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			962 lines
		
	
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			962 lines
		
	
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2008 Dolphin Emulator Project
 | |
| // SPDX-License-Identifier: GPL-2.0-or-later
 | |
| 
 | |
| #include "VideoCommon/VertexShaderGen.h"
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| 
 | |
| #include "Common/Assert.h"
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| #include "Common/CommonTypes.h"
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| #include "VideoCommon/BPMemory.h"
 | |
| #include "VideoCommon/ConstantManager.h"
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| #include "VideoCommon/LightingShaderGen.h"
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| #include "VideoCommon/NativeVertexFormat.h"
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| #include "VideoCommon/VertexLoaderManager.h"
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| #include "VideoCommon/VideoCommon.h"
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| #include "VideoCommon/VideoConfig.h"
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| #include "VideoCommon/XFMemory.h"
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| 
 | |
| VertexShaderUid GetVertexShaderUid()
 | |
| {
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|   ASSERT(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens);
 | |
|   ASSERT(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans);
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| 
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|   VertexShaderUid out;
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|   vertex_shader_uid_data* const uid_data = out.GetUidData();
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|   uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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|   uid_data->components = VertexLoaderManager::g_current_components;
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|   uid_data->numColorChans = xfmem.numChan.numColorChans;
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| 
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|   GetLightingShaderUid(uid_data->lighting);
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| 
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|   // transform texcoords
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|   for (u32 i = 0; i < uid_data->numTexGens; ++i)
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|   {
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|     auto& texinfo = uid_data->texMtxInfo[i];
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| 
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|     texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow;
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|     texinfo.texgentype = xfmem.texMtxInfo[i].texgentype;
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|     texinfo.inputform = xfmem.texMtxInfo[i].inputform;
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| 
 | |
|     // first transformation
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|     switch (texinfo.texgentype)
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|     {
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|     case TexGenType::EmbossMap:  // calculate tex coords into bump map
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|       if ((uid_data->components & (VB_HAS_TANGENT | VB_HAS_BINORMAL)) != 0)
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|       {
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|         // transform the light dir into tangent space
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|         texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift;
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|         texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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|       }
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|       else
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|       {
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|         texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift;
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|       }
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|       break;
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|     case TexGenType::Color0:
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|     case TexGenType::Color1:
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|       break;
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|     case TexGenType::Regular:
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|     default:
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|       uid_data->texMtxInfo_n_projection |= static_cast<u32>(xfmem.texMtxInfo[i].projection.Value())
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|                                            << i;
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|       break;
 | |
|     }
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| 
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|     uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled;
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|     // CHECKME: does this only work for regular tex gen types?
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|     if (uid_data->dualTexTrans_enabled && texinfo.texgentype == TexGenType::Regular)
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|     {
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|       auto& postInfo = uid_data->postMtxInfo[i];
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|       postInfo.index = xfmem.postMtxInfo[i].index;
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|       postInfo.normalize = xfmem.postMtxInfo[i].normalize;
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|     }
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|   }
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| 
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|   return out;
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| }
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| 
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| static void WritePrimitiveExpand(APIType api_type, const ShaderHostConfig& host_config,
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|                                  const vertex_shader_uid_data* uid_data, ShaderCode& out)
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| {
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|   if (uid_data->vs_expand == VSExpand::None)
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|     return;
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| 
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|   out.Write("InputData dolphin_primitive_expand_data(int index_offset)\n");
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|   out.Write("{{\n");
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|   if (api_type == APIType::D3D)
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|   {
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|     // D3D doesn't include the base vertex in SV_VertexID
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|     // See comment in UberShaderVertex for details
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|     out.Write("\tuint vertex_id = (gl_VertexID >> 2) + base_vertex;\n");
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|   }
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|   else
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|   {
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|     out.Write("\tuint vertex_id = uint(gl_VertexID) >> 2u;\n");
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|   }
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|   out.Write("\treturn input_buffer[vertex_id + index_offset];\n");
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|   out.Write("}}\n\n");
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| }
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| 
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| static void WriteTransformMatrices(APIType api_type, const ShaderHostConfig& host_config,
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|                                    const vertex_shader_uid_data* uid_data, ShaderCode& out)
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| {
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|   out.Write("mat3x4 dolphin_position_matrix()\n");
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|   out.Write("{{\n");
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|   out.Write("\tmat3x4 result;\n");
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|   if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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|   {
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|     if (uid_data->vs_expand != VSExpand::None)
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|     {
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|       out.Write("\tInputData i = dolphin_primitive_expand_data(0);\n");
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|       out.Write("\tuvec4 posmtx = unpack_ubyte4(i.posmtx);\n");
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|     }
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|     // Vertex format has a per-vertex matrix
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|     out.Write("\tint posidx = int(posmtx.r);\n"
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|               "\tresult[0] = " I_TRANSFORMMATRICES "[posidx];\n"
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|               "\tresult[1] = " I_TRANSFORMMATRICES "[posidx + 1];\n"
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|               "\tresult[2] = " I_TRANSFORMMATRICES "[posidx + 2];\n");
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|   }
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|   else
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|   {
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|     // One shared matrix
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|     out.Write("\tresult[0] = " I_POSNORMALMATRIX "[0];\n"
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|               "\tresult[1] = " I_POSNORMALMATRIX "[1];\n"
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|               "\tresult[2] = " I_POSNORMALMATRIX "[2];\n");
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|   }
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|   out.Write("\treturn result;\n");
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|   out.Write("}}\n\n");
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| 
 | |
|   // The scale of the transform matrix is used to control the size of the emboss map effect, by
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|   // changing the scale of the transformed binormals (which only get used by emboss map texgens).
 | |
|   // By normalising the first transformed normal (which is used by lighting calculations and needs
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|   // to be unit length), the same transform matrix can do double duty, scaling for emboss mapping,
 | |
|   // and not scaling for lighting.
