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										 |  |  | // Copyright 2008 Dolphin Emulator Project
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										 |  |  | // Licensed under GPLv2+
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										 |  |  | // Refer to the license.txt file included.
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										 |  |  | #include <cmath>
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										 |  |  | #include <cstring>
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										 |  |  | #include "Common/Assert.h"
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							|  |  |  | #include "Common/CommonTypes.h"
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										 |  |  | #include "VideoCommon/BPMemory.h"
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							|  |  |  | #include "VideoCommon/LightingShaderGen.h"
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							|  |  |  | #include "VideoCommon/NativeVertexFormat.h"
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										 |  |  | #include "VideoCommon/VertexLoaderManager.h"
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										 |  |  | #include "VideoCommon/VertexShaderGen.h"
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							|  |  |  | #include "VideoCommon/VideoConfig.h"
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										 |  |  | VertexShaderUid GetVertexShaderUid() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   VertexShaderUid out; | 
					
						
							|  |  |  |   vertex_shader_uid_data* uid_data = out.GetUidData<vertex_shader_uid_data>(); | 
					
						
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										 |  |  |   memset(uid_data, 0, sizeof(*uid_data)); | 
					
						
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										 |  |  | 
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							|  |  |  |   _assert_(bpmem.genMode.numtexgens == xfmem.numTexGen.numTexGens); | 
					
						
							|  |  |  |   _assert_(bpmem.genMode.numcolchans == xfmem.numChan.numColorChans); | 
					
						
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										 |  |  |   uid_data->numTexGens = xfmem.numTexGen.numTexGens; | 
					
						
							|  |  |  |   uid_data->components = VertexLoaderManager::g_current_components; | 
					
						
							|  |  |  |   uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; | 
					
						
							|  |  |  |   uid_data->msaa = g_ActiveConfig.iMultisamples > 1; | 
					
						
							|  |  |  |   uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA; | 
					
						
							|  |  |  |   uid_data->numColorChans = xfmem.numChan.numColorChans; | 
					
						
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							|  |  |  |   GetLightingShaderUid(uid_data->lighting); | 
					
						
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							|  |  |  |   // transform texcoords
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							|  |  |  |   for (unsigned int i = 0; i < uid_data->numTexGens; ++i) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     auto& texinfo = uid_data->texMtxInfo[i]; | 
					
						
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							|  |  |  |     texinfo.sourcerow = xfmem.texMtxInfo[i].sourcerow; | 
					
						
							|  |  |  |     texinfo.texgentype = xfmem.texMtxInfo[i].texgentype; | 
					
						
							|  |  |  |     texinfo.inputform = xfmem.texMtxInfo[i].inputform; | 
					
						
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							|  |  |  |     // first transformation
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							|  |  |  |     switch (texinfo.texgentype) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |     case XF_TEXGEN_EMBOSS_MAP:  // calculate tex coords into bump map
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							|  |  |  |       if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         // transform the light dir into tangent space
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							|  |  |  |         texinfo.embosslightshift = xfmem.texMtxInfo[i].embosslightshift; | 
					
						
							|  |  |  |         texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         texinfo.embosssourceshift = xfmem.texMtxInfo[i].embosssourceshift; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC0: | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC1: | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_REGULAR: | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       uid_data->texMtxInfo_n_projection |= xfmem.texMtxInfo[i].projection << i; | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     uid_data->dualTexTrans_enabled = xfmem.dualTexTrans.enabled; | 
					
						
							|  |  |  |     // CHECKME: does this only work for regular tex gen types?
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							|  |  |  |     if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       auto& postInfo = uid_data->postMtxInfo[i]; | 
					
						
							|  |  |  |       postInfo.index = xfmem.postMtxInfo[i].index; | 
					
						
							|  |  |  |       postInfo.normalize = xfmem.postMtxInfo[i].normalize; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   return out; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | ShaderCode GenerateVertexShaderCode(API_TYPE api_type, const vertex_shader_uid_data* uid_data) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   ShaderCode out; | 
					
