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										 |  |  | // Copyright 2013 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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							|  |  |  | #ifndef _LIGHTINGSHADERGEN_H_
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							|  |  |  | #define _LIGHTINGSHADERGEN_H_
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										 |  |  | #include "ShaderGenCommon.h"
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							|  |  |  | #include "NativeVertexFormat.h"
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							|  |  |  | #include "XFMemory.h"
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										 |  |  | #define LIGHT_COL "%s[5*%d].%s"
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							|  |  |  | #define LIGHT_COL_PARAMS(lightsName, index, swizzle) (lightsName), (index), (swizzle)
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										 |  |  | #define LIGHT_COSATT "%s[5*%d+1]"
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							|  |  |  | #define LIGHT_COSATT_PARAMS(lightsName, index) (lightsName), (index)
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										 |  |  | #define LIGHT_DISTATT "%s[5*%d+2]"
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							|  |  |  | #define LIGHT_DISTATT_PARAMS(lightsName, index) (lightsName), (index)
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							|  |  |  | #define LIGHT_POS "%s[5*%d+3]"
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							|  |  |  | #define LIGHT_POS_PARAMS(lightsName, index) (lightsName), (index)
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							|  |  |  | #define LIGHT_DIR "%s[5*%d+4]"
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							|  |  |  | #define LIGHT_DIR_PARAMS(lightsName, index) (lightsName), (index)
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										 |  |  | /**
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							|  |  |  |  * Common uid data used for shader generators that use lighting calculations. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | struct LightingUidData | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	u32 matsource : 4; // 4x1 bit
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							|  |  |  | 	u32 enablelighting : 4; // 4x1 bit
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							|  |  |  | 	u32 ambsource : 4; // 4x1 bit
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							|  |  |  | 	u32 diffusefunc : 8; // 4x2 bits
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							|  |  |  | 	u32 attnfunc : 8; // 4x2 bits
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							|  |  |  | 	u32 light_mask : 32; // 4x8 bits
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							|  |  |  | }; | 
					
						
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										 |  |  | template<class T> | 
					
						
							|  |  |  | static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index]; | 
					
						
							|  |  |  | 	const char* swizzle = "xyzw"; | 
					
						
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										 |  |  | 	if (coloralpha == 1) | 
					
						
							|  |  |  | 		swizzle = "xyz"; | 
					
						
							|  |  |  | 	else if (coloralpha == 2) | 
					
						
							|  |  |  | 		swizzle = "w"; | 
					
						
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										 |  |  | 	uid_data.attnfunc |= chan.attnfunc << (2*litchan_index); | 
					
						
							|  |  |  | 	uid_data.diffusefunc |= chan.diffusefunc << (2*litchan_index); | 
					
						
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										 |  |  | 	if (!(chan.attnfunc & 1)) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		// atten disabled
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										 |  |  | 		switch (chan.diffusefunc) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			case LIGHTDIF_NONE: | 
					
						
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										 |  |  | 				object.Write("lacc.%s += " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle)); | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			case LIGHTDIF_SIGN: | 
					
						
							|  |  |  | 			case LIGHTDIF_CLAMP: | 
					
						
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										 |  |  | 				object.Write("ldir = normalize(" LIGHT_POS".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(lightsName, index)); | 
					
						
							|  |  |  | 				object.Write("lacc.%s += %sdot(ldir, _norm0)) * " LIGHT_COL";\n", | 
					
						
							|  |  |  | 					swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", LIGHT_COL_PARAMS(lightsName, index, swizzle)); | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			default: _assert_(0); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	else // spec and spot
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							|  |  |  | 	{ | 
					
						
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										 |  |  | 		if (chan.attnfunc == 3) | 
					
						
							|  |  |  | 		{ // spot
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										 |  |  | 			object.Write("ldir = " LIGHT_POS".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(lightsName, index)); | 
					
						
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										 |  |  | 			object.Write("dist2 = dot(ldir, ldir);\n" | 
					
						
							|  |  |  | 						"dist = sqrt(dist2);\n" | 
					
						
							|  |  |  | 						"ldir = ldir / dist;\n" | 
					
						
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										 |  |  | 						"attn = max(0.0f, dot(ldir, " LIGHT_DIR".xyz));\n", | 
					
						
							|  |  |  | 						LIGHT_DIR_PARAMS(lightsName, index)); | 
					
						
							|  |  |  | 			object.Write("attn = max(0.0f, dot(" LIGHT_COSATT".xyz, float3(1.0f, attn, attn*attn))) / dot(" LIGHT_DISTATT".xyz, float3(1.0f,dist,dist2));\n", | 
					
						
							|  |  |  | 						LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index)); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 		else if (chan.attnfunc == 1) | 
					
						
							|  |  |  | 		{ // specular
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										 |  |  | 			object.Write("ldir = normalize(" LIGHT_POS".xyz);\n", LIGHT_POS_PARAMS(lightsName, index)); | 
					