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|   out.Write("mat3 dolphin_normal_matrix()\n");
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|   out.Write("{{\n");
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|   out.Write("\tmat3 result;\n");
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|   if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
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|   {
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|     if (uid_data->vs_expand != VSExpand::None)
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|     {
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|       out.Write("\tInputData i = dolphin_primitive_expand_data(0);\n");
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|       out.Write("\tuvec4 posmtx = unpack_ubyte4(i.posmtx);\n");
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|     }
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|     // Vertex format has a per-vertex matrix
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|     out.Write("\tint posidx = int(posmtx.r);\n");
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|     out.Write("\tint normidx = posidx & 31;\n"
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|               "\tresult[0] = " I_NORMALMATRICES "[normidx].xyz;\n"
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|               "\tresult[1] = " I_NORMALMATRICES "[normidx + 1].xyz;\n"
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|               "\tresult[2] = " I_NORMALMATRICES "[normidx + 2].xyz;\n");
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|   }
 | |
|   else
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|   {
 | |
|     // One shared matrix
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|     out.Write("\tresult[0] = " I_POSNORMALMATRIX "[3].xyz;\n"
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|               "\tresult[1] = " I_POSNORMALMATRIX "[4].xyz;\n"
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|               "\tresult[2] = " I_POSNORMALMATRIX "[5].xyz;\n");
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|   }
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|   out.Write("\treturn result;\n");
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|   out.Write("}}\n\n");
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| }
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| 
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| static void WriteTexCoordTransforms(APIType api_type, const ShaderHostConfig& host_config,
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|                                     const vertex_shader_uid_data* uid_data, ShaderCode& out)
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| {
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|   for (u32 i = 0; i < uid_data->numTexGens; ++i)
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|   {
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|     auto& texinfo = uid_data->texMtxInfo[i];
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|     out.Write("vec3 dolphin_transform_texcoord{}(vec4 coord)\n", i);
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|     out.Write("{{\n");
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|     if (texinfo.texgentype != TexGenType::Regular)
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|     {
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|       out.Write("\treturn vec3(coord.xyz);\n");
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|     }
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|     else
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|     {
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|       out.Write("\tvec3 result;\n");
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|       if ((uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) != 0)
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|       {
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|         out.Write("\tint tmp = int(rawtex{}.z);\n", i);
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|         if (static_cast<TexSize>((uid_data->texMtxInfo_n_projection >> i) & 1) == TexSize::STQ)
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|         {
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|           out.Write("\tresult = vec3(dot(coord, " I_TRANSFORMMATRICES
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|                     "[tmp]), dot(coord, " I_TRANSFORMMATRICES
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|                     "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n");
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|         }
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|         else
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|         {
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|           out.Write("\tresult = vec3(dot(coord, " I_TRANSFORMMATRICES
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|                     "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n");
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|         }
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|       }
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|       else
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|       {
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|         if (static_cast<TexSize>((uid_data->texMtxInfo_n_projection >> i) & 1) == TexSize::STQ)
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|         {
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|           out.Write("\tresult = vec3(dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES
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|                     "[{}]), dot(coord, " I_TEXMATRICES "[{}]));\n",
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|                     3 * i, 3 * i + 1, 3 * i + 2);
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|         }
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|         else
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|         {
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|           out.Write("\tresult = vec3(dot(coord, " I_TEXMATRICES "[{}]), dot(coord, " I_TEXMATRICES
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|                     "[{}]), 1);\n",
