2015-05-24 06:55:12 +02:00
										 
									 
								 
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								// Copyright 2008 Dolphin Emulator Project
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											2015-05-18 01:08:10 +02:00
										 
									 
								 
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include "Common/Assert.h"
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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								#include "VideoCommon/ShaderGenCommon.h"
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								#include "VideoCommon/XFMemory.h"
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								#define LIGHT_COL "%s[%d].color.%s"
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								#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
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								#define LIGHT_COSATT "%s[%d].cosatt"
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								#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
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								#define LIGHT_DISTATT "%s[%d].distatt"
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								#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
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								#define LIGHT_POS "%s[%d].pos"
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								#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
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								#define LIGHT_DIR "%s[%d].dir"
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								#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
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								/**
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								 * Common uid data used for shader generators that use lighting calculations.
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								 */
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								struct LightingUidData
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								{
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								  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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								static const char s_lighting_struct[] = "struct Light {\n"
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								                                        "\tint4 color;\n"
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								                                        "\tfloat4 cosatt;\n"
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								                                        "\tfloat4 distatt;\n"
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								                                        "\tfloat4 pos;\n"
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								                                        "\tfloat4 dir;\n"
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								                                        "};\n";
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								template <class T>
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								static void GenerateLightShader(T& object, LightingUidData& uid_data, int index, int litchan_index,
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								                                int coloralpha)
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								{
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								  const LitChannel& chan =
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								      (litchan_index > 1) ? xfmem.alpha[litchan_index - 2] : xfmem.color[litchan_index];
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								  const char* swizzle = (coloralpha == 1) ? "xyz" : (coloralpha == 2) ? "w" : "xyzw";
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								  const char* swizzle_components = (coloralpha == 1) ? "3" : (coloralpha == 2) ? "" : "4";
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								  uid_data.attnfunc |= chan.attnfunc << (2 * litchan_index);
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								  uid_data.diffusefunc |= chan.diffusefunc << (2 * litchan_index);
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								  switch (chan.attnfunc)
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								  {
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								  case LIGHTATTN_NONE:
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								  case LIGHTATTN_DIR:
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								    object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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								    object.Write("attn = 1.0;\n");
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								    object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n");
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								    break;
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								  case LIGHTATTN_SPEC:
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								    object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
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								    object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR
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								                 ".xyz)) : 0.0;\n",
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								                 LIGHT_DIR_PARAMS(index));
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								    object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
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								    object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n",
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								                 (chan.diffusefunc == LIGHTDIF_NONE) ? "" : "normalize",
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								                 LIGHT_DISTATT_PARAMS(index));
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								    object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, "
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								                 "float3(1.0, attn, attn*attn));\n");
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								    break;
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								  case LIGHTATTN_SPOT:
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								    object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index));
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								    object.Write("dist2 = dot(ldir, ldir);\n"
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								                 "dist = sqrt(dist2);\n"
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								                 "ldir = ldir / dist;\n"
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								                 "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n",
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								                 LIGHT_DIR_PARAMS(index));
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								    // attn*attn may overflow
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								    object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT
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								                 ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n",
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								                 LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index),
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								                 LIGHT_DISTATT_PARAMS(index));
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								    break;
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								  default:
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								    _assert_(0);
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								  }
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								  switch (chan.diffusefunc)
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								  {
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								  case LIGHTDIF_NONE:
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								    object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle,
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								                 swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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								    break;
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								  case LIGHTDIF_SIGN:
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								  case LIGHTDIF_CLAMP:
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								    object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n",
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								                 swizzle, swizzle_components, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(",
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								                 swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
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								    break;
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								  default:
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								    _assert_(0);
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								  }
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								  object.Write("\n");
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								}
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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>
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								static void GenerateLightingShader(T& object, LightingUidData& uid_data, int components,
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								                                   const char* inColorName, const char* dest)
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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								  {
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								    const LitChannel& color = xfmem.color[j];
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								    const LitChannel& alpha = xfmem.alpha[j];
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    object.Write("{\n");
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    uid_data.matsource |= xfmem.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))
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								        object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j);
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								      else if (components & VB_HAS_COL0)
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								        object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName);
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								      else
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								        object.Write("int4 mat = int4(255, 255, 255, 255);\n");
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								    }
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								    else  // from color
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								    {
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								      object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2);
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								    }
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
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								    if (color.enablelighting)
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								    {
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								      uid_data.ambsource |= xfmem.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))
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								          object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j);
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								        else if (components & VB_HAS_COL0)
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								          object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName);
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								        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 = int4(255, 255, 255, 255);\n");
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								      }
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								      else  // from color
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								      {
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								        object.Write("lacc = %s[%d];\n", I_MATERIALS, j);
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								      }
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								    }
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								    else
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								    {
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								      object.Write("lacc = int4(255, 255, 255, 255);\n");
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								    }
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    // check if alpha is different
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								    uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);
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								    if (alpha.matsource != color.matsource)
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								    {
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								      if (alpha.matsource)  // from vertex
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								      {
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								        if (components & (VB_HAS_COL0 << j))
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								          object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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								        else if (components & VB_HAS_COL0)
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								          object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName);
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								        else
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								          object.Write("mat.w = 255;\n");
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								      }
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								      else  // from color
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								      {
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								        object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2);
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								      }
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								    }
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
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								    if (alpha.enablelighting)
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								    {
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								      uid_data.ambsource |= xfmem.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))
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								          object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j);
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								        else if (components & VB_HAS_COL0)
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								          object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName);
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								        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 = 255;\n");
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								      }
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								      else  // from color
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								      {
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								        object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j);
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								      }
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								    }
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								    else
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								    {
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								      object.Write("lacc.w = 255;\n");
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								    }
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								    if (color.enablelighting && alpha.enablelighting)
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								    {
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								      // both have lighting, test if they use the same lights
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								      int mask = 0;
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								      uid_data.attnfunc |= color.attnfunc << (2 * j);
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								      uid_data.attnfunc |= alpha.attnfunc << (2 * (j + 2));
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								      uid_data.diffusefunc |= color.diffusefunc << (2 * j);
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								      uid_data.diffusefunc |= alpha.diffusefunc << (2 * (j + 2));
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								      uid_data.light_mask |= color.GetFullLightMask() << (8 * j);
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								      uid_data.light_mask |= alpha.GetFullLightMask() << (8 * (j + 2));
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								      if (color.lightparams == alpha.lightparams)
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								      {
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								        mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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								        if (mask)
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								        {
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								          for (int i = 0; i < 8; ++i)
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								          {
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								            if (mask & (1 << i))
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								            {
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								              GenerateLightShader<T>(object, uid_data, i, j, 3);
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								            }
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								          }
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								        }
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								      }
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											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								      // no shared lights
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							| 
								