						
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										 |  |  |   out.Write("%s", s_lighting_struct); | 
					
						
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							|  |  |  |   // uniforms
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							|  |  |  |   if (api_type == API_OPENGL) | 
					
						
							|  |  |  |     out.Write("layout(std140%s) uniform VSBlock {\n", | 
					
						
							|  |  |  |               g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : ""); | 
					
						
							|  |  |  |   else | 
					
						
							|  |  |  |     out.Write("cbuffer VSBlock {\n"); | 
					
						
							|  |  |  |   out.Write(s_shader_uniforms); | 
					
						
							|  |  |  |   out.Write("};\n"); | 
					
						
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										 |  |  |   out.Write("struct VS_OUTPUT {\n"); | 
					
						
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										 |  |  |   GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, ""); | 
					
						
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										 |  |  |   out.Write("};\n"); | 
					
						
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							|  |  |  |   if (api_type == API_OPENGL) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("in float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_POSMTXIDX) | 
					
						
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										 |  |  |       out.Write("in int posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
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										 |  |  |       out.Write("in float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
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										 |  |  |       out.Write("in float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
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										 |  |  |       out.Write("in float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
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										 |  |  |       out.Write("in float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
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										 |  |  |       out.Write("in float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB); | 
					
						
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							|  |  |  |     for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  |       u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); | 
					
						
							|  |  |  |       if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) | 
					
						
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										 |  |  |         out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, | 
					
						
							|  |  |  |                   SHADER_TEXTURE0_ATTRIB + i); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       out.Write("out VertexData {\n"); | 
					
						
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										 |  |  |       GenerateVSOutputMembers( | 
					
						
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										 |  |  |           out, api_type, uid_data->numTexGens, uid_data->pixel_lighting, | 
					
						
							|  |  |  |           GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true)); | 
					
						
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										 |  |  |       out.Write("} vs;\n"); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       // Let's set up attributes
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							|  |  |  |       for (u32 i = 0; i < 8; ++i) | 
					
						
							|  |  |  |       { | 
					
						
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										 |  |  |         if (i < uid_data->numTexGens) | 
					
						
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										 |  |  |         { | 
					
						
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										 |  |  |           out.Write("%s out float3 uv%u;\n", | 
					
						
							|  |  |  |                     GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa), i); | 
					
						
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										 |  |  |         } | 
					
						
							|  |  |  |       } | 
					
						
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										 |  |  |       out.Write("%s out float4 clipPos;\n", | 
					
						
							|  |  |  |                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); | 
					
						
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										 |  |  |       if (uid_data->pixel_lighting) | 
					
						
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										 |  |  |       { | 
					
						
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										 |  |  |         out.Write("%s out float3 Normal;\n", | 
					
						
							|  |  |  |                   GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); | 
					
						
							|  |  |  |         out.Write("%s out float3 WorldPos;\n", | 
					
						
							|  |  |  |                   GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); | 
					
						
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										 |  |  |       } | 
					
						
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										 |  |  |       out.Write("%s out float4 colors_0;\n", | 
					
						
							|  |  |  |                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); | 
					
						
							|  |  |  |       out.Write("%s out float4 colors_1;\n", | 
					
						
							|  |  |  |                 GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa)); | 
					
						
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										 |  |  |     } | 
					
						
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							|  |  |  |     out.Write("void main()\n{\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else  // D3D
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							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("VS_OUTPUT main(\n"); | 
					
						
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							|  |  |  |     // inputs
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										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
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										 |  |  |       out.Write("  float3 rawnorm0 : NORMAL0,\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
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										 |  |  |       out.Write("  float3 rawnorm1 : NORMAL1,\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
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										 |  |  |       out.Write("  float3 rawnorm2 : NORMAL2,\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
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										 |  |  |       out.Write("  float4 color0 : COLOR0,\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
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										 |  |  |       out.Write("  float4 color1 : COLOR1,\n"); | 
					
						
							|  |  |  |     for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  |       u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)); | 
					
						
							|  |  |  |       if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx) | 
					
						
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										 |  |  |         out.Write("  float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_POSMTXIDX) | 
					