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|                     3 * i, 3 * i + 1);
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|         }
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|       }
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|       // CHECKME: does this only work for regular tex gen types?
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|       if (uid_data->dualTexTrans_enabled)
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|       {
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|         auto& postInfo = uid_data->postMtxInfo[i];
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| 
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|         out.Write("\tvec4 P0 = " I_POSTTRANSFORMMATRICES "[{}];\n"
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|                   "\tvec4 P1 = " I_POSTTRANSFORMMATRICES "[{}];\n"
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|                   "\tvec4 P2 = " I_POSTTRANSFORMMATRICES "[{}];\n",
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|                   postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f);
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| 
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|         if (postInfo.normalize)
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|           out.Write("\tresult = normalize(result);\n");
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| 
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|         // multiply by postmatrix
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|         out.Write("\tresult = vec3(dot(P0.xyz, result) + P0.w, dot(P1.xyz, result) + "
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|                   "P1.w, dot(P2.xyz, result) + P2.w);\n");
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|       }
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| 
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|       // When q is 0, the GameCube appears to have a special case
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|       // This can be seen in devkitPro's neheGX Lesson08 example for Wii
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|       // Makes differences in Rogue Squadron 3 (Hoth sky) and The Last Story (shadow culling)
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|       // TODO: check if this only affects XF_TEXGEN_REGULAR
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|       out.Write("\tif(result.z == 0.0f)\n"
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|                 "\t\tresult.xy = clamp(result.xy / 2.0f, vec2(-1.0f,-1.0f), vec2(1.0f,1.0f));\n");
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|       out.Write("\treturn result;\n");
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|     }
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|     out.Write("}}\n\n");
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|   }
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| }
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| 
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| static void WriteVertexStructs(APIType api_type, const ShaderHostConfig& host_config,
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|                                const vertex_shader_uid_data* uid_data, ShaderCode& out)
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| {
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|   out.Write("struct DolphinVertexInput\n");
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|   out.Write("{{\n");
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|   out.Write("\tvec4 color_0;\n");
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|   out.Write("\tvec4 color_1;\n");
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|   out.Write("\tvec4 position;\n");
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|   out.Write("\tvec3 normal;\n");
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|   out.Write("\tvec3 binormal;\n");
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|   out.Write("\tvec3 tangent;\n");
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|   for (u32 i = 0; i < 8; i++)
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|   {
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|     out.Write("\tvec4 texture_coord_{};\n", i);
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|   }
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|   out.Write("}};\n\n");
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| 
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|   out.Write("struct DolphinVertexOutput\n");
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|   out.Write("{{\n");
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|   out.Write("\tvec4 color_0;\n");
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|   out.Write("\tvec4 color_1;\n");
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|   out.Write("\tvec4 position;\n");
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|   out.Write("\tvec3 normal;\n");
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|   for (u32 i = 0; i < 8; i++)
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|   {
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|     out.Write("\tvec3 texture_coord_{};\n", i);
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|   }
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|   out.Write("}};\n\n");
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| }
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| 
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| static void WriteVertexDefines(APIType, const ShaderHostConfig&,
 | |
|                                const vertex_shader_uid_data* uid_data, ShaderCode& out)
 | |
| {
 | |
|   if ((uid_data->components & VB_HAS_COL0) != 0)
 | |
|   {
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|     out.Write("#define HAS_COLOR_0 1\n");
 | |
|   }
 | |
|   else
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|   {
 | |
|     out.Write("#define HAS_COLOR_0 0\n");
 | |
|   }
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| 
 | |
|   if ((uid_data->components & VB_HAS_COL1) != 0)
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|   {
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|     out.Write("#define HAS_COLOR_1 1\n");
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|   }
