diff options
| author | hrydgard <hrydgard@gmail.com> | 2008-12-26 17:33:53 +0000 |
|---|---|---|
| committer | hrydgard <hrydgard@gmail.com> | 2008-12-26 17:33:53 +0000 |
| commit | 3db9fb4fc13853b9564dfbe097edfd7772d6450d (patch) | |
| tree | c6d8e628f0f489c4627833101e74cced21590bd2 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | 8bf3d8310789712632d03d39076bc8c12e88428c (diff) | |
More renaming.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1696 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 512 |
1 files changed, 512 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp new file mode 100644 index 0000000000..a3fdfc13f0 --- /dev/null +++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp @@ -0,0 +1,512 @@ +// Copyright (C) 2003-2008 Dolphin Project. + +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. + +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. + +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ + +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ + +#include <math.h> + +#include "Profiler.h" +#include "NativeVertexFormat.h" + +#include "BPMemory.h" +#include "VertexShaderGen.h" + +// Mash together all the inputs that contribute to the code of a generated vertex shader into +// a unique identifier, basically containing all the bits. Yup, it's a lot .... +void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender) +{ + vid.values[0] = components | + (xfregs.numTexGens << 23) | + (xfregs.nNumChans << 27) | + ((u32)xfregs.bEnableDualTexTransform << 29) | + (zbufrender << 30); + + for (int i = 0; i < 2; ++i) { + vid.values[1+i] = xfregs.colChans[i].color.enablelighting ? + (u32)xfregs.colChans[i].color.hex : + (u32)xfregs.colChans[i].color.matsource; + vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ? + (u32)xfregs.colChans[i].alpha.hex : + (u32)xfregs.colChans[i].alpha.matsource) << 15; + } + + // fog + vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30); + vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30); + + u32* pcurvalue = &vid.values[3]; + for (int i = 0; i < xfregs.numTexGens; ++i) { + TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo; + if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) + tinfo.hex &= 0x7ff; + if (tinfo.texgentype != XF_TEXGEN_REGULAR) + tinfo.projection = 0; + + u32 val = ((tinfo.hex >> 1) & 0x1ffff); + if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) { + // rewrite normalization and post index + val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23); + } + + switch (i & 3) { + case 0: pcurvalue[0] |= val; break; + case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break; + case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break; + case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break; + } + } +} + +static char text[16384]; + +#define WRITE p+=sprintf + +#define LIGHTS_POS "" + +char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha); + +const char *GenerateVertexShader(u32 components, bool has_zbuffer_target) +{ + text[sizeof(text) - 1] = 0x7C; // canary + DVSTARTPROFILE(); + + _assert_( bpmem.genMode.numtexgens == xfregs.numTexGens); + _assert_( bpmem.genMode.numcolchans == xfregs.nNumChans); + + u32 lightMask = 0; + if (xfregs.nNumChans > 0) + lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask(); + if (xfregs.nNumChans > 1) + lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask(); + + bool bOutputZ = bpmem.ztex2.op==ZTEXTURE_ADD || has_zbuffer_target; + int ztexcoord = -1; + + char *p = text; + WRITE(p, "//Vertex Shader: comp:%x, \n", components); + WRITE(p, "typedef struct {\n" + " float4 T0, T1, T2;\n" + " float4 N0, N1, N2;\n" + "} s_"I_POSNORMALMATRIX";\n\n" + "typedef struct {\n" + " float4 t;\n" + "} FLT4;\n" + "typedef struct {\n" + " FLT4 T[24];\n" + "} s_"I_TEXMATRICES";\n\n" + "typedef struct {\n" + " FLT4 T[64];\n" + "} s_"I_TRANSFORMMATRICES";\n\n" + "typedef struct {\n" + " FLT4 T[32];\n" + "} s_"I_NORMALMATRICES";\n\n" + "typedef struct {\n" + " FLT4 T[64];\n" + "} s_"I_POSTTRANSFORMMATRICES";\n\n" + "typedef struct {\n" + " float4 col;\n" + " float4 cosatt;\n" + " float4 distatt;\n" + " float4 pos;\n" + " float4 dir;\n" + "} Light;\n\n" + "typedef struct {\n" + " Light