						
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										 |  |  |       out.Write("  int posmtx : BLENDINDICES,\n"); | 
					
						
							|  |  |  |     out.Write("  float4 rawpos : POSITION) {\n"); | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   out.Write("VS_OUTPUT o;\n"); | 
					
						
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							|  |  |  |   // transforms
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										 |  |  |   if (uid_data->components & VB_HAS_POSMTXIDX) | 
					
						
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										 |  |  |   { | 
					
						
							|  |  |  |     out.Write("float4 pos = float4(dot(" I_TRANSFORMMATRICES | 
					
						
							|  |  |  |               "[posmtx], rawpos), dot(" I_TRANSFORMMATRICES | 
					
						
							|  |  |  |               "[posmtx+1], rawpos), dot(" I_TRANSFORMMATRICES "[posmtx+2], rawpos), 1);\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRMALL) | 
					
						
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										 |  |  |     { | 
					
						
							|  |  |  |       out.Write("int normidx = posmtx & 31;\n"); | 
					
						
							|  |  |  |       out.Write("float3 N0 = " I_NORMALMATRICES "[normidx].xyz, N1 = " I_NORMALMATRICES | 
					
						
							|  |  |  |                 "[normidx+1].xyz, N2 = " I_NORMALMATRICES "[normidx+2].xyz;\n"); | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
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										 |  |  |       out.Write("float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, " | 
					
						
							|  |  |  |                 "rawnorm0)));\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
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										 |  |  |       out.Write( | 
					
						
							|  |  |  |           "float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n"); | 
					
						
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										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
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											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write( | 
					
						
							|  |  |  |           "float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("float4 pos = float4(dot(" I_POSNORMALMATRIX "[0], rawpos), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |               "[1], rawpos), dot(" I_POSNORMALMATRIX "[2], rawpos), 1.0);\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm0)));\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm1 = float3(dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm1));\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("float3 _norm2 = float3(dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX | 
					
						
							|  |  |  |                 "[4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX "[5].xyz, rawnorm2));\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   if (!(uid_data->components & VB_HAS_NRM0)) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     out.Write("float3 _norm0 = float3(0.0, 0.0, 0.0);\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   out.Write("o.pos = float4(dot(" I_PROJECTION "[0], pos), dot(" I_PROJECTION | 
					
						
							|  |  |  |             "[1], pos), dot(" I_PROJECTION "[2], pos), dot(" I_PROJECTION "[3], pos));\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   out.Write("int4 lacc;\n" | 
					
						
							|  |  |  |             "float3 ldir, h, cosAttn, distAttn;\n" | 
					
						
							|  |  |  |             "float dist, dist2, attn;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   if (uid_data->numColorChans == 0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("o.colors_0 = color0;\n"); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  |   GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_"); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   if (uid_data->numColorChans < 2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("o.colors_1 = color1;\n"); | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |       out.Write("o.colors_1 = o.colors_0;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // transform texcoords
 | 
					
						
							|  |  |  |   out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   for (unsigned int i = 0; i < uid_data->numTexGens; ++i) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     auto& texinfo = uid_data->texMtxInfo[i]; | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |     out.Write("{\n"); | 
					
						
							|  |  |  |     out.Write("coord = float4(0.0, 0.0, 1.0, 1.0);\n"); | 
					
						
							|  |  |  |     switch (texinfo.sourcerow) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |     case XF_SRCGEOM_INROW: | 
					
						
							|  |  |  |       out.Write("coord.xyz = rawpos.xyz;\n"); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_SRCNORMAL_INROW: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & VB_HAS_NRM0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("coord.xyz = rawnorm0.xyz;\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: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & VB_HAS_NRM1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("coord.xyz = rawnorm1.xyz;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_SRCBINORMAL_B_INROW: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & VB_HAS_NRM2) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("coord.xyz = rawnorm2.xyz;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     default: | 
					
						
							|  |  |  |       _assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         out.Write("coord = float4(tex%d.x, tex%d.y, 1.0, 1.0);\n", | 
					
						
							|  |  |  |                   texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     // Input form of AB11 sets z element to 1.0
 | 
					
						
							| 
									
										
										
