 				else if (components & VB_HAS_COL0 )
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| 					object.Write("lacc.w = %s0.w;\n", inColorName);
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| 				else
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| 					object.Write("lacc.w = 0.0f;\n");
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| 			}
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| 			else // from color
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| 			{
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| 				object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
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| 			}
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| 		}
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| 		else
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| 		{
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| 			object.Write("lacc.w = 1.0f;\n");
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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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| 			uid_data.attnfunc |= color.attnfunc << (2*j);
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| 			uid_data.attnfunc |= alpha.attnfunc << (2*(j+2));
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| 			uid_data.diffusefunc |= color.diffusefunc << (2*j);
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| 			uid_data.diffusefunc |= alpha.diffusefunc << (2*(j+2));
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| 			uid_data.light_mask |= color.GetFullLightMask() << (8*j);
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| 			uid_data.light_mask |= alpha.GetFullLightMask() << (8*(j+2));
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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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| 						{
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| 							GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3);
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| 						}
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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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| 					GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1);
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| 				if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
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| 					GenerateLightShader<T>(object, uid_data, i, j+2, lightsName, 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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| 			const LitChannel& workingchannel = color.enablelighting ? color : alpha;
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| 			const int lit_index = color.enablelighting ? j : (j+2);
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| 			int coloralpha = color.enablelighting ? 1 : 2;
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| 
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| 			uid_data.light_mask |= workingchannel.GetFullLightMask() << (8*lit_index);
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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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| 					GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha);
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| 			}
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| 		}
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| 		object.Write("%s%d = mat * clamp(lacc, 0.0f, 1.0f);\n", dest, j);
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| 		object.Write("}\n");
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| 	}
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| }
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| 
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| #endif // _LIGHTINGSHADERGEN_H_
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