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|   else
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|   {
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|     out.Write("#define HAS_COLOR_1 0\n");
 | |
|   }
 | |
| 
 | |
|   if ((uid_data->components & VB_HAS_NORMAL) != 0)
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|   {
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|     out.Write("#define HAS_NORMAL 1\n");
 | |
|   }
 | |
|   else
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|   {
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|     out.Write("#define HAS_NORMAL 0\n");
 | |
|   }
 | |
| 
 | |
|   if ((uid_data->components & VB_HAS_BINORMAL) != 0)
 | |
|   {
 | |
|     out.Write("#define HAS_BINORMAL 1\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("#define HAS_BINORMAL 0\n");
 | |
|   }
 | |
| 
 | |
|   if ((uid_data->components & VB_HAS_TANGENT) != 0)
 | |
|   {
 | |
|     out.Write("#define HAS_TANGENT 1\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("#define HAS_TANGENT 0\n");
 | |
|   }
 | |
| 
 | |
|   for (u32 i = 0; i < uid_data->numTexGens; i++)
 | |
|   {
 | |
|     if ((uid_data->components & (VB_HAS_UV0 << i)) != 0)
 | |
|     {
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|       out.Write("#define HAS_TEXTURE_COORD_{} 1\n", i);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   for (u32 i = uid_data->numTexGens; i < 8; i++)
 | |
|   {
 | |
|     out.Write("#define HAS_TEXTURE_COORD_{} 0\n", i);
 | |
|   }
 | |
| }
 | |
| 
 | |
| static void WriteEmulatedVertexBodyHeader(APIType api_type, const ShaderHostConfig& host_config,
 | |
|                                           const vertex_shader_uid_data* uid_data, ShaderCode& out)
 | |
| {
 | |
|   constexpr std::string_view emulated_fragment_definition =
 | |
|       "void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out "
 | |
|       "DolphinVertexOutput vertex_output)";
 | |
|   out.Write("{}\n", emulated_fragment_definition);
 | |
|   out.Write("{{\n");
 | |
| 
 | |
|   WriteVertexBody(api_type, host_config, uid_data, out);
 | |
| 
 | |
|   out.Write("}}\n");
 | |
| }
 | |
| 
 | |
| ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& host_config,
 | |
|                                     const vertex_shader_uid_data* uid_data,
 | |
|                                     CustomVertexContents custom_contents)
 | |
| {
 | |
|   ShaderCode out;
 | |
| 
 | |
|   const bool per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
 | |
|   const bool msaa = host_config.msaa;
 | |
|   const bool ssaa = host_config.ssaa;
 | |
|   const bool vertex_rounding = host_config.vertex_rounding;
 | |
| 
 | |
|   ShaderCode input_extract;
 | |
| 
 | |
|   out.Write("{}", s_lighting_struct);
 | |
| 
 | |
|   // uniforms
 | |
|   out.Write("UBO_BINDING(std140, 2) uniform VSBlock {{\n");
 | |
| 
 | |
|   out.Write("{}", s_shader_uniforms);
 | |
|   out.Write("}};\n");
 | |
| 
 | |
|   if (!custom_contents.uniforms.empty())
 | |
|   {
 | |
|     out.Write("UBO_BINDING(std140, 3) uniform CustomShaderBlock {{\n");
 | |
|     out.Write("{}", custom_contents.uniforms);
 | |
|     out.Write("}} custom_uniforms;\n");
 | |
|   }
 | |
| 
 | |
|   if (uid_data->vs_expand != VSExpand::None)
 | |
|   {
 | |
|     out.Write("UBO_BINDING(std140, 4) uniform GSBlock {{\n");
 | |
|     out.Write("{}", s_geometry_shader_uniforms);
 | |
|     out.Write("}};\n");
 | |
| 
 | |
|     if (api_type == APIType::D3D)
 | |
|     {
 | |
|       // D3D doesn't include the base vertex in SV_VertexID
 | |
|       out.Write("UBO_BINDING(std140, 5) uniform DX_Constants {{\n"
 | |
|                 "  uint base_vertex;\n"
 | |
|                 "}};\n\n");
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   out.Write("struct VS_OUTPUT {{\n");
 | |
|   GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config, "",
 | |
|                           ShaderStage::Vertex);
 | |
|   out.Write("}};\n\n");
 | |
| 
 | |
|   WriteIsNanHeader(out, api_type);
 | |
|   GenerateLightingShaderHeader(out, uid_data->lighting);
 | |
| 
 | |
|   if (uid_data->vs_expand == VSExpand::None)
 | |
|   {
 | |
|     out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawpos;\n", ShaderAttrib::Position);
 | |
|     if ((uid_data->components & VB_HAS_POSMTXIDX) != 0)
 | |
|       out.Write("ATTRIBUTE_LOCATION({:s}) in uint4 posmtx;\n", ShaderAttrib::PositionMatrix);
 | |
|     if ((uid_data->components & VB_HAS_NORMAL) != 0)
 | |
|       out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawnormal;\n", ShaderAttrib::Normal);
 | |
|     if ((uid_data->components & VB_HAS_TANGENT) != 0)
 | |
|       out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawtangent;\n", ShaderAttrib::Tangent);
 | |
|     if ((uid_data->components & VB_HAS_BINORMAL) != 0)
 | |
|       out.Write("ATTRIBUTE_LOCATION({:s}) in float3 rawbinormal;\n", ShaderAttrib::Binormal);
 | |
| 
 | |
|     if ((uid_data->components & VB_HAS_COL0) != 0)
 | |
|       out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor0;\n", ShaderAttrib::Color0);
 | |
|     if ((uid_data->components & VB_HAS_COL1) != 0)
 | |
|       out.Write("ATTRIBUTE_LOCATION({:s}) in float4 rawcolor1;\n", ShaderAttrib::Color1);
 | |
| 
 | |
|     for (u32 i = 0; i < 8; ++i)
 | |
|     {
 | |
|       const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
 | |
| 
 | |
|       if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0)
 | |
|       {
 | |
|         out.Write("ATTRIBUTE_LOCATION({:s}) in float{} rawtex{};\n", ShaderAttrib::TexCoord0 + i,
 | |
|                   has_texmtx != 0 ? 3 : 2, i);
 | |
|       }
 | |
|     }
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     // Can't use float3, etc because we want 4-byte alignment
 | |
|     out.Write(
 | |
|         "uint4 unpack_ubyte4(uint value) {{\n"
 | |
|         "  return uint4(value & 0xffu, (value >> 8) & 0xffu, (value >> 16) & 0xffu, value >> 24);\n"
 | |
|         "}}\n\n"
 | |
|         "struct InputData {{\n");
 | |
|     if (uid_data->components & VB_HAS_POSMTXIDX)
 | |
|     {
 | |
|       out.Write("  uint posmtx;\n");
 | |
|       // Note: posmtx is handled in the matrix transform functions and
 | |
|       // doesn't need to be added to 'input_extract'
 | |
|     }
 | |
|     if (uid_data->position_has_3_elems)
 | |
|     {
 | |
|       out.Write("  float pos0;\n"
 | |
|                 "  float pos1;\n"
 | |
|                 "  float pos2;\n");
 | |
