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authorluisr142004 <luisr142004@gmail.com>2010-07-06 13:14:51 +0000
committerluisr142004 <luisr142004@gmail.com>2010-07-06 13:14:51 +0000
commite9e12ff100b0f92e6a6acb39d9d8574b75658428 (patch)
treeca449551dbfbefcbee6c817c235851bbb4eedde5 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp
parent5133793c6c1b5d1ffe25d8c285bcdab5cb858407 (diff)
cleanup + some eolz
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5842 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp631
1 files changed, 318 insertions, 313 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index fe2f1d134f..582cae9d64 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -84,35 +84,35 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
{
setlocale(LC_NUMERIC, "C"); // Reset locale for compilation
text[sizeof(text) - 1] = 0x7C; // canary
- DVSTARTPROFILE();
+ DVSTARTPROFILE();
- _assert_(bpmem.genMode.numtexgens == xfregs.numTexGens);
- _assert_(bpmem.genMode.numcolchans == xfregs.nNumChans);
-
+ _assert_(bpmem.genMode.numtexgens == xfregs.numTexGens);
+ _assert_(bpmem.genMode.numcolchans == xfregs.nNumChans);
+
bool is_d3d = (api_type == API_D3D9 || api_type == API_D3D11);
- u32 lightMask = 0;
- if (xfregs.nNumChans > 0)
+ 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();
-
- char *p = text;
- WRITE(p, "//Vertex Shader: comp:%x, \n", components);
- WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
- "typedef struct { float4 t; } FLT4;\n"
- "typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
- "typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
- "typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
- "typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
- "typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
- "typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
- "typedef struct { float4 C0,C1,C2,C3; } s_"I_MATERIALS";\n"
- "typedef struct { float4 T0,T1,T2,T3; } s_"I_PROJECTION";\n"
- );
-
- WRITE(p, "struct VS_OUTPUT {\n");
- WRITE(p, " float4 pos : POSITION;\n");
- WRITE(p, " float4 colors[2] : COLOR0;\n");
+ if (xfregs.nNumChans > 1)
+ lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
+
+ char *p = text;
+ WRITE(p, "//Vertex Shader: comp:%x, \n", components);
+ WRITE(p, "typedef struct { float4 T0, T1, T2; float4 N0, N1, N2; } s_"I_POSNORMALMATRIX";\n"
+ "typedef struct { float4 t; } FLT4;\n"
+ "typedef struct { FLT4 T[24]; } s_"I_TEXMATRICES";\n"
+ "typedef struct { FLT4 T[64]; } s_"I_TRANSFORMMATRICES";\n"
+ "typedef struct { FLT4 T[32]; } s_"I_NORMALMATRICES";\n"
+ "typedef struct { FLT4 T[64]; } s_"I_POSTTRANSFORMMATRICES";\n"
+ "typedef struct { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; } Light;\n"
+ "typedef struct { Light lights[8]; } s_"I_LIGHTS";\n"
+ "typedef struct { float4 C0, C1, C2, C3; } s_"I_MATERIALS";\n"
+ "typedef struct { float4 T0, T1, T2, T3; } s_"I_PROJECTION";\n"
+ );
+
+ WRITE(p, "struct VS_OUTPUT {\n");
+ WRITE(p, " float4 pos : POSITION;\n");
+ WRITE(p, " float4 colors[2] : COLOR0;\n");
if (xfregs.numTexGens < 7) {
for (int i = 0; i < xfregs.numTexGens; ++i)
@@ -123,46 +123,46 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
}
- WRITE(p, "};\n");
+ WRITE(p, "};\n");
- // uniforms
+ // uniforms
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, "VS_OUTPUT main(\n");
-
- // inputs
- if (components & VB_HAS_NRM0)
- WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
- if (components & VB_HAS_NRM1) {
+ 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, "VS_OUTPUT main(\n");
+
+ // inputs
+ if (components & VB_HAS_NRM0)
+ WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
+ if (components & VB_HAS_NRM1) {
if (is_d3d)
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
else
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
}
- if (components & VB_HAS_NRM2) {
- if (is_d3d)
+ if (components & VB_HAS_NRM2) {
+ if (is_d3d)
WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
else
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) {
+ 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) {
if (is_d3d)
{
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
@@ -170,11 +170,11 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
else
WRITE(p, " float fposmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
}
- WRITE(p, " float4 rawpos : POSITION) {\n");
- WRITE(p, "VS_OUTPUT o;\n");
+ WRITE(p, " float4 rawpos : POSITION) {\n");
+ WRITE(p, "VS_OUTPUT o;\n");
- // transforms
- if (components & VB_HAS_POSMTXIDX) {
+ // transforms
+ if (components & VB_HAS_POSMTXIDX) {
if (api_type == API_D3D9)
{
WRITE(p, "int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n");
@@ -189,239 +189,242 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, "int posmtx = fposmtx;\n");
}
- 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, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
