diff options
| author | Stenzek <stenzek@gmail.com> | 2017-07-27 20:52:20 +1000 |
|---|---|---|
| committer | Stenzek <stenzek@gmail.com> | 2017-07-30 17:43:59 +1000 |
| commit | e968c191ffc7bf2899e8f56f39f988c36b54034c (patch) | |
| tree | e3e4c92319967bd445a6add258c1ab3d41aa30ac /Source/Core/VideoCommon/UberShaderCommon.cpp | |
| parent | c8f31656cb1c5f5e3c83a5b977fd822e987cb596 (diff) | |
Ubershaders: Support per-pixel lighting
Diffstat (limited to 'Source/Core/VideoCommon/UberShaderCommon.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/UberShaderCommon.cpp | 176 |
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); +} } |