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								      for (int i = 0; i < 8; ++i)
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								      {
							 | 
						
					
						
							| 
								
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								        if (!(mask & (1 << i)) && (color.GetFullLightMask() & (1 << i)))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          GenerateLightShader<T>(object, uid_data, i, j, 1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (!(mask & (1 << i)) && (alpha.GetFullLightMask() & (1 << i)))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          GenerateLightShader<T>(object, uid_data, i, j + 2, 2);
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							| 
								
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							 | 
							
								
							 | 
							
							
								      }
							 | 
						
					
						
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							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
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								    else if (color.enablelighting || alpha.enablelighting)
							 | 
						
					
						
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							 | 
							
								
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								    {
							 | 
						
					
						
							| 
								
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							 | 
							
							
								      // 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;
							 | 
						
					
						
							
								
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 
									 
								 
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								      uid_data.light_mask |= workingchannel.GetFullLightMask() << (8 * lit_index);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      for (int i = 0; i < 8; ++i)
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								      {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        if (workingchannel.GetFullLightMask() & (1 << i))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								          GenerateLightShader<T>(object, uid_data, i, lit_index, coloralpha);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    object.Write("lacc = clamp(lacc, 0, 255);\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    object.Write("%s%d = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    object.Write("}\n");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							
								
									
										
										
										
											2012-08-07 01:16:02 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}
							 |