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authorScott Mansell <phiren@gmail.com>2016-06-26 23:01:02 +1200
committerScott Mansell <phiren@gmail.com>2016-06-26 23:10:31 +1200
commitd958388617fe16cc44b385658a4e44dfc9ae39e7 (patch)
treed9bd67fa74aea5e95c3269d39d803e94165f6650 /Source/Core/VideoCommon/LightingShaderGen.cpp
parentb16333a25cc0d8396f71fa1e410484026adea964 (diff)
VideoCommon: Fix some warnings.
Diffstat (limited to 'Source/Core/VideoCommon/LightingShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/LightingShaderGen.cpp203
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));
+ }
+ }
+} \ No newline at end of file