|       input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, i.pos2, 1.0f);\n");
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("  float pos0;\n"
 | |
|                 "  float pos1;\n");
 | |
|       input_extract.Write("float4 rawpos = float4(i.pos0, i.pos1, 0.0f, 1.0f);\n");
 | |
|     }
 | |
|     std::array<std::string_view, 3> names = {"normal", "binormal", "tangent"};
 | |
|     for (int i = 0; i < 3; i++)
 | |
|     {
 | |
|       if (uid_data->components & (VB_HAS_NORMAL << i))
 | |
|       {
 | |
|         out.Write("  float {0}0;\n"
 | |
|                   "  float {0}1;\n"
 | |
|                   "  float {0}2;\n",
 | |
|                   names[i]);
 | |
|         input_extract.Write("float3 raw{0} = float3(i.{0}0, i.{0}1, i.{0}2);\n", names[i]);
 | |
|       }
 | |
|     }
 | |
|     for (int i = 0; i < 2; i++)
 | |
|     {
 | |
|       if (uid_data->components & (VB_HAS_COL0 << i))
 | |
|       {
 | |
|         out.Write("  uint color{};\n", i);
 | |
|         input_extract.Write("float4 rawcolor{0} = float4(unpack_ubyte4(i.color{0})) / 255.0f;\n",
 | |
|                             i);
 | |
|       }
 | |
|     }
 | |
|     for (int i = 0; i < 8; i++)
 | |
|     {
 | |
|       if (uid_data->components & (VB_HAS_UV0 << i))
 | |
|       {
 | |
|         u32 ncomponents = (uid_data->texcoord_elem_count >> (2 * i)) & 3;
 | |
|         if (ncomponents < 2)
 | |
|         {
 | |
|           out.Write("  float tex{};\n", i);
 | |
|           input_extract.Write("float3 rawtex{0} = float3(i.tex{0}, 0.0f, 0.0f);\n", i);
 | |
|         }
 | |
|         else if (ncomponents == 2)
 | |
|         {
 | |
|           out.Write("  float tex{0}_0;\n"
 | |
|                     "  float tex{0}_1;\n",
 | |
|                     i);
 | |
|           input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, 0.0f);\n", i);
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|           out.Write("  float tex{0}_0;\n"
 | |
|                     "  float tex{0}_1;\n"
 | |
|                     "  float tex{0}_2;\n",
 | |
|                     i);
 | |
|           input_extract.Write("float3 rawtex{0} = float3(i.tex{0}_0, i.tex{0}_1, i.tex{0}_2);\n",
 | |
|                               i);
 | |
|         }
 | |
|       }
 | |
|     }
 | |
|     out.Write("}};\n\n"
 | |
|               "SSBO_BINDING(1) readonly restrict buffer InputBuffer {{\n"
 | |
|               "  InputData input_buffer[];\n"
 | |
|               "}};\n\n");
 | |
|   }
 | |
| 
 | |
|   if (host_config.backend_geometry_shaders)
 | |
|   {
 | |
|     out.Write("VARYING_LOCATION(0) out VertexData {{\n");
 | |
|     GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
 | |
|                             GetInterpolationQualifier(msaa, ssaa, true, false),
 | |
|                             ShaderStage::Vertex);
 | |
|     out.Write("}} vs;\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     // Let's set up attributes
 | |
|     u32 counter = 0;
 | |
|     out.Write("VARYING_LOCATION({}) {} out float4 colors_0;\n", counter++,
 | |
|               GetInterpolationQualifier(msaa, ssaa));
 | |
|     out.Write("VARYING_LOCATION({}) {} out float4 colors_1;\n", counter++,
 | |
|               GetInterpolationQualifier(msaa, ssaa));
 | |
|     for (u32 i = 0; i < uid_data->numTexGens; ++i)
 | |
|     {
 | |
|       out.Write("VARYING_LOCATION({}) {} out float3 tex{};\n", counter++,
 | |
|                 GetInterpolationQualifier(msaa, ssaa), i);
 | |
|     }
 | |
|     if (!host_config.fast_depth_calc)
 | |
|     {
 | |
|       out.Write("VARYING_LOCATION({}) {} out float4 clipPos;\n", counter++,
 | |
|                 GetInterpolationQualifier(msaa, ssaa));
 | |
|     }
 | |
|     if (per_pixel_lighting)
 | |
|     {
 | |
|       out.Write("VARYING_LOCATION({}) {} out float3 Normal;\n", counter++,
 | |
|                 GetInterpolationQualifier(msaa, ssaa));
 | |
|       out.Write("VARYING_LOCATION({}) {} out float3 WorldPos;\n", counter++,
 | |
|                 GetInterpolationQualifier(msaa, ssaa));
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   // Note: this is done after to ensure above global variables are accessible
 | |
|   WritePrimitiveExpand(api_type, host_config, uid_data, out);
 | |
|   WriteTransformMatrices(api_type, host_config, uid_data, out);
 | |
|   WriteTexCoordTransforms(api_type, host_config, uid_data, out);
 | |
|   WriteVertexDefines(api_type, host_config, uid_data, out);
 | |
|   WriteVertexStructs(api_type, host_config, uid_data, out);
 | |
|   WriteEmulatedVertexBodyHeader(api_type, host_config, uid_data, out);
 | |
| 
 | |
|   if (custom_contents.shader.empty())
 | |
|   {
 | |
|     out.Write("void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput "
 | |
|               "vertex_output)\n");
 | |
|     out.Write("{{\n");
 | |
| 
 | |
|     out.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n");
 | |
| 
 | |
|     out.Write("}}\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("{}\n", custom_contents.shader);
 | |
|   }
 | |
| 
 | |
|   out.Write("void main()\n{{\n");
 | |
| 
 | |
|   if (uid_data->vs_expand != VSExpand::None)
 | |
|   {
 | |
|     out.Write("InputData i = dolphin_primitive_expand_data(0);\n"
 | |
|               "{}",
 | |
|               input_extract.GetBuffer());
 | |
|   }
 | |
| 
 | |
|   out.Write("VS_OUTPUT o;\n");
 | |
| 
 | |
|   // xfmem.numColorChans controls the number of color channels available to TEV, but we still need
 | |
|   // to generate all channels here, as it can be used in texgen. Cel-damage is an example of this.
 | |
|   out.Write("float4 vertex_color_0, vertex_color_1;\n");
 | |
| 
 | |
|   // To use color 1, the vertex descriptor must have color 0 and 1.
 | |
|   // If color 1 is present but not color 0, it is used for lighting channel 0.
 | |
|   const bool use_color_1 =
 | |
|       (uid_data->components & (VB_HAS_COL0 | VB_HAS_COL1)) == (VB_HAS_COL0 | VB_HAS_COL1);
 | |
|   for (u32 color = 0; color < NUM_XF_COLOR_CHANNELS; color++)
 | |
|   {
 | |
|     if ((color == 0 || use_color_1) && (uid_data->components & (VB_HAS_COL0 << color)) != 0)
 | |
|     {
 | |
|       // Use color0 for channel 0, and color1 for channel 1 if both colors 0 and 1 are present.
 | |
|       out.Write("vertex_color_{0} = rawcolor{0};\n", color);
 | |
|     }
 | |
|     else if (color == 0 && (uid_data->components & VB_HAS_COL1) != 0)
 | |
|     {
 | |
|       // Use color1 for channel 0 if color0 is not present.