lights[8];\n" + "} s_"I_LIGHTS";\n\n" + "typedef struct {\n" + " float4 C0, C1, C2, C3;\n" + "} s_"I_MATERIALS";\n\n" + "typedef struct {\n" + " float4 T0,T1,T2,T3;\n" + "} s_"I_PROJECTION";\n" + "typedef struct {\n" + " float4 params;\n" // a, b, c, b_shift + "} s_"I_FOGPARAMS";\n\n"); + + WRITE(p, "struct VS_OUTPUT {\n"); + WRITE(p, " float4 pos : POSITION;\n"); + WRITE(p, " float4 colors[2] : COLOR0;\n"); + + // if outputting Z, embed the Z coordinate in the w component of a texture coordinate + // if number of tex gens occupies all the texture coordinates, use the last tex coord + // otherwise use the next available tex coord + for (int i = 0; i < xfregs.numTexGens; ++i) { + WRITE(p, " float%d tex%d : TEXCOORD%d;\n", (i==(xfregs.numTexGens-1)&&bOutputZ)?4:3, i, i); + } + if (bOutputZ && xfregs.numTexGens == 0) { + ztexcoord = 0; + WRITE(p, " float4 tex%d : TEXCOORD%d;\n", ztexcoord, ztexcoord); + } + else if (bOutputZ) + ztexcoord = xfregs.numTexGens - 1; + + WRITE(p, "};\n"); + WRITE(p, "\n"); + + // uniforms + + // bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep? + + WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES); + WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices + WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES); + WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX); + WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES); + WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS); + WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS); + WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION); + WRITE(p, "uniform s_"I_FOGPARAMS" "I_FOGPARAMS" : register(c%d);\n", C_FOGPARAMS); + + WRITE(p, "VS_OUTPUT main(\n"); + + // inputs + if (components & VB_HAS_NRM0) + WRITE(p, " float3 rawnorm0 : NORMAL,\n"); + if (components & VB_HAS_NRM1) + WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB); + if (components & VB_HAS_NRM2) + WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB); + if (components & VB_HAS_COL0) + WRITE(p, " float4 color0 : COLOR0,\n"); + if (components & VB_HAS_COL1) + WRITE(p, " float4 color1 : COLOR1,\n"); + for (int i = 0; i < 8; ++i) { + u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i)); + if ((components & (VB_HAS_UV0<<i)) || hastexmtx ) + WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i,i); + } + if (components & VB_HAS_POSMTXIDX) + WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB); + + WRITE(p, " float4 rawpos : POSITION) {\n"); + WRITE(p, "VS_OUTPUT o;\n"); + + // transforms + if (components & VB_HAS_POSMTXIDX) { + WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n"); + + if (components & VB_HAS_NRMALL) { + WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n"); + WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n"); + } + + if (components & VB_HAS_NRM0) + WRITE(p, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n" + "half3 norm0 = normalize(_norm0);\n"); + if (components & VB_HAS_NRM1) + WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); + //"half3 norm1 = normalize(_norm1);\n"); + if (components & VB_HAS_NRM2) + WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); + //"half3 norm2 = normalize(_norm2);\n"); + } + else { + WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n"); + if (components & VB_HAS_NRM0) + WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n" + "half3 norm0 = normalize(_norm0);\n"); + if (components & VB_HAS_NRM1) + WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n"); + //"half3 norm1 = normalize(_norm1);\n"); + if (components & VB_HAS_NRM2) + WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n"); + //"half3 norm2 = normalize(_norm2);\n"); + } + + if (!