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authorStenzek <stenzek@gmail.com>2017-07-27 20:52:20 +1000
committerStenzek <stenzek@gmail.com>2017-07-30 17:43:59 +1000
commite968c191ffc7bf2899e8f56f39f988c36b54034c (patch)
treee3e4c92319967bd445a6add258c1ab3d41aa30ac /Source/Core/VideoCommon/UberShaderCommon.cpp
parentc8f31656cb1c5f5e3c83a5b977fd822e987cb596 (diff)
Ubershaders: Support per-pixel lighting
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderCommon.cpp')
-rw-r--r--Source/Core/VideoCommon/UberShaderCommon.cpp176
1 files changed, 176 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/UberShaderCommon.cpp b/Source/Core/VideoCommon/UberShaderCommon.cpp
index c6f5167b3c..58e33e5942 100644
--- a/Source/Core/VideoCommon/UberShaderCommon.cpp
+++ b/Source/Core/VideoCommon/UberShaderCommon.cpp
@@ -3,7 +3,9 @@
// Refer to the license.txt file included.
#include "VideoCommon/UberShaderCommon.h"
+#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VideoConfig.h"
+#include "VideoCommon/XFMemory.h"
namespace UberShader
{
@@ -24,4 +26,178 @@ void WriteUberShaderCommonHeader(ShaderCode& out, APIType api_type,
"}\n\n");
}
}
+
+void WriteLightingFunction(ShaderCode& out)
+{
+ // ==============================================
+ // Lighting channel calculation helper
+ // ==============================================
+ out.Write("int4 CalculateLighting(uint index, uint attnfunc, uint diffusefunc, float3 pos, "
+ "float3 normal) {\n"
+ " float3 ldir, h, cosAttn, distAttn;\n"
+ " float dist, dist2, attn;\n"
+ "\n"
+ " switch (attnfunc) {\n");
+ out.Write(" case %uu: // LIGNTATTN_NONE\n", LIGHTATTN_NONE);
+ out.Write(" case %uu: // LIGHTATTN_DIR\n", LIGHTATTN_DIR);
+ out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
+ " attn = 1.0;\n"
+ " if (length(ldir) == 0.0)\n"
+ " ldir = normal;\n"
+ " break;\n\n");
+ out.Write(" case %uu: // LIGHTATTN_SPEC\n", LIGHTATTN_SPEC);
+ out.Write(" ldir = normalize(" I_LIGHTS "[index].pos.xyz - pos.xyz);\n"
+ " attn = (dot(normal, ldir) >= 0.0) ? max(0.0, dot(normal, " I_LIGHTS
+ "[index].dir.xyz)) : 0.0;\n"
+ " cosAttn = " I_LIGHTS "[index].cosatt.xyz;\n");
+ out.Write(" if (diffusefunc == %uu) // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
+ out.Write(" distAttn = " I_LIGHTS "[index].distatt.xyz;\n"
+ " else\n"
+ " distAttn = normalize(" I_LIGHTS "[index].distatt.xyz);\n"
+ " attn = max(0.0, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
+ "float3(1.0, attn, attn*attn));\n"
+ " break;\n\n");
+ out.Write(" case %uu: // LIGHTATTN_SPOT\n", LIGHTATTN_SPOT);
+ out.Write(" ldir = " I_LIGHTS "[index].pos.xyz - pos.xyz;\n"
+ " dist2 = dot(ldir, ldir);\n"
+ " dist = sqrt(dist2);\n"
+ " ldir = ldir / dist;\n"
+ " attn = max(0.0, dot(ldir, " I_LIGHTS "[index].dir.xyz));\n"
+ " attn = max(0.0, " I_LIGHTS "[index].cosatt.x + " I_LIGHTS
+ "[index].cosatt.y * attn + " I_LIGHTS "[index].cosatt.z * attn * attn) / dot(" I_LIGHTS
+ "[index].distatt.xyz, float3(1.0, dist, dist2));\n"
+ " break;\n\n");
+ out.Write(" default:\n"
+ " attn = 1.0;\n"
+ " ldir = normal;\n"
+ " break;\n"
+ " }\n"
+ "\n"
+ " switch (diffusefunc) {\n");
+ out.Write(" case %uu: // LIGHTDIF_NONE\n", LIGHTDIF_NONE);
+ out.Write(" return int4(round(attn * float4(" I_LIGHTS "[index].color)));\n\n");
+ out.Write(" case %uu: // LIGHTDIF_SIGN\n", LIGHTDIF_SIGN);
+ out.Write(" return int4(round(attn * dot(ldir, normal) * float4(" I_LIGHTS
+ "[index].color)));\n\n");
+ out.Write(" case %uu: // LIGHTDIF_CLAMP\n", LIGHTDIF_CLAMP);
+ out.Write(" return int4(round(attn * max(0.0, dot(ldir, normal)) * float4(" I_LIGHTS
+ "[index].color)));\n\n");
+ out.Write(" default:\n"
+ " return int4(0, 0, 0, 0);\n"
+ " }\n"
+ "}\n\n");
+}
+
+void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_pos_var,
+ const char* normal_var, const char* in_color_0_var,
+ const char* in_color_1_var, const char* out_color_0_var,
+ const char* out_color_1_var)
+{
+ out.Write("// Lighting\n");
+ out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n",
+ api_type == APIType::D3D ? "[loop] " : "");
+ out.Write(" uint colorreg = xfmem_color(chan);\n"
+ " uint alphareg = xfmem_alpha(chan);\n"
+ " int4 mat = " I_MATERIALS "[chan + 2u]; \n"
+ " int4 lacc = int4(255, 255, 255, 255);\n"
