diff options
| author | Soren Jorvang <soren.jorvang@gmail.com> | 2011-02-06 01:56:45 +0000 |
|---|---|---|
| committer | Soren Jorvang <soren.jorvang@gmail.com> | 2011-02-06 01:56:45 +0000 |
| commit | 0f7ff9c23efffdcbdbc1cd3e4584a68588dd8130 (patch) | |
| tree | 9469e98493520a82a00c8061d53a192fcd6d4507 /Source/Core/VideoCommon | |
| parent | 35edf1b2368afcfc55f597c1e207fcd84c035a05 (diff) | |
Deal with some clang-inspired buglets.
Respect the initial fullscreen setting in nowx.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7089 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/VideoCommon')
| -rw-r--r-- | Source/Core/VideoCommon/Src/LightingShaderGen.cpp | 400 | ||||
| -rw-r--r-- | Source/Core/VideoCommon/Src/LightingShaderGen.h | 46 |
2 files changed, 223 insertions, 223 deletions
diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.cpp b/Source/Core/VideoCommon/Src/LightingShaderGen.cpp index e30ab97f6a..6824fbd2fc 100644 --- a/Source/Core/VideoCommon/Src/LightingShaderGen.cpp +++ b/Source/Core/VideoCommon/Src/LightingShaderGen.cpp @@ -1,200 +1,200 @@ -// Copyright (C) 2003 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 "LightingShaderGen.h"
-#include "NativeVertexFormat.h"
-#include "XFMemory.h"
-
-#define WRITE p+=sprintf
-
-// coloralpha - 1 if color, 2 if alpha
-char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, 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, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
- break;
- case LIGHTDIF_SIGN:
- case LIGHTDIF_CLAMP:
- WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index);
- WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
- swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle);
- break;
- default: _assert_(0);
- }
- }
- else { // spec and spot
-
- if (chan.attnfunc == 3)
- { // spot
- WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index);
- WRITE(p, "dist2 = dot(ldir, ldir);\n"
- "dist = sqrt(dist2);\n"
- "ldir = ldir / dist;\n"
- "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index);
- WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index);
- }
- else if (chan.attnfunc == 1)
- { // specular
- WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index);
- WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index);
- WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index);
- }
-
- switch (chan.diffusefunc)
- {
- case LIGHTDIF_NONE:
- WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle);
- break;
- case LIGHTDIF_SIGN:
- case LIGHTDIF_CLAMP:
- WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n",
- swizzle,
- chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(",
- lightsName,
- index,
- swizzle);
- break;
- default: _assert_(0);
- }
- }
- WRITE(p, "\n");
- return p;
-}
-
-// vertex shader
-// lights/colors
-// materials name is I_MATERIALS in vs and I_PMATERIALS in ps
-// inColorName is color in vs and colors_ in ps
-// dest is o.colors_ in vs and colors_ in ps
-char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
-{
- for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
- {
- const LitChannel& color = xfregs.color[j];
- const LitChannel& alpha = xfregs.alpha[j];
-
- WRITE(p, "{\n");
-
- if (color.matsource) {// from vertex
- if (components & (VB_HAS_COL0 << j))
- WRITE(p, "mat = %s%d;\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- WRITE(p, "mat = %s0;\n", inColorName);
- else
- WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
- }
- else // from color
- WRITE(p, "mat = %s.C%d;\n", materialsName, j+2);
-
- if (color.enablelighting) {
- if (color.ambsource) { // from vertex
- if (components & (VB_HAS_COL0<<j) )
- WRITE(p, "lacc = %s%d;\n", inColorName, j);
- else if (components & VB_HAS_COL0 )
- WRITE(p, "lacc = %s0;\n", inColorName);
- else
- WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
- }
- else // from color
- WRITE(p, "lacc = %s.C%d;\n", materialsName, j);
- }
- else
- {
- WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
