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authorRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2010-09-23 02:17:48 +0000
committerRodolfo Osvaldo Bogado <rodolfoosvaldobogado@gmail.com>2010-09-23 02:17:48 +0000
commite641323de2bd262fbc6bd4adf2299f5c0c7b33c0 (patch)
tree68c982e590f3cf924a6cf93b14d66b7715c3eaa8 /Source/Core/VideoCommon/Src/PixelShaderManager.cpp
parent5e806eb7b27db99510fd565505587b7d7c246cb6 (diff)
i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :)) for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy. stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object. this settings are different in every games as they use different depth ranges. please for any regression and bug introduced by this commit. if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/PixelShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/PixelShaderManager.cpp82
1 files changed, 81 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/PixelShaderManager.cpp b/Source/Core/VideoCommon/Src/PixelShaderManager.cpp
index 304d3df941..e0bad16ee5 100644
--- a/Source/Core/VideoCommon/Src/PixelShaderManager.cpp
+++ b/Source/Core/VideoCommon/Src/PixelShaderManager.cpp
@@ -23,7 +23,7 @@
#include "PixelShaderManager.h"
#include "VideoCommon.h"
#include "VideoConfig.h"
-
+static float GC_ALIGNED16(s_fMaterials[16]);
static int s_nColorsChanged[2]; // 0 - regular colors, 1 - k colors
static int s_nIndTexMtxChanged;
static bool s_bAlphaChanged;
@@ -32,6 +32,7 @@ static bool s_bZTextureTypeChanged;
static bool s_bDepthRangeChanged;
static bool s_bFogColorChanged;
static bool s_bFogParamChanged;
+static int nLightsChanged[2]; // min,max
static float lastDepthRange[2]; // 0 = far z, 1 = far - near
static float lastRGBAfull[2][4][4];
static u8 s_nTexDimsChanged;
@@ -39,6 +40,7 @@ static u8 s_nIndTexScaleChanged;
static u32 lastAlpha;
static u32 lastTexDims[8]; // width | height << 16 | wrap_s << 28 | wrap_t << 30
static u32 lastZBias;
+static int nMaterialsChanged;
void PixelShaderManager::Init()
{
@@ -57,6 +59,8 @@ void PixelShaderManager::Dirty()
s_nIndTexMtxChanged = 15;
s_bAlphaChanged = s_bZBiasChanged = s_bZTextureTypeChanged = s_bDepthRangeChanged = true;
s_bFogColorChanged = s_bFogParamChanged = true;
+ nLightsChanged[0] = 0; nLightsChanged[1] = 0x80;
+ nMaterialsChanged = 15;
}
void PixelShaderManager::Shutdown()
@@ -207,6 +211,50 @@ void PixelShaderManager::SetConstants()
}
s_bFogParamChanged = false;
}
+
+ if (nLightsChanged[0] >= 0)
+ {
+ // lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
+ int istart = nLightsChanged[0] / 0x10;
+ int iend = (nLightsChanged[1] + 15) / 0x10;
+ const float* xfmemptr = (const float*)&xfmem[0x10 * istart + XFMEM_LIGHTS];
+
+ for (int i = istart; i < iend; ++i)
+ {
+ u32 color = *(const u32*)(xfmemptr + 3);
+ float NormalizationCoef = 1 / 255.0f;
+ SetPSConstant4f(C_PLIGHTS + 5 * i,
+ ((color >> 24) & 0xFF) * NormalizationCoef,
+ ((color >> 16) & 0xFF) * NormalizationCoef,
+ ((color >> 8) & 0xFF) * NormalizationCoef,
+ ((color) & 0xFF) * NormalizationCoef);
+ xfmemptr += 4;
+
+ for (int j = 0; j < 4; ++j, xfmemptr += 3)
+ {
+ if (j == 1 &&
+ fabs(xfmemptr[0]) < 0.00001f &&
+ fabs(xfmemptr[1]) < 0.00001f &&
+ fabs(xfmemptr[2]) < 0.00001f)
+ {
+ // dist attenuation, make sure not equal to 0!!!
+ SetPSConstant4f(C_PLIGHTS+5*i+j+1, 0.00001f, xfmemptr[1], xfmemptr[2], 0);
+ }
+ else
+ SetPSConstant4fv(C_PLIGHTS+5*i+j+1, xfmemptr);
+ }
+ }
+
+ nLightsChanged[0] = nLightsChanged[1] = -1;
+ }
+ if (nMaterialsChanged)
+ {
+ for (int i = 0; i < 4; ++i)
+ if (nMaterialsChanged & (1 << i))
+ SetPSConstant4fv(C_PMATERIALS + i, &s_fMaterials[4 * i]);
+
+ nMaterialsChanged = 0;
+ }
}
void PixelShaderManager::SetPSTextureDims(int texid)
@@ -349,3 +397,35 @@ void PixelShaderManager::SetColorMatrix(const float* pmatrix, const float* pfCon
SetMultiPSConstant4fv(C_COLORMATRIX,4,pmatrix);
SetPSConstant4fv(C_COLORMATRIX+4, pfConstAdd);
}
+
+void PixelShaderManager::InvalidateXFRange(int start, int end)
+{
+ if (start < XFMEM_LIGHTS_END && end > XFMEM_LIGHTS)
+ {
+ int _start = start < XFMEM_LIGHTS ? XFMEM_LIGHTS : start-XFMEM_LIGHTS;
+ int _end = end < XFMEM_LIGHTS_END ? end-XFMEM_LIGHTS : XFMEM_LIGHTS_END-XFMEM_LIGHTS;
+
+ if (nLightsChanged[0] == -1 )
+ {
+ nLightsChanged[0] = _start;
+ nLightsChanged[1] = _end;
+ }
+ else
+ {
+ if (nLightsChanged[0] > _start) nLightsChanged[0] = _start;
+ if (nLightsChanged[1] < _end) nLightsChanged[1] = _end;
+ }
+ }
+}
+
+void PixelShaderManager::SetMaterialColor(int index, u32 data)
+{
+ int ind = index * 4;
+
+ nMaterialsChanged |= (1 << index);
+ float NormalizationCoef = 1 / 255.0f;
+ s_fMaterials[ind++] = ((data >> 24) & 0xFF) * NormalizationCoef;
+ s_fMaterials[ind++] = ((data >> 16) & 0xFF) * NormalizationCoef;
+ s_fMaterials[ind++] = ((data >> 8) & 0xFF) * NormalizationCoef;
+ s_fMaterials[ind] = ( data & 0xFF) * NormalizationCoef;
+}