- if (components & VB_HAS_NRM1)
- WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
- if (components & VB_HAS_NRM2)
- WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
-
- }
- else {
- WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
- if (components & VB_HAS_NRM0)
- WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
- if (components & VB_HAS_NRM1)
- WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
- if (components & VB_HAS_NRM2)
- WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
- }
-
- if (!(components & VB_HAS_NRM0))
- WRITE(p, "float3 _norm0 = float3(0.0f,0.0f,0.0f);\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, "float4 mat,lacc;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
- "float3 ldir, h;\n"
- "float 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");
-
- WRITE(p, "lacc = float4(1.0f,1.0f,1.0f,1.0f);\n");
- if (color.matsource) {// from vertex
- if (components & (VB_HAS_COL0 << j))
- WRITE(p, "mat = color%d;\n", j);
- else
- WRITE(p, "mat = float4(1.0f,1.0f,1.0f,1.0f);\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 = float4(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);
- }
+ 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, "float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0)));\n");
+ if (components & VB_HAS_NRM1)
+ WRITE(p, "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
+ if (components & VB_HAS_NRM2)
+ WRITE(p, "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
+ }
+ else
+ {
+ WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1.0f);\n");
+ if (components & VB_HAS_NRM0)
+ WRITE(p, "float3 _norm0 = normalize(float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0)));\n");
+ if (components & VB_HAS_NRM1)
+ WRITE(p, "float3 _norm1 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
+ if (components & VB_HAS_NRM2)
+ WRITE(p, "float3 _norm2 = float3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
+ }
+
+ if (!(components & VB_HAS_NRM0))
+ WRITE(p, "float3 _norm0 = float3(0.0f, 0.0f, 0.0f);\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, "float4 mat, lacc;\n" // = half4(1, 1, 1, 1), lacc = half4(0, 0, 0, 0);\n"
+ "float3 ldir, h;\n"
+ "float 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");
+
+ WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
+ if (color.matsource) {// from vertex
+ if (components & (VB_HAS_COL0 << j))
+ WRITE(p, "mat = color%d;\n", j);
+ else
+ WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\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 = float4(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)
{
// both have lighting, test if they use the same lights
- int mask = 0;
+ int mask = 0;
if(color.lightparams == alpha.lightparams)
{
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
if(mask)
{
- for (int i = 0; i < 8; ++i)
+ 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)
+
+ // 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);
- }
+ 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)
{
- //ligths are disabled in one channel so proccess only te active
+ // lights are disabled on one channel so process only the active ones
LitChannel workingchannel = color.enablelighting ? color : alpha;
int coloralpha = color.enablelighting ? 1 : 2;
- for (int i = 0; i < 8; ++i)
+ for (int i = 0; i < 8; ++i)
{
- if (workingchannel.GetFullLightMask() & (1<<i))
- p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
-
- }
+ if (workingchannel.GetFullLightMask() & (1<<i))
+ p = GenerateLightShader(p, i, workingchannel, "lacc", coloralpha);
+ }
}
- if (color.enablelighting != alpha.enablelighting) {
- if (color.enablelighting)
- WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\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 * saturate(lacc.w);\n", j, j);
- }
- else {
- if (alpha.enablelighting)
- WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
- else
+ if (color.enablelighting != alpha.enablelighting) {
+ if (color.enablelighting)
+ WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\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 * saturate(lacc.w);\n", j, j);
+ }
+ else
+ {
+ if (alpha.enablelighting)
+ WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
+ else
WRITE(p, "o.colors[%d] = mat;\n", j);
- }
- WRITE(p, "}\n");
- }
+ }
+ WRITE(p, "}\n");
+ }
- // zero left over channels
- for (int i = xfregs.nNumChans; i < 2; ++i)
- WRITE(p, "o.colors[%d] = float4(0.0f,0.0f,0.0f,1.0f);\n", i);
+ // zero left over channels
+ for (int i = xfregs.nNumChans; i < 2; ++i)
+ WRITE(p, "o.colors[%d] = float4(0.0f, 0.0f, 0.0f, 1.0f);\n", i);
- // special case if only pos and tex coord 0 and tex coord input is AB11
+ // special case if only pos and tex coord 0 and tex coord input is AB11
// donko - this has caused problems in some games. removed for now.