- }
-
- // 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 = %s%d.w;\n", inColorName, j);
- else if (components & VB_HAS_COL0)
- WRITE(p, "mat.w = %s0.w;\n", inColorName);
- else WRITE(p, "mat.w = 1.0f;\n");
- }
- else // from color
- WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2);
- }
-
- if (alpha.enablelighting)
- {
- if (alpha.ambsource) {// from vertex
- if (components & (VB_HAS_COL0<<j) )
- WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j);
- else if (components & VB_HAS_COL0 )
- WRITE(p, "lacc.w = %s0.w;\n", inColorName);
- else
- WRITE(p, "lacc.w = 0.0f;\n");
- }
- else // from color
- WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j);
- }
- else
- {
- WRITE(p, "lacc.w = 1.0f;\n");
- }
-
- if(color.enablelighting && alpha.enablelighting)
- {
- // both have lighting, test if they use the same lights
- int mask = 0;
- if(color.lightparams == alpha.lightparams)
- {
- mask = color.GetFullLightMask() & alpha.GetFullLightMask();
- if(mask)
- {
- for (int i = 0; i < 8; ++i)
- {
- if (mask & (1<<i))
- p = GenerateLightShader(p, i, color, lightsName, 3);
- }
- }
- }
-
- // no shared lights
- for (int i = 0; i < 8; ++i)
- {
- if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)))
- p = GenerateLightShader(p, i, color, lightsName, 1);
- if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)))
- p = GenerateLightShader(p, i, alpha, lightsName, 2);
- }
- }
- else if (color.enablelighting || alpha.enablelighting)
- {
- // lights are disabled on one channel so process only the active ones
- const LitChannel& workingchannel = color.enablelighting ? color : alpha;
- int coloralpha = color.enablelighting ? 1 : 2;
- for (int i = 0; i < 8; ++i)
- {
- if (workingchannel.GetFullLightMask() & (1<<i))
- p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha);
- }
- }
- WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j);
- WRITE(p, "}\n");
- }
-
- return p;
-}
+// Copyright (C) 2003 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 "LightingShaderGen.h" +#include "NativeVertexFormat.h" +#include "XFMemory.h" + +#define WRITE p+=sprintf + +// coloralpha - 1 if color, 2 if alpha +char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char* lightsName, 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, "lacc.%s += %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz - pos.xyz);\n", lightsName, index); + WRITE(p, "lacc.%s += %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n", + swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", lightsName, index, swizzle); + break; + default: _assert_(0); + } + } + else { // spec and spot + + if (chan.attnfunc == 3) + { // spot + WRITE(p, "ldir = %s.lights[%d].pos.xyz - pos.xyz;\n", lightsName, index); + WRITE(p, "dist2 = dot(ldir, ldir);\n" + "dist = sqrt(dist2);\n" + "ldir = ldir / dist;\n" + "attn = max(0.0f, dot(ldir, %s.lights[%d].dir.xyz));\n", lightsName, index); + WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1.0f, attn, attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1.0f,dist,dist2));\n", lightsName, index, lightsName, index); + } + else if (chan.attnfunc == 1) + { // specular + WRITE(p, "ldir = normalize(%s.lights[%d].pos.xyz);\n", lightsName, index); + WRITE(p, "attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, %s.lights[%d].dir.xyz)) : 0.0f;\n", lightsName, index); + WRITE(p, "attn = max(0.0f, dot(%s.lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot(%s.lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", lightsName, index, lightsName, index); + } + + switch (chan.diffusefunc) + { + case LIGHTDIF_NONE: + WRITE(p, "lacc.%s += attn * %s.lights[%d].col.%s;\n", swizzle, lightsName, index, swizzle); + break; + case LIGHTDIF_SIGN: + case LIGHTDIF_CLAMP: + WRITE(p, "lacc.%s += attn * %sdot(ldir, _norm0)) * %s.lights[%d].col.