						
							|  |  |  | 			object.Write("attn = (dot(_norm0,ldir) >= 0.0f) ? max(0.0f, dot(_norm0, " LIGHT_DIR".xyz)) : 0.0f;\n", LIGHT_DIR_PARAMS(lightsName, index)); | 
					
						
							|  |  |  | 			object.Write("attn = max(0.0f, dot(" LIGHT_COSATT".xyz, float3(1,attn,attn*attn))) / dot(" LIGHT_DISTATT".xyz, float3(1,attn,attn*attn));\n", | 
					
						
							|  |  |  | 						LIGHT_COSATT_PARAMS(lightsName, index), LIGHT_DISTATT_PARAMS(lightsName, index)); | 
					
						
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										 |  |  | 		} | 
					
						
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							|  |  |  | 		switch (chan.diffusefunc) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			case LIGHTDIF_NONE: | 
					
						
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										 |  |  | 				object.Write("lacc.%s += attn * " LIGHT_COL";\n", swizzle, LIGHT_COL_PARAMS(lightsName, index, swizzle)); | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			case LIGHTDIF_SIGN: | 
					
						
							|  |  |  | 			case LIGHTDIF_CLAMP: | 
					
						
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										 |  |  | 				object.Write("lacc.%s += attn * %sdot(ldir, _norm0)) * " LIGHT_COL";\n", | 
					
						
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										 |  |  | 					swizzle, | 
					
						
							|  |  |  | 					chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", | 
					
						
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										 |  |  | 					LIGHT_COL_PARAMS(lightsName, index, swizzle)); | 
					
						
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										 |  |  | 				break; | 
					
						
							|  |  |  | 			default: _assert_(0); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	object.Write("\n"); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | // vertex shader
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							|  |  |  | // lights/colors
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							|  |  |  | // materials name is I_MATERIALS in vs and I_PMATERIALS in ps
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							|  |  |  | // inColorName is color in vs and colors_ in ps
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							|  |  |  | // dest is o.colors_ in vs and colors_ in ps
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										 |  |  | template<class T> | 
					
						
							|  |  |  | static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		const LitChannel& color = xfregs.color[j]; | 
					
						
							|  |  |  | 		const LitChannel& alpha = xfregs.alpha[j]; | 
					
						
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							|  |  |  | 		object.Write("{\n"); | 
					
						
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										 |  |  | 		uid_data.matsource |= xfregs.color[j].matsource << j; | 
					
						
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										 |  |  | 		if (color.matsource) // from vertex
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							|  |  |  | 		{ | 
					
						
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										 |  |  | 			if (components & (VB_HAS_COL0 << j)) | 
					
						
							|  |  |  | 				object.Write("mat = %s%d;\n", inColorName, j); | 
					
						
							|  |  |  | 			else if (components & VB_HAS_COL0) | 
					
						
							|  |  |  | 				object.Write("mat = %s0;\n", inColorName); | 
					
						
							|  |  |  | 			else | 
					
						
							|  |  |  | 				object.Write("mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else // from color
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										 |  |  | 			object.Write("mat = %s[%d];\n", materialsName, j+2); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		uid_data.enablelighting |= xfregs.color[j].enablelighting << j; | 
					
						
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										 |  |  | 		if (color.enablelighting) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			uid_data.ambsource |= xfregs.color[j].ambsource << j; | 
					
						
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										 |  |  | 			if (color.ambsource) // from vertex
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							|  |  |  | 			{ | 
					
						
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										 |  |  | 				if (components & (VB_HAS_COL0<<j) ) | 
					
						
							|  |  |  | 					object.Write("lacc = %s%d;\n", inColorName, j); | 
					
						
							|  |  |  | 				else if (components & VB_HAS_COL0 ) | 
					
						
							|  |  |  | 					object.Write("lacc = %s0;\n", inColorName); | 
					
						
							|  |  |  | 				else | 
					
						
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										 |  |  | 					// TODO: this isn't verified. Here we want to read the ambient from the vertex,
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							|  |  |  | 					// but the vertex itself has no color. So we don't know which value to read.
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							|  |  |  | 					// Returing 1.0 is the same as disabled lightning, so this could be fine
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							|  |  |  | 					object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 			else // from color
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				object.Write("lacc = %s[%d];\n", materialsName, j); | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			object.Write("lacc = float4(1.0f, 1.0f, 1.0f, 1.0f);\n"); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// check if alpha is different
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										 |  |  | 		uid_data.matsource |= xfregs.alpha[j].matsource << (j+2); | 
					
						
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										 |  |  | 		if (alpha.matsource != color.matsource) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (alpha.matsource) // from vertex
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							|  |  |  | 			{ | 
					