 | |
|       out.Write("vertex_color_{} = rawcolor1;\n", color);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("vertex_color_{0} = missing_color_value;\n", color);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   out.Write("\tDolphinVertexInput vertex_input;\n");
 | |
|   out.Write("\tvertex_input.color_0 = vertex_color_0;\n");
 | |
|   out.Write("\tvertex_input.color_1 = vertex_color_1;\n");
 | |
|   out.Write("\tvertex_input.position = rawpos;\n");
 | |
| 
 | |
|   if ((uid_data->components & VB_HAS_NORMAL) != 0)
 | |
|   {
 | |
|     out.Write("\tvertex_input.normal = rawnormal;\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("\tvertex_input.normal = " I_CACHED_NORMAL ".xyz;\n");
 | |
|   }
 | |
| 
 | |
|   if ((uid_data->components & VB_HAS_BINORMAL) != 0)
 | |
|   {
 | |
|     out.Write("\tvertex_input.binormal = rawbinormal;\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("\tvertex_input.binormal = " I_CACHED_BINORMAL ".xyz;\n");
 | |
|   }
 | |
| 
 | |
|   if ((uid_data->components & VB_HAS_TANGENT) != 0)
 | |
|   {
 | |
|     out.Write("\tvertex_input.tangent = rawtangent;\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     out.Write("\tvertex_input.tangent = " I_CACHED_TANGENT ".xyz;\n");
 | |
|   }
 | |
| 
 | |
|   for (u32 i = 0; i < uid_data->numTexGens; ++i)
 | |
|   {
 | |
|     auto& texinfo = uid_data->texMtxInfo[i];
 | |
| 
 | |
|     out.Write("\t{{\n");
 | |
|     out.Write("\t\tvec4 coord = vec4(0.0, 0.0, 1.0, 1.0);\n");
 | |
|     switch (texinfo.sourcerow)
 | |
|     {
 | |
|     case SourceRow::Geom:
 | |
|       out.Write("\t\tcoord.xyz = rawpos.xyz;\n");
 | |
|       break;
 | |
|     case SourceRow::Normal:
 | |
|       if ((uid_data->components & VB_HAS_NORMAL) != 0)
 | |
|       {
 | |
|         out.Write("\t\tcoord.xyz = rawnormal.xyz;\n");
 | |
|       }
 | |
|       break;
 | |
|     case SourceRow::Colors:
 | |
|       ASSERT(texinfo.texgentype == TexGenType::Color0 || texinfo.texgentype == TexGenType::Color1);
 | |
|       break;
 | |
|     case SourceRow::BinormalT:
 | |
|       if ((uid_data->components & VB_HAS_TANGENT) != 0)
 | |
|       {
 | |
|         out.Write("\t\tcoord.xyz = rawtangent.xyz;\n");
 | |
|       }
 | |
|       break;
 | |
|     case SourceRow::BinormalB:
 | |
|       if ((uid_data->components & VB_HAS_BINORMAL) != 0)
 | |
|       {
 | |
|         out.Write("\t\tcoord.xyz = rawbinormal.xyz;\n");
 | |
|       }
 | |
|       break;
 | |
|     default:
 | |
|       ASSERT(texinfo.sourcerow >= SourceRow::Tex0 && texinfo.sourcerow <= SourceRow::Tex7);
 | |
|       u32 texnum = static_cast<u32>(texinfo.sourcerow) - static_cast<u32>(SourceRow::Tex0);
 | |
|       if ((uid_data->components & (VB_HAS_UV0 << (texnum))) != 0)
 | |
|       {
 | |
|         out.Write("\t\tcoord = vec4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n", texnum, texnum);
 | |
|       }
 | |
|       break;
 | |
|     }
 | |
|     // Input form of AB11 sets z element to 1.0
 | |
| 
 | |
|     if (texinfo.inputform == TexInputForm::AB11)
 | |
|       out.Write("\t\tcoord.z = 1.0;\n");
 | |
| 
 | |
|     // Convert NaNs to 1 - needed to fix eyelids in Shadow the Hedgehog during cutscenes
 | |
|     // See https://bugs.dolphin-emu.org/issues/11458
 | |
|     out.Write("\t\t// Convert NaN to 1\n");
 | |
|     out.Write("\t\tif (dolphin_isnan(coord.x)) coord.x = 1.0;\n");
 | |
|     out.Write("\t\tif (dolphin_isnan(coord.y)) coord.y = 1.0;\n");
 | |
|     out.Write("\t\tif (dolphin_isnan(coord.z)) coord.z = 1.0;\n");
 | |
| 
 | |
|     out.Write("\t\tvertex_input.texture_coord_{0} = coord;\n", i);
 | |
|     out.Write("\t}}\n");
 | |
|   }
 | |
| 
 | |
|   // Initialize other texture coordinates that are unused
 | |
|   for (u32 i = uid_data->numTexGens; i < 8; i++)
 | |
|   {
 | |
|     out.Write("\tvertex_input.texture_coord_{0} = vec4(0, 0, 0, 0);\n", i);
 | |
|   }
 | |
| 
 | |
|   out.Write("\tDolphinVertexOutput vertex_output;\n");
 | |
|   out.Write("\tprocess_vertex(vertex_input, vertex_output);\n");
 | |
| 
 | |
|   out.Write("\to.pos = vec4(dot(" I_PROJECTION "[0], vertex_output.position), dot(" I_PROJECTION
 | |
|             "[1], vertex_output.position), dot(" I_PROJECTION
 | |
|             "[2], vertex_output.position), dot(" I_PROJECTION "[3], vertex_output.position));\n");
 | |
|   for (u32 i = 0; i < uid_data->numTexGens; ++i)
 | |
|   {
 | |
|     out.Write("\to.tex{0} = vertex_output.texture_coord_{0};\n", i);
 | |
|   }
 | |
| 
 | |
|   out.Write("\to.colors_0 = vertex_output.color_0;\n");
 | |
|   out.Write("\to.colors_1 = vertex_output.color_1;\n");
 | |
|   if (per_pixel_lighting)
 | |
|   {
 | |
|     out.Write("\to.Normal = vertex_output.normal;\n");
 | |
| 
 | |
|     // TODO: Rename, this is actually in Viewspace...
