diff options
| author | Scott Mansell <phiren@gmail.com> | 2016-06-26 23:01:02 +1200 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2016-06-26 23:10:31 +1200 |
| commit | d958388617fe16cc44b385658a4e44dfc9ae39e7 (patch) | |
| tree | d9bd67fa74aea5e95c3269d39d803e94165f6650 /Source/Core/VideoCommon/LightingShaderGen.cpp | |
| parent | b16333a25cc0d8396f71fa1e410484026adea964 (diff) | |
VideoCommon: Fix some warnings.
Diffstat (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/LightingShaderGen.cpp | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp new file mode 100644 index 0000000000..051d4ddae7 --- /dev/null +++ b/Source/Core/VideoCommon/LightingShaderGen.cpp @@ -0,0 +1,203 @@ +// Copyright 2016 Dolphin Emulator Project +// Licensed under GPLv2+ +// Refer to the license.txt file included. + +#include <VideoCommon/LightingShaderGen.h> + +static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index, + int litchan_index, bool alpha) +{ + const char* swizzle = alpha ? "a" : "rgb"; + const char* swizzle_components = (alpha) ? "" : "3"; + + int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3; + int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3; + + switch (attnfunc) + { + case LIGHTATTN_NONE: + case LIGHTATTN_DIR: + object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); + object.Write("attn = 1.0;\n"); + object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n"); + break; + case LIGHTATTN_SPEC: + object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); + object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR + ".xyz)) : 0.0;\n", + LIGHT_DIR_PARAMS(index)); + object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index)); + object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n", + (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index)); + object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " + "float3(1.0, attn, attn*attn));\n"); + break; + case LIGHTATTN_SPOT: + object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index)); + object.Write("dist2 = dot(ldir, ldir);\n" + "dist = sqrt(dist2);\n" + "ldir = ldir / dist;\n" + "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n", + LIGHT_DIR_PARAMS(index)); + // attn*attn may overflow + object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT + ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n", + LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), + LIGHT_DISTATT_PARAMS(index)); + break; + } + + switch (diffusefunc) + { + case LIGHTDIF_NONE: + object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle, + swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n", + swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(", + swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); + break; + default: + _assert_(0); + } + + object.Write("\n"); +} + +// vertex shader +// lights/colors +// materials name is I_MATERIALS in vs and I_PMATERIALS in ps +// inColorName is color in vs and colors_ in ps +// dest is o.colors_ in vs and colors_ in ps +void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, + int components, const char* inColorName, const char* dest) +{ + for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) + { + object.Write("{\n"); + + bool colormatsource = !!(uid_data.matsource & (1 << j)); + if (colormatsource) // from vertex + { + if (components & (VB_HAS_COL0 << j)) + object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j); + else if (components & VB_HAS_COL0) + object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName); + else + object.Write("int4 mat = int4(255, 255, 255, 255);\n"); + } + else // from color + { + object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2); + } + + if (uid_data.enablelighting & (1 << j)) + { + if (uid_data.ambsource & (1 << j)) // from vertex + { + if (components & (VB_HAS_COL0 << j)) + object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j); + else if (components & VB_HAS_COL0) + object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName); + else + // TODO: this isn't verified. Here we want to read the ambient from the vertex, + // but the vertex itself has no color. So we don't know which value to read. + // Returning 1.0 is the same as disabled lightning, so this could be fine + object.Write("lacc = int4(255, 255, 255, 255);\n"); + } + else // from color + { + object.Write("lacc = %s[%d];\n", I_MATERIALS, j); + } + } + else + { + object.Write("lacc = int4(255, 255, 255, 255);\n"); + } + + // check if alpha is different + bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2))); + if (alphamatsource != colormatsource) + { + if (alphamatsource) // from vertex + { + if (components & (VB_HAS_COL0 << j)) + object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j); + else if (components & VB_HAS_COL0) + object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName); + else + object.Write("mat.w = 255;\n"); + } + else // from color + { + object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2); + } + } + + if (uid_data.enablelighting & (1 << (j + 2))) + { + if (uid_data.ambsource & (1 << (j + 2))) // from vertex + { + if (components & (VB_HAS_COL0 << j)) + object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j); + else if (components & VB_HAS_COL0) + object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName); + else + // TODO: The same for alpha: We want to read from vertex, but the vertex has no color + object.Write("lacc.w = 255;\n"); + } + else // from color + { + object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j); + } + } + else + { + object.Write("lacc.w = 255;\n"); + } + + if (uid_data.enablelighting & (1 << j)) // Color lights + { + for (int i = 0; i < 8; ++i) + if (uid_data.light_mask & (1 << (i + 8 * j))) + GenerateLightShader(object, uid_data, i, j, false); + } + if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights + { + for (int i = 0; i < 8; ++i) + if (uid_data.light_mask & (1 << (i + 8 * (j + 2)))) + GenerateLightShader(object, uid_data, i, j + 2, true); + } + object.Write("lacc = clamp(lacc, 0, 255);\n"); + object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j); + object.Write("}\n"); + } +} + +void GetLightingShaderUid(LightingUidData& uid_data) +{ + for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) + { + uid_data.matsource |= xfmem.color[j].matsource << j; + uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2); + uid_data.enablelighting |= xfmem.color[j].enablelighting << j; + uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2); + + if (uid_data.enablelighting & (1 << j)) // Color lights + { + uid_data.ambsource |= xfmem.color[j].ambsource << j; + uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j); + uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j); + uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j); + } + if (uid_data.enablelighting & (1 << (j + 2))) // Alpha lights + { + uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2); + uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2)); + uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2)); + uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); + } + } +}
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