+ "\n");
+
+ out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().matsource).c_str());
+ out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
+ out.Write(" mat.xyz = int3(round(((chan == 0u) ? %s.xyz : %s.xyz) * 255.0));\n",
+ in_color_0_var, in_color_1_var);
+ out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
+ out.Write(" mat.xyz = int3(round(%s.xyz * 255.0));\n", in_color_0_var);
+ out.Write(" else\n"
+ " mat.xyz = int3(255, 255, 255);\n"
+ " }\n"
+ "\n");
+
+ out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().matsource).c_str());
+ out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
+ out.Write(" mat.w = int(round(((chan == 0u) ? %s.w : %s.w) * 255.0));\n", in_color_0_var,
+ in_color_1_var);
+ out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
+ out.Write(" mat.w = int(round(%s.w * 255.0));\n", in_color_0_var);
+ out.Write(" else\n"
+ " mat.w = 255;\n"
+ " } else {\n"
+ " mat.w = " I_MATERIALS " [chan + 2u].w;\n"
+ " }\n"
+ "\n");
+
+ out.Write(" if (%s != 0u) {\n",
+ BitfieldExtract("colorreg", LitChannel().enablelighting).c_str());
+ out.Write(" if (%s != 0u) {\n", BitfieldExtract("colorreg", LitChannel().ambsource).c_str());
+ out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
+ out.Write(" lacc.xyz = int3(round(((chan == 0u) ? %s.xyz : %s.xyz) * 255.0));\n",
+ in_color_0_var, in_color_1_var);
+ out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
+ out.Write(" lacc.xyz = int3(round(%s.xyz * 255.0));\n", in_color_0_var);
+ out.Write(" else\n"
+ " lacc.xyz = int3(255, 255, 255);\n"
+ " } else {\n"
+ " lacc.xyz = " I_MATERIALS " [chan].xyz;\n"
+ " }\n"
+ "\n");
+ out.Write(" uint light_mask = %s | (%s << 4u);\n",
+ BitfieldExtract("colorreg", LitChannel().lightMask0_3).c_str(),
+ BitfieldExtract("colorreg", LitChannel().lightMask4_7).c_str());
+ out.Write(" uint attnfunc = %s;\n",
+ BitfieldExtract("colorreg", LitChannel().attnfunc).c_str());
+ out.Write(" uint diffusefunc = %s;\n",
+ BitfieldExtract("colorreg", LitChannel().diffusefunc).c_str());
+ out.Write(
+ " for (uint light_index = 0u; light_index < 8u; light_index++) {\n"
+ " if ((light_mask & (1u << light_index)) != 0u)\n"
+ " lacc.xyz += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).xyz;\n",
+ world_pos_var, normal_var);
+ out.Write(" }\n"
+ " }\n"
+ "\n");
+
+ out.Write(" if (%s != 0u) {\n",
+ BitfieldExtract("alphareg", LitChannel().enablelighting).c_str());
+ out.Write(" if (%s != 0u) {\n", BitfieldExtract("alphareg", LitChannel().ambsource).c_str());
+ out.Write(" if ((components & (%uu << chan)) != 0u) // VB_HAS_COL0\n", VB_HAS_COL0);
+ out.Write(" lacc.w = int(round(((chan == 0u) ? %s.w : %s.w) * 255.0));\n", in_color_0_var,
+ in_color_1_var);
+ out.Write(" else if ((components & %uu) != 0u) // VB_HAS_COLO0\n", VB_HAS_COL0);
+ out.Write(" lacc.w = int(round(%s.w * 255.0));\n", in_color_0_var);
+ out.Write(" else\n"
+ " lacc.w = 255;\n"
+ " } else {\n"
+ " lacc.w = " I_MATERIALS " [chan].w;\n"
+ " }\n"
+ "\n");
+ out.Write(" uint light_mask = %s | (%s << 4u);\n",
+ BitfieldExtract("alphareg", LitChannel().lightMask0_3).c_str(),
+ BitfieldExtract("alphareg", LitChannel().lightMask4_7).c_str());
+ out.Write(" uint attnfunc = %s;\n",
+ BitfieldExtract("alphareg", LitChannel().attnfunc).c_str());
+ out.Write(" uint diffusefunc = %s;\n",
+ BitfieldExtract("alphareg", LitChannel().diffusefunc).c_str());
+ out.Write(" for (uint light_index = 0u; light_index < 8u; light_index++) {\n\n"
+ " if ((light_mask & (1u << light_index)) != 0u)\n\n"
+ " lacc.w += CalculateLighting(light_index, attnfunc, diffusefunc, %s, %s).w;\n",
+ world_pos_var, normal_var);
+ out.Write(" }\n"
+ " }\n"
+ "\n");
+
+ out.Write(" lacc = clamp(lacc, 0, 255);\n"
+ "\n"
+ " // Hopefully GPUs that can support dynamic indexing will optimize this.\n"
+ " float4 lit_color = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n"
+ " switch (chan) {\n"
+ " case 0u: %s = lit_color; break;\n",
+ out_color_0_var);
+ out.Write(" case 1u: %s = lit_color; break;\n", out_color_1_var);
+ out.Write(" }\n"
+ "}\n"
+ "\n");
+
+ out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1);
+ out.Write(" %s = %s;\n\n", out_color_1_var, out_color_0_var);
+}
}