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dolphin/Source/Core/VideoCommon/LightingShaderGen.h
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// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <string_view>
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#include "Common/CommonTypes.h"
class ShaderCode;
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#define LIGHT_COL "{}[{}].color.{}"
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#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
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#define LIGHT_COSATT "{}[{}].cosatt"
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#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_DISTATT "{}[{}].distatt"
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#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_POS "{}[{}].pos"
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#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
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#define LIGHT_DIR "{}[{}].dir"
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#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
/**
* Common uid data used for shader generators that use lighting calculations.
*/
struct LightingUidData
{
u32 matsource : 4; // 4x1 bit
u32 enablelighting : 4; // 4x1 bit
u32 ambsource : 4; // 4x1 bit
u32 diffusefunc : 8; // 4x2 bits
u32 attnfunc : 8; // 4x2 bits
u32 light_mask : 32; // 4x8 bits
};
constexpr char s_lighting_struct[] = "struct Light {\n"
"\tint4 color;\n"
"\tfloat4 cosatt;\n"
"\tfloat4 distatt;\n"
"\tfloat4 pos;\n"
"\tfloat4 dir;\n"
"};\n";
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
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std::string_view in_color_name, std::string_view dest);
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void GetLightingShaderUid(LightingUidData& uid_data);
void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask);
void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
std::string_view in_color_name);