										
											2016-01-17 00:34:06 +13:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     if (texinfo.inputform == XF_TEXINPUT_AB11) | 
					
						
							|  |  |  |       out.Write("coord.z = 1.0;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // first transformation
 | 
					
						
							|  |  |  |     switch (texinfo.texgentype) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |     case XF_TEXGEN_EMBOSS_MAP:  // calculate tex coords into bump map
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         // transform the light dir into tangent space
 | 
					
						
							|  |  |  |         out.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", | 
					
						
							|  |  |  |                   LIGHT_POS_PARAMS(texinfo.embosslightshift)); | 
					
						
							|  |  |  |         out.Write( | 
					
						
							|  |  |  |             "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n", i, | 
					
						
							|  |  |  |             texinfo.embosssourceshift); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         // The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
 | 
					
						
							|  |  |  |         // Squadron 2
 | 
					
						
							|  |  |  |         //_assert_(0); // should have normals
 | 
					
						
							|  |  |  |         out.Write("o.tex%d.xyz = o.tex%d.xyz;\n", i, texinfo.embosssourceshift); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC0: | 
					
						
							|  |  |  |       out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_COLOR_STRGBC1: | 
					
						
							|  |  |  |       out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i); | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     case XF_TEXGEN_REGULAR: | 
					
						
							|  |  |  |     default: | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("int tmp = int(tex%d.z);\n", i); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |         if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES | 
					
						
							|  |  |  |                     "[tmp]), dot(coord, " I_TRANSFORMMATRICES | 
					
						
							|  |  |  |                     "[tmp+1]), dot(coord, " I_TRANSFORMMATRICES "[tmp+2]));\n", | 
					
						
							|  |  |  |                     i); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES | 
					
						
							|  |  |  |                     "[tmp]), dot(coord, " I_TRANSFORMMATRICES "[tmp+1]), 1);\n", | 
					
						
							|  |  |  |                     i); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |         if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES | 
					
						
							|  |  |  |                     "[%d]), dot(coord, " I_TEXMATRICES "[%d]), dot(coord, " I_TEXMATRICES | 
					
						
							|  |  |  |                     "[%d]));\n", | 
					
						
							|  |  |  |                     i, 3 * i, 3 * i + 1, 3 * i + 2); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           out.Write("o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES | 
					
						
							|  |  |  |                     "[%d]), dot(coord, " I_TEXMATRICES "[%d]), 1);\n", | 
					
						
							|  |  |  |                     i, 3 * i, 3 * i + 1); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       break; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // CHECKME: does this only work for regular tex gen types?
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->dualTexTrans_enabled && texinfo.texgentype == XF_TEXGEN_REGULAR) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       auto& postInfo = uid_data->postMtxInfo[i]; | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |       out.Write("float4 P0 = " I_POSTTRANSFORMMATRICES "[%d];\n" | 
					
						
							|  |  |  |                 "float4 P1 = " I_POSTTRANSFORMMATRICES "[%d];\n" | 
					
						
							|  |  |  |                 "float4 P2 = " I_POSTTRANSFORMMATRICES "[%d];\n", | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |                 postInfo.index & 0x3f, (postInfo.index + 1) & 0x3f, (postInfo.index + 2) & 0x3f); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |       if (postInfo.normalize) | 
					
						
							|  |  |  |         out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       // multiply by postmatrix
 | 
					