						
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										 |  |  | 				if (components & (VB_HAS_COL0<<j)) | 
					
						
							|  |  |  | 					object.Write("mat.w = %s%d.w;\n", inColorName, j); | 
					
						
							|  |  |  | 				else if (components & VB_HAS_COL0) | 
					
						
							|  |  |  | 					object.Write("mat.w = %s0.w;\n", inColorName); | 
					
						
							|  |  |  | 				else object.Write("mat.w = 1.0f;\n"); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			else // from color
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				object.Write("mat.w = %s[%d].w;\n", materialsName, j+2); | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		uid_data.enablelighting |= xfregs.alpha[j].enablelighting << (j+2); | 
					
						
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										 |  |  | 		if (alpha.enablelighting) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			uid_data.ambsource |= xfregs.alpha[j].ambsource << (j+2); | 
					
						
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										 |  |  | 			if (alpha.ambsource) // from vertex
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							|  |  |  | 			{ | 
					
						
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										 |  |  | 				if (components & (VB_HAS_COL0<<j) ) | 
					
						
							|  |  |  | 					object.Write("lacc.w = %s%d.w;\n", inColorName, j); | 
					
						
							|  |  |  | 				else if (components & VB_HAS_COL0 ) | 
					
						
							|  |  |  | 					object.Write("lacc.w = %s0.w;\n", inColorName); | 
					
						
							|  |  |  | 				else | 
					
						
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										 |  |  | 					// TODO: The same for alpha: We want to read from vertex, but the vertex has no color
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							|  |  |  | 					object.Write("lacc.w = 1.0f;\n"); | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 			else // from color
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										 |  |  | 			{ | 
					
						
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										 |  |  | 				object.Write("lacc.w = %s[%d].w;\n", materialsName, j); | 
					
						
							| 
									
										
										
										
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										 |  |  | 			} | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			object.Write("lacc.w = 1.0f;\n"); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if(color.enablelighting && alpha.enablelighting) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			// both have lighting, test if they use the same lights
 | 
					
						
							|  |  |  | 			int mask = 0; | 
					
						
							| 
									
										
										
										
											2013-05-01 11:39:30 +02:00
										 |  |  | 			uid_data.attnfunc |= color.attnfunc << (2*j); | 
					
						
							|  |  |  | 			uid_data.attnfunc |= alpha.attnfunc << (2*(j+2)); | 
					
						
							|  |  |  | 			uid_data.diffusefunc |= color.diffusefunc << (2*j); | 
					
						
							|  |  |  | 			uid_data.diffusefunc |= alpha.diffusefunc << (2*(j+2)); | 
					
						
							|  |  |  | 			uid_data.light_mask |= color.GetFullLightMask() << (8*j); | 
					
						
							|  |  |  | 			uid_data.light_mask |= alpha.GetFullLightMask() << (8*(j+2)); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 			if(color.lightparams == alpha.lightparams) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				mask = color.GetFullLightMask() & alpha.GetFullLightMask(); | 
					
						
							|  |  |  | 				if(mask) | 
					
						
							|  |  |  | 				{ | 
					
						
							|  |  |  | 					for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  | 					{ | 
					
						
							|  |  |  | 						if (mask & (1<<i)) | 
					
						
							|  |  |  | 						{ | 
					
						
							| 
									
										
										
										
											2013-03-31 23:29:33 +02:00
										 |  |  | 							GenerateLightShader<T>(object, uid_data, i, j, lightsName, 3); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// no shared lights
 | 
					
						
							|  |  |  | 			for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i))) | 
					
						
							| 
									
										
										
										
											2013-03-31 23:29:33 +02:00
										 |  |  | 					GenerateLightShader<T>(object, uid_data, i, j, lightsName, 1); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 				if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i))) | 
					
						
							| 
									
										
										
										
											2013-03-31 23:29:33 +02:00
										 |  |  | 					GenerateLightShader<T>(object, uid_data, i, j+2, lightsName, 2); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		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; | 
					
						
							|  |  |  | 			const int lit_index = color.enablelighting ? j : (j+2); | 
					
						
							|  |  |  | 			int coloralpha = color.enablelighting ? 1 : 2; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2013-05-01 11:39:30 +02:00
										 |  |  | 			uid_data.light_mask |= workingchannel.GetFullLightMask() << (8*lit_index); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 			for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				if (workingchannel.GetFullLightMask() & (1<<i)) | 
					
						
							| 
									
										
										
										
											2013-03-31 23:29:33 +02:00
										 |  |  | 					GenerateLightShader<T>(object, uid_data, i, lit_index, lightsName, coloralpha); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							| 
									
										
										
										
											2013-06-18 07:52:36 -05:00
										 |  |  | 		object.Write("%s%d = mat * clamp(lacc, 0.0f, 1.0f);\n", dest, j); | 
					
						
							| 
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 |  |  | 		object.Write("}\n"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
											2011-02-06 01:56:45 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | #endif // _LIGHTINGSHADERGEN_H_
 |