 | |
|     out.Write("\to.WorldPos = vertex_output.position.xyz;\n");
 | |
|   }
 | |
| 
 | |
|   if (uid_data->vs_expand == VSExpand::Line)
 | |
|   {
 | |
|     out.Write("bool is_bottom = (gl_VertexID & 2) != 0;\n");
 | |
|     out.Write("// Line expansion\n"
 | |
|               "int id_offset = 0;\n"
 | |
|               "if (is_bottom) {{\n"
 | |
|               "  id_offset -= 1;\n"
 | |
|               "}} else {{\n"
 | |
|               "  id_offset += 1;\n"
 | |
|               "}}\n"
 | |
|               "InputData other = dolphin_primitive_expand_data(id_offset);\n");
 | |
|     if (uid_data->position_has_3_elems)
 | |
|       out.Write("float4 other_pos = float4(other.pos0, other.pos1, other.pos2, 1.0f);\n");
 | |
|     else
 | |
|       out.Write("float4 other_pos = float4(other.pos0, other.pos1, 0.0f, 1.0f);\n");
 | |
|     if (uid_data->components & VB_HAS_POSMTXIDX)
 | |
|     {
 | |
|       out.Write("uint other_posidx = other.posmtx & 0xff;\n"
 | |
|                 "float4 other_p0 = " I_TRANSFORMMATRICES "[other_posidx];\n"
 | |
|                 "float4 other_p1 = " I_TRANSFORMMATRICES "[other_posidx + 1];\n"
 | |
|                 "float4 other_p2 = " I_TRANSFORMMATRICES "[other_posidx + 2];\n"
 | |
|                 "other_pos = float4(dot(other_p0, other_pos), dot(other_p1, other_pos), "
 | |
|                 "dot(other_p2, other_pos), 1.0f);\n");
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|       out.Write("other_pos = vec4(other_pos * dolphin_position_matrix(), 1.0);\n");
 | |
|     }
 | |
| 
 | |
|     // Variable needed by GenerateVSLineExpansion
 | |
|     out.Write("bool is_right = (gl_VertexID & 1) != 0;\n");
 | |
|     GenerateVSLineExpansion(out, "", uid_data->numTexGens);
 | |
|   }
 | |
|   else if (uid_data->vs_expand == VSExpand::Point)
 | |
|   {
 | |
|     // Variables needed by GenerateVSPointExpansion
 | |
|     out.Write("bool is_bottom = (gl_VertexID & 2) != 0;\n");
 | |
|     out.Write("bool is_right = (gl_VertexID & 1) != 0;\n");
 | |
|     out.Write("// Point expansion\n");
 | |
|     GenerateVSPointExpansion(out, "", uid_data->numTexGens);
 | |
|   }
 | |
| 
 | |
|   // clipPos/w needs to be done in pixel shader, not here
 | |
|   if (!host_config.fast_depth_calc)
 | |
|     out.Write("o.clipPos = o.pos;\n");
 | |
| 
 | |
|   // If we can disable the incorrect depth clipping planes using depth clamping, then we can do
 | |
|   // our own depth clipping and calculate the depth range before the perspective divide if
 | |
|   // necessary.
 | |
|   if (host_config.backend_depth_clamp)
 | |
|   {
 | |
|     // Since we're adjusting z for the depth range before the perspective divide, we have to do our
 | |
|     // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
 | |
|     // We adjust our depth value for clipping purposes to match the perspective projection in the
 | |
|     // software backend, which is a hack to fix Sonic Adventure and Unleashed games.
 | |
|     out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"
 | |
|               "float clipDist0 = clipDepth + o.pos.w;\n"  // Near: z < -w
 | |
|               "float clipDist1 = -clipDepth;\n");         // Far: z > 0
 | |
| 
 | |
|     if (host_config.backend_geometry_shaders)
 | |
|     {
 | |
|       out.Write("o.clipDist0 = clipDist0;\n"
 | |
|                 "o.clipDist1 = clipDist1;\n");
 | |
|     }
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     // Same depth adjustment for Sonic. Without depth clamping, it unfortunately
 | |
|     // affects non-clipping uses of depth too.
 | |
|     out.Write("o.pos.z = o.pos.z * (1.0 - 1e-7);\n");
 | |
|   }
 | |
| 
 | |
|   // Write the true depth value. If the game uses depth textures, then the pixel shader will
 | |
|   // override it with the correct values if not then early z culling will improve speed.
 | |
|   // There are two different ways to do this, when the depth range is oversized, we process
 | |
|   // the depth range in the vertex shader, if not we let the host driver handle it.
 | |
|   //
 | |
|   // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
 | |
|   // so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
 | |
|   // We have to handle the depth range in the vertex shader instead of after the perspective
 | |
|   // divide, because some games will use a depth range larger than what is allowed by the
 | |
|   // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
 | |
|   // games effectively add a depth bias to the values written to the depth buffer.
 | |
|   out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
 | |
|             "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
 | |
| 
 | |
|   if (!host_config.backend_clip_control)
 | |
|   {
 | |
|     // If the graphics API doesn't support a depth range of 0..1, then we need to map z to
 | |
|     // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
 | |
|     // operation that can introduce a round-trip error.
 | |
|     out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
 | |
|   }
 | |
| 
 | |
|   // Correct for negative viewports by mirroring all vertices. We need to negate the height here,
 | |
|   // since the viewport height is already negated by the render backend.
 | |
|   out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
 | |
| 
 | |
|   // The console GPU places the pixel center at 7/12 in screen space unless
 | |
|   // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
 | |
|   // in some primitives being placed one pixel too far to the bottom-right,
 | |
|   // which in turn can be critical if it happens for clear quads.
 | |
|   // Hence, we compensate for this pixel center difference so that primitives
 | |
|   // get rasterized correctly.
 | |
|   out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
 | |
| 
 | |
|   if (vertex_rounding)
 | |
|   {
 | |
|     // By now our position is in clip space
 | |
|     // however, higher resolutions than the Wii outputs
 | |
|     // cause an additional pixel offset
 | |
|     // due to a higher pixel density
 | |
|     // we need to correct this by converting our
 | |
|     // clip-space position into the Wii's screen-space
 | |
|     // acquire the right pixel and then convert it back
 | |
|     out.Write("if (o.pos.w == 1.0f)\n"
 | |
|               "{{\n"
 | |
| 
 | |
|               "\tfloat ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE ".x * 0.5f));\n"
 | |
|               "\tfloat ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE ".y * 0.5f));\n"
 | |
| 
 | |
|               "\tss_pixel_x = round(ss_pixel_x);\n"
 | |
|               "\tss_pixel_y = round(ss_pixel_y);\n"
 | |
| 
 | |
|               "\to.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE ".x * 0.5f)) - 1.0f);\n"
 | |
|               "\to.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE ".y * 0.5f)) - 1.0f);\n"
 | |
|               "}}\n");
 | |
|   }
 | |
| 
 | |
|   if (host_config.backend_geometry_shaders)
 | |
|   {
 | |
|     AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     // TODO: Pass interface blocks between shader stages even if geometry shaders
 | |
|     // are not supported, however that will require at least OpenGL 3.2 support.