%s;\n", + swizzle, + chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", + lightsName, + index, + swizzle); + break; + default: _assert_(0); + } + } + WRITE(p, "\n"); + return p; +} + +// vertex shader +// lights/colors +// materials name is I_MATERIALS in vs and I_PMATERIALS in ps +// inColorName is color in vs and colors_ in ps +// dest is o.colors_ in vs and colors_ in ps +char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest) +{ + for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++) + { + const LitChannel& color = xfregs.color[j]; + const LitChannel& alpha = xfregs.alpha[j]; + + WRITE(p, "{\n"); + + if (color.matsource) {// from vertex + if (components & (VB_HAS_COL0 << j)) + WRITE(p, "mat = %s%d;\n", inColorName, j); + else if (components & VB_HAS_COL0) + WRITE(p, "mat = %s0;\n", inColorName); + else + WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); + } + else // from color + WRITE(p, "mat = %s.C%d;\n", materialsName, j+2); + + if (color.enablelighting) { + if (color.ambsource) { // from vertex + if (components & (VB_HAS_COL0<<j) ) + WRITE(p, "lacc = %s%d;\n", inColorName, j); + else if (components & VB_HAS_COL0 ) + WRITE(p, "lacc = %s0;\n", inColorName); + else + WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n"); + } + else // from color + WRITE(p, "lacc = %s.C%d;\n", materialsName, j); + } + else + { + WRITE(p, "lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); + } + + // 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 = %s%d.w;\n", inColorName, j); + else if (components & VB_HAS_COL0) + WRITE(p, "mat.w = %s0.w;\n", inColorName); + else WRITE(p, "mat.w = 1.0f;\n"); + } + else // from color + WRITE(p, "mat.w = %s.C%d.w;\n", materialsName, j+2); + } + + if (alpha.enablelighting) + { + if (alpha.ambsource) {// from vertex + if (components & (VB_HAS_COL0<<j) ) + WRITE(p, "lacc.w = %s%d.w;\n", inColorName, j); + else if (components & VB_HAS_COL0 ) + WRITE(p, "lacc.w = %s0.w;\n", inColorName); + else + WRITE(p, "lacc.w = 0.0f;\n"); + } + else // from color + WRITE(p, "lacc.w = %s.C%d.w;\n", materialsName, j); + } + else + { + WRITE(p, "lacc.w = 1.0f;\n"); + } + + if(color.enablelighting && alpha.enablelighting) + { + // both have lighting, test if they use the same lights + int mask = 0; + if(color.lightparams == alpha.lightparams) + { + mask = color.GetFullLightMask() & alpha.GetFullLightMask(); + if(mask) + { + for (int i = 0; i < 8; ++i) + { + if (mask & (1<<i)) + p = GenerateLightShader(p, i, color, lightsName, 3); + } + } + } + + // no shared lights + for (int i = 0; i < 8; ++i) + { + if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i))) + p = GenerateLightShader(p, i, color, lightsName, 1); + if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i))) + p = GenerateLightShader(p, i, alpha, lightsName, 2); + } + } + else if (color.enablelighting || alpha.enablelighting) + { + // lights are disabled on one channel so process only the active ones + const LitChannel& workingchannel = color.enablelighting ? color : alpha; + int coloralpha = color.enablelighting ? 1 : 2; + for (int i = 0; i < 8; ++i) + { + if (workingchannel.GetFullLightMask() & (1<<i)) + p = GenerateLightShader(p, i, workingchannel, lightsName, coloralpha); + } + } + WRITE(p, "%s%d = mat * saturate(lacc);\n", dest, j); + WRITE(p, "}\n"); + } + + return p; +} diff --git a/Source/Core/VideoCommon/Src/LightingShaderGen.h b/Source/Core/VideoCommon/Src/LightingShaderGen.h index cc82ab751e..21da8ca01a 100644 --- a/Source/Core/VideoCommon/Src/LightingShaderGen.h +++ b/Source/Core/VideoCommon/Src/LightingShaderGen.h @@ -1,23 +1,23 @@ -// Copyright (C) 2003 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/
-
-#ifndef _LIGHTINGSHADERGEN_H_
-#define _LIGHTINGSHADERGEN_H_
-
-char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest);
-
-#endif // _LIGHTINGSHADERGEN_H_
+// Copyright (C) 2003 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/ + +#ifndef _LIGHTINGSHADERGEN_H_ +#define _LIGHTINGSHADERGEN_H_ + +char *GenerateLightingShader(char *p, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest); + +#endif // _LIGHTINGSHADERGEN_H_ |