bool texGenSpecialCase = false;
/*bool texGenSpecialCase =
((g_VtxDesc.Hex & 0x60600L) == g_VtxDesc.Hex) && // only pos and tex coord 0
(g_VtxDesc.Tex0Coord != NOT_PRESENT) &&
(xfregs.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
- */
-
- // transform texcoords
- WRITE(p, "float4 coord = float4(0.0f,0.0f,1.0f,1.0f);\n");
- for (int i = 0; i < xfregs.numTexGens; ++i) {
- TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
-
- WRITE(p, "{\n");
- WRITE(p, "coord = float4(0.0f,0.0f,1.0f,1.0f);\n");
- switch (texinfo.sourcerow) {
- case XF_SRCGEOM_INROW:
- _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
- WRITE(p, "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, "coord = float4(rawnorm0.xyz, 1.0f);\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, "coord = float4(rawnorm1.xyz, 1.0f);\n");
- }
- break;
- case XF_SRCBINORMAL_B_INROW:
- if (components & VB_HAS_NRM2) {
- _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
- WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
- }
- break;
- default:
- _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
- if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
- WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
- break;
- }
-
- // firs transformation
- switch (texinfo.texgentype) {
- 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;
+ */
+
+ // transform texcoords
+ WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
+ for (int i = 0; i < xfregs.numTexGens; ++i) {
+ TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
+
+ WRITE(p, "{\n");
+ WRITE(p, "coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
+ switch (texinfo.sourcerow) {
+ case XF_SRCGEOM_INROW:
+ _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
+ WRITE(p, "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, "coord = float4(rawnorm0.xyz, 1.0f);\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, "coord = float4(rawnorm1.xyz, 1.0f);\n");
+ }
+ break;
+ case XF_SRCBINORMAL_B_INROW:
+ if (components & VB_HAS_NRM2) {
+ _assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
+ WRITE(p, "coord = float4(rawnorm2.xyz, 1.0f);\n");
+ }
+ break;
+ default:
+ _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
+ if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
+ WRITE(p, "coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
+ break;
+ }
+
+ // first transformation
+ switch (texinfo.texgentype) {
+ 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;
case XF_TEXGEN_REGULAR:
default:
- 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;
- }
-
- if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
+ 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;
+ }
+
+ if (xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
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"
@@ -433,24 +436,25 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
// q of input is 1
// q of output is unknown
- //multiply by postmatrix
+ // multiply by postmatrix
WRITE(p, "o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0f);\n", i, i, i);
}
- else {
+ else
+ {
if (xfregs.texcoords[i].postmtxinfo.normalize)
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
- //multiply by postmatrix
+ // multiply by postmatrix
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");
- }
+ WRITE(p, "}\n");
+ }
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGens < 7) {
- WRITE(p, "o.clipPos = o.pos;\n");
+ WRITE(p, "o.clipPos = o.pos;\n");
} else {
WRITE(p, "o.tex0.w = o.pos.x;\n");
WRITE(p, "o.tex1.w = o.pos.y;\n");
@@ -468,66 +472,67 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
WRITE(p, "o.pos.z = (o.pos.z * 2.0f) + o.pos.w;\n");
}
- WRITE(p, "return o;\n}\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;
+ 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, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
- }
- else if (chan.attnfunc == 1) { // specular
- WRITE(p, "attn = (dot(_norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
- WRITE(p, "ldir = float3(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");
+ 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, float3(1.0f, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", index, index);
+ }
+ else if (chan.attnfunc == 1) { // specular
+ WRITE(p, "attn = (dot(_norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
+ WRITE(p, "ldir = float3(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");
setlocale(LC_NUMERIC, ""); // restore locale
- return p;
+ return p;
}