 | |
|     for (u32 i = 0; i < uid_data->numTexGens; ++i)
 | |
|       out.Write("tex{}.xyz = o.tex{};\n", i, i);
 | |
|     if (!host_config.fast_depth_calc)
 | |
|       out.Write("clipPos = o.clipPos;\n");
 | |
|     if (per_pixel_lighting)
 | |
|     {
 | |
|       out.Write("Normal = o.Normal;\n"
 | |
|                 "WorldPos = o.WorldPos;\n");
 | |
|     }
 | |
|     out.Write("colors_0 = o.colors_0;\n"
 | |
|               "colors_1 = o.colors_1;\n");
 | |
|   }
 | |
| 
 | |
|   if (host_config.backend_depth_clamp)
 | |
|   {
 | |
|     out.Write("gl_ClipDistance[0] = clipDist0;\n"
 | |
|               "gl_ClipDistance[1] = clipDist1;\n");
 | |
|   }
 | |
| 
 | |
|   // Vulkan NDC space has Y pointing down (right-handed NDC space).
 | |
|   if (api_type == APIType::Vulkan)
 | |
|     out.Write("gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n");
 | |
|   else
 | |
|     out.Write("gl_Position = o.pos;\n");
 | |
|   out.Write("}}\n");
 | |
| 
 | |
|   return out;
 | |
| }
 | |
| 
 | |
| void WriteVertexBody(APIType api_type, const ShaderHostConfig& host_config,
 | |
|                      const vertex_shader_uid_data* uid_data, ShaderCode& out)
 | |
| {
 | |
|   out.Write(
 | |
|       "\tvertex_output.position = vec4(vertex_input.position * dolphin_position_matrix(), 1.0);\n");
 | |
| 
 | |
|   out.Write("\tvertex_output.normal = normalize(vertex_input.normal * dolphin_normal_matrix());\n");
 | |
| 
 | |
|   for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
 | |
|   {
 | |
|     out.Write(
 | |
|         "\tvec4 vertex_lighting_{0} = dolphin_calculate_lighting_chn{0}(vertex_input.color_{0}, "
 | |
|         "vertex_output.position.xyz, vertex_output.normal);\n",
 | |
|         chan);
 | |
|     out.Write("\tvertex_output.color_{0} = vertex_lighting_{0};\n", chan);
 | |
|   }
 | |
| 
 | |
|   if (host_config.per_pixel_lighting)
 | |
|   {
 | |
|     // When per-pixel lighting is enabled, the vertex colors are passed through
 | |
|     // unmodified so we can evaluate the lighting in the pixel shader.
 | |
|     out.Write("\tvertex_output.color_0 = vertex_input.color_0;\n");
 | |
|     out.Write("\tvertex_output.color_1 = vertex_input.color_1;\n");
 | |
|   }
 | |
|   else
 | |
|   {
 | |
|     // The number of colors available to TEV is determined by numColorChans.
 | |
|     // We have to provide the fields to match the interface, so set to zero if it's not enabled.
 | |
|     if (uid_data->numColorChans == 0)
 | |
|       out.Write("\tvertex_output.color_0 = vec4(0.0, 0.0, 0.0, 0.0);\n");
 | |
|     if (uid_data->numColorChans <= 1)
 | |
|       out.Write("\tvertex_output.color_1 = vec4(0.0, 0.0, 0.0, 0.0);\n");
 | |
|   }
 | |
| 
 | |
|   for (u32 i = 0; i < uid_data->numTexGens; ++i)
 | |
|   {
 | |
|     auto& texinfo = uid_data->texMtxInfo[i];
 | |
| 
 | |
|     switch (texinfo.texgentype)
 | |
|     {
 | |
|     case TexGenType::EmbossMap:  // calculate tex coords into bump map
 | |
| 
 | |
|       out.Write("\t{{\n");
 | |
|       // transform the light dir into tangent space
 | |
|       out.Write("\t\tvec3 ldir = normalize(" LIGHT_POS ".xyz - vertex_output.position.xyz);\n",
 | |
|                 LIGHT_POS_PARAMS(texinfo.embosslightshift));
 | |
| 
 | |
|       out.Write("\t\tvec3 tangent = vertex_input.tangent * dolphin_normal_matrix();\n");
 | |
|       out.Write("\t\tvec3 binormal = vertex_input.binormal * dolphin_normal_matrix();\n");
 | |
|       out.Write("\t\tvertex_output.texture_coord_{}.xyz = vertex_output.texture_coord_{}.xyz + "
 | |
|                 "vec3(dot(ldir, tangent), "
 | |
|                 "dot(ldir, binormal), 0.0);\n",
 | |
|                 i, texinfo.embosssourceshift);
 | |
|       out.Write("\t}}\n");
 | |
|       break;
 | |
|     case TexGenType::Color0:
 | |
|       out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_0.x, "
 | |
|                 "vertex_lighting_0.y, 1);\n",
 | |
|                 i);
 | |
|       break;
 | |
|     case TexGenType::Color1:
 | |
|       out.Write("\tvertex_output.texture_coord_{}.xyz = vec3(vertex_lighting_1.x, "
 | |
|                 "vertex_lighting_1.y, 1);\n",
 | |
|                 i);
 | |
|       break;
 | |
|     case TexGenType::Regular:
 | |
|       out.Write("\tvertex_output.texture_coord_{0} = "
 | |
|                 "dolphin_transform_texcoord{0}(vertex_input.texture_coord_{0});\n",
 | |
|                 i);
 | |
|       break;
 | |
|     };
 | |
|   }
 | |
| 
 | |
|   // Fill out output that is unused
 | |
|   for (u32 i = uid_data->numTexGens; i < 8; i++)
 | |
|   {
 | |
|     out.Write("\tvertex_output.texture_coord_{0} = vec3(0, 0, 0);\n", i);
 | |
|   }
 | |
| }
 |