						
							|  |  |  |       out.Write("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); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     out.Write("}\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // clipPos/w needs to be done in pixel shader, not here
 | 
					
						
							|  |  |  |   out.Write("o.clipPos = o.pos;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |   if (uid_data->pixel_lighting) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |   { | 
					
						
							|  |  |  |     out.Write("o.Normal = _norm0;\n"); | 
					
						
							|  |  |  |     out.Write("o.WorldPos = pos.xyz;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL0) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("o.colors_0 = color0;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |     if (uid_data->components & VB_HAS_COL1) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       out.Write("o.colors_1 = color1;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // write the true depth value, if the game uses depth textures pixel shaders will override with
 | 
					
						
							|  |  |  |   // the correct values
 | 
					
						
							|  |  |  |   // if not early z culling will improve speed
 | 
					
						
							|  |  |  |   if (g_ActiveConfig.backend_info.bSupportsClipControl) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("o.pos.z = -o.pos.z;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else  // OGL
 | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     // this results in a scale from -1..0 to -1..1 after perspective
 | 
					
						
							|  |  |  |     // divide
 | 
					
						
							|  |  |  |     out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // the next steps of the OGL pipeline are:
 | 
					
						
							|  |  |  |     // (x_c,y_c,z_c,w_c) = o.pos  //switch to OGL spec terminology
 | 
					
						
							|  |  |  |     // clipping to -w_c <= (x_c,y_c,z_c) <= w_c
 | 
					
						
							|  |  |  |     // (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
 | 
					
						
							|  |  |  |     // z_w = (f-n)/2*z_d + (n+f)/2
 | 
					
						
							|  |  |  |     // z_w now contains the value to go to the 0..1 depth buffer
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     // trying to get the correct semantic while not using glDepthRange
 | 
					
						
							|  |  |  |     // seems to get rather complicated
 | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   // The console GPU places the pixel center at 7/12 in screen space unless
 | 
					
						
							|  |  |  |   // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
 | 
					
						
							|  |  |  |   // in some primitives being placed one pixel too far to the bottom-right,
 | 
					
						
							|  |  |  |   // which in turn can be critical if it happens for clear quads.
 | 
					
						
							|  |  |  |   // Hence, we compensate for this pixel center difference so that primitives
 | 
					
						
							|  |  |  |   // get rasterized correctly.
 | 
					
						
							|  |  |  |   out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   if (api_type == API_OPENGL) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) | 
					
						
							|  |  |  |     { | 
					
						
							| 
									
										
										
										
											2016-01-16 22:56:49 +13:00
										 |  |  |       AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, uid_data->pixel_lighting); | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       // TODO: Pass interface blocks between shader stages even if geometry shaders
 | 
					
						
							|  |  |  |       // are not supported, however that will require at least OpenGL 3.2 support.
 | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       for (unsigned int i = 0; i < uid_data->numTexGens; ++i) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |         out.Write("uv%d.xyz = o.tex%d;\n", i, i); | 
					
						
							|  |  |  |       out.Write("clipPos = o.clipPos;\n"); | 
					
						
							| 
									
										
										
										
											2016-01-14 18:51:37 +13:00
										 |  |  |       if (uid_data->pixel_lighting) | 
					
						
							| 
									
										
										
										
											2016-06-24 10:43:46 +02:00
										 |  |  |       { | 
					
						
							|  |  |  |         out.Write("Normal = o.Normal;\n"); | 
					
						
							|  |  |  |         out.Write("WorldPos = o.WorldPos;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       out.Write("colors_0 = o.colors_0;\n"); | 
					
						
							|  |  |  |       out.Write("colors_1 = o.colors_1;\n"); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     out.Write("gl_Position = o.pos;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else  // D3D
 | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     out.Write("return o;\n"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   out.Write("}\n"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   return out; | 
					
						
							| 
									
										
										
										
											2012-08-06 22:41:30 +02:00
										 |  |  | } |