diff options
| author | luisr142004 <luisr142004@gmail.com> | 2010-07-06 13:14:51 +0000 |
|---|---|---|
| committer | luisr142004 <luisr142004@gmail.com> | 2010-07-06 13:14:51 +0000 |
| commit | e9e12ff100b0f92e6a6acb39d9d8574b75658428 (patch) | |
| tree | ca449551dbfbefcbee6c817c235851bbb4eedde5 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp | |
| parent | 5133793c6c1b5d1ffe25d8c285bcdab5cb858407 (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.cpp | 631 |
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; } |