(components & VB_HAS_NRM0)) + WRITE(p, "half3 _norm0 = half3(0,0,0), norm0= half3(0,0,0);\n"); + + WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n"); + + WRITE(p, "half4 mat, lacc;\n" + "half3 ldir, h;\n" + "half dist, dist2, attn;\n"); + + // lights/colors + for (int j = 0; j < xfregs.nNumChans; j++) { + + // bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused + const LitChannel& color = xfregs.colChans[j].color; + const LitChannel& alpha = xfregs.colChans[j].alpha; + + WRITE(p, "{\n"); + + if (color.matsource) {// from vertex + if (components & (VB_HAS_COL0<<j) ) + WRITE(p, "mat = color%d;\n", j); + else WRITE(p, "mat = half4(1,1,1,1);\n"); + } + else // from color + WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2); + + if (color.enablelighting) { + if (color.ambsource) {// from vertex + if (components & (VB_HAS_COL0<<j) ) + WRITE(p, "lacc = color%d;\n", j); + else WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n"); + } + else // from color + WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j); + } + + // check if alpha is different + if (alpha.matsource != color.matsource) { + if (alpha.matsource) {// from vertex + if (components & (VB_HAS_COL0<<j) ) + WRITE(p, "mat.w = color%d.w;\n", j); + else WRITE(p, "mat.w = 1;\n"); + } + else // from color + WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2); + } + + if (alpha.enablelighting && alpha.ambsource != color.ambsource) { + if (alpha.ambsource) {// from vertex + if (components & (VB_HAS_COL0<<j) ) + WRITE(p, "lacc.w = color%d.w;\n", j); + else WRITE(p, "lacc.w = 0;\n"); + } + else // from color + WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j); + } + + if (color.enablelighting && alpha.enablelighting && (color.GetFullLightMask() != alpha.GetFullLightMask() || color.lightparams != alpha.lightparams)) { + + // both have lighting, except not using the same lights + int mask = 0; // holds already computed lights + + if (color.lightparams == alpha.lightparams && (color.GetFullLightMask() & alpha.GetFullLightMask())) { + // if lights are shared, compute those first + mask = color.GetFullLightMask() & alpha.GetFullLightMask(); + for (int i = 0; i < 8; ++i) { + if (mask&(1<<i)) + p = GenerateLightShader(p, i, color, "lacc", 3); + } + } + + // no shared lights + for (int i = 0; i < 8; ++i) { + if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)) ) + p = GenerateLightShader(p, i, color, "lacc", 1); + if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)) ) + p = GenerateLightShader(p, i, alpha, "lacc", 2); + } + } + else if (color.enablelighting || alpha.enablelighting) { + // either one is enabled + int coloralpha = (int)color.enablelighting|((int)alpha.enablelighting<<1); + for (int i = 0; i < 8; ++i) { + if (color.GetFullLightMask() & (1<<i) ) + p = GenerateLightShader(p, i, color.enablelighting?color:alpha, "lacc", coloralpha); + } + } + + if (color.enablelighting != alpha.enablelighting) { + if (color.enablelighting ) + WRITE(p, "o.colors[%d].xyz = mat.xyz * clamp(lacc.xyz,float3(0.0f,0.0f,0.0f),float3(1.0f,1.0f,1.0f));\n" + "o.colors[%d].w = mat.w;\n", j, j); + else + WRITE(p, "o.colors[%d].xyz = mat.xyz;\n" + "o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j); + } + else { + if (alpha.enablelighting ) + WRITE(p, "o.colors[%d] = mat * clamp(lacc,float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j); + else WRITE(p, "o.colors[%d] = mat;\n", j); + } + WRITE(p, "}\n"); + } + + // zero left over channels + for (int i = xfregs.nNumChans; i < 2; ++i) + WRITE(p, "o.colors[%d] = 0;\n", i); + + // transform texcoords + for (int i = 0; i < xfregs.numTexGens; ++i) { + TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo; + + WRITE(p, "{\n"); + switch (texinfo.sourcerow) { + case XF_SRCGEOM_INROW: + _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); + WRITE(p, "float4 coord = rawpos;\n"); // pos.w is 1 + break; + case XF_SRCNORMAL_INROW: + if (components & VB_HAS_NRM0) { + _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); + WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n"); + } + else WRITE(p, "float4 coord = 0;\n"); + break; + case XF_SRCCOLORS_INROW: + _assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 ); + break; + case XF_SRCBINORMAL_T_INROW: + if (components & VB_HAS_NRM1) { + _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); + WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n"); + } + else WRITE(p, "float4 coord = 0;\n"); + break; + case XF_SRCBINORMAL_B_INROW: + if (components & VB_HAS_NRM2) { + _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 ); + WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n"); + } + else WRITE(p, "float4 coord = 0;\n"); + break; + default: + _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); + if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) ) + WRITE(p, "float4 coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); + else + WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n"); + break; + } + + // firs transformation + switch (texinfo.texgentype) { + case XF_TEXGEN_REGULAR: + if (components & (VB_HAS_TEXMTXIDX0<<i)) { + if (texinfo.projection == XF_TEXPROJ_STQ ) + WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i); + else { + WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i); + } + } + else { + if (texinfo.projection == XF_TEXPROJ_STQ ) + WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2); + else + WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1); + } + break; + case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map + + if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) { + // transform the light dir into tangent space + WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift); + WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift); + } + else _assert_(0); // should have normals + + break; + case XF_TEXGEN_COLOR_STRGBC0: + _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); + WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i); + break; + case XF_TEXGEN_COLOR_STRGBC1: + _assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW); + WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i); + break; + } + + if(xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types? + if (xfregs.texcoords[i].postmtxinfo.normalize) + WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); + + //multiply by postmatrix + int postidx = xfregs.texcoords[i].postmtxinfo.index; + WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n" + "float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n" + "float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n", + postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f); + WRITE(p, "o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i); + } + + WRITE(p, "}\n"); + } + + if (ztexcoord >= 0 ) + WRITE(p, "o.tex%d.w = o.pos.z/o.pos.w;\n", ztexcoord); + +// if (bpmem.fog.c_proj_fsel.fsel != 0) { +// switch (bpmem.fog.c_proj_fsel.fsel) { +// case 1: // linear +// break; +// case 4: // exp +// break; +// case 5: // exp2 +// break; +// case 6: // backward exp +// break; +// case 7: // backward exp2 +// break; +// } +// +// WRITE(p, "o.fog = o.pos.z/o.pos.w;\n"); +// } + + WRITE(p, "return o;\n}\n"); + + if (text[sizeof(text) - 1] != 0x7C) + PanicAlert("VertexShader generator - buffer too small, canary has been eaten!"); + return text; +} + +// coloralpha - 1 if color, 2 if alpha +char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha) +{ + const char* swizzle = "xyzw"; + if (coloralpha == 1 ) swizzle = "xyz"; + else if (coloralpha == 2 ) swizzle = "w"; + + if (!(chan.attnfunc & 1)) { + // atten disabled + switch (chan.diffusefunc) { + case LIGHTDIF_NONE: + WRITE(p, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index); + WRITE(p, "%s.%s += %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n", + dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle); + break; + default: _assert_(0); + } + } + else { // spec and spot + WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index); + + if (chan.attnfunc == 3) { // spot + WRITE(p, "dist2 = dot(ldir, ldir);\n" + "dist = sqrt(dist2);\n" + "ldir = ldir / dist;\n" + "attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index); + WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, half3(1, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, half3(1,dist,dist2));\n", index, index); + } + else if (chan.attnfunc == 1) { // specular + WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0 ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0;\n", index, index); + WRITE(p, "ldir = half3(1,attn,attn*attn);\n"); + WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index); + } + + switch (chan.diffusefunc) { + case LIGHTDIF_NONE: + WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + WRITE(p, "%s.%s += attn * %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n", + dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle); + break; + default: _assert_(0); + } + } + WRITE(p, "\n"); + + return p; +} |
