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										 |  |  | // Copyright 2016 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 "VideoCommon/LightingShaderGen.h"
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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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							|  |  |  | static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_data, int index, | 
					
						
							|  |  |  |                                 int litchan_index, bool alpha) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   const char* swizzle = alpha ? "a" : "rgb"; | 
					
						
							|  |  |  |   const char* swizzle_components = (alpha) ? "" : "3"; | 
					
						
							|  |  |  | 
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							|  |  |  |   int attnfunc = (uid_data.attnfunc >> (2 * litchan_index)) & 0x3; | 
					
						
							|  |  |  |   int diffusefunc = (uid_data.diffusefunc >> (2 * litchan_index)) & 0x3; | 
					
						
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							|  |  |  |   switch (attnfunc) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |   case LIGHTATTN_NONE: | 
					
						
							|  |  |  |   case LIGHTATTN_DIR: | 
					
						
							|  |  |  |     object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); | 
					
						
							|  |  |  |     object.Write("attn = 1.0;\n"); | 
					
						
							|  |  |  |     object.Write("if (length(ldir) == 0.0)\n\t ldir = _norm0;\n"); | 
					
						
							|  |  |  |     break; | 
					
						
							|  |  |  |   case LIGHTATTN_SPEC: | 
					
						
							|  |  |  |     object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index)); | 
					
						
							|  |  |  |     object.Write("attn = (dot(_norm0, ldir) >= 0.0) ? max(0.0, dot(_norm0, " LIGHT_DIR | 
					
						
							|  |  |  |                  ".xyz)) : 0.0;\n", | 
					
						
							|  |  |  |                  LIGHT_DIR_PARAMS(index)); | 
					
						
							|  |  |  |     object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index)); | 
					
						
							|  |  |  |     object.Write("distAttn = %s(" LIGHT_DISTATT ".xyz);\n", | 
					
						
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										 |  |  |                  (diffusefunc == LIGHTDIF_NONE) ? "" : "normalize", LIGHT_DISTATT_PARAMS(index)); | 
					
						
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										 |  |  |     object.Write("attn = max(0.0f, dot(cosAttn, float3(1.0, attn, attn*attn))) / dot(distAttn, " | 
					
						
							|  |  |  |                  "float3(1.0, attn, attn*attn));\n"); | 
					
						
							|  |  |  |     break; | 
					
						
							|  |  |  |   case LIGHTATTN_SPOT: | 
					
						
							|  |  |  |     object.Write("ldir = " LIGHT_POS ".xyz - pos.xyz;\n", LIGHT_POS_PARAMS(index)); | 
					
						
							|  |  |  |     object.Write("dist2 = dot(ldir, ldir);\n" | 
					
						
							|  |  |  |                  "dist = sqrt(dist2);\n" | 
					
						
							|  |  |  |                  "ldir = ldir / dist;\n" | 
					
						
							|  |  |  |                  "attn = max(0.0, dot(ldir, " LIGHT_DIR ".xyz));\n", | 
					
						
							|  |  |  |                  LIGHT_DIR_PARAMS(index)); | 
					
						
							|  |  |  |     // attn*attn may overflow
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							|  |  |  |     object.Write("attn = max(0.0, " LIGHT_COSATT ".x + " LIGHT_COSATT ".y*attn + " LIGHT_COSATT | 
					
						
							|  |  |  |                  ".z*attn*attn) / dot(" LIGHT_DISTATT ".xyz, float3(1.0,dist,dist2));\n", | 
					
						
							|  |  |  |                  LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), LIGHT_COSATT_PARAMS(index), | 
					
						
							|  |  |  |                  LIGHT_DISTATT_PARAMS(index)); | 
					
						
							|  |  |  |     break; | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   switch (diffusefunc) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |   case LIGHTDIF_NONE: | 
					
						
							|  |  |  |     object.Write("lacc.%s += int%s(round(attn * float%s(" LIGHT_COL ")));\n", swizzle, | 
					
						
							|  |  |  |                  swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); | 
					
						
							|  |  |  |     break; | 
					
						
							|  |  |  |   case LIGHTDIF_SIGN: | 
					
						
							|  |  |  |   case LIGHTDIF_CLAMP: | 
					
						
							|  |  |  |     object.Write("lacc.%s += int%s(round(attn * %sdot(ldir, _norm0)) * float%s(" LIGHT_COL ")));\n", | 
					
						
							|  |  |  |                  swizzle, swizzle_components, diffusefunc != LIGHTDIF_SIGN ? "max(0.0," : "(", | 
					
						
							|  |  |  |                  swizzle_components, LIGHT_COL_PARAMS(index, swizzle)); | 
					
						
							|  |  |  |     break; | 
					
						
							|  |  |  |   default: | 
					
						
							|  |  |  |     _assert_(0); | 
					
						
							|  |  |  |   } | 
					
						
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							|  |  |  |   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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										 |  |  | void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, | 
					
						
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										 |  |  |                                 u32 numColorChans, const char* inColorName, const char* dest) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   for (unsigned int j = 0; j < numColorChans; j++) | 
					
						
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										 |  |  |   { | 
					
						
							|  |  |  |     object.Write("{\n"); | 
					
						
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							|  |  |  |     bool colormatsource = !!(uid_data.matsource & (1 << j)); | 
					
						
							|  |  |  |     if (colormatsource)  // from vertex
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							|  |  |  |     { | 
					
						
							|  |  |  |       if (components & (VB_HAS_COL0 << j)) | 
					
						
							|  |  |  |         object.Write("int4 mat = int4(round(%s%d * 255.0));\n", inColorName, j); | 
					
						
							|  |  |  |       else if (components & VB_HAS_COL0) | 
					
						
							|  |  |  |         object.Write("int4 mat = int4(round(%s0 * 255.0));\n", inColorName); | 
					
						
							|  |  |  |       else | 
					
						
							|  |  |  |         object.Write("int4 mat = int4(255, 255, 255, 255);\n"); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else  // from color
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							|  |  |  |     { | 
					
						
							|  |  |  |       object.Write("int4 mat = %s[%d];\n", I_MATERIALS, j + 2); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     if (uid_data.enablelighting & (1 << j)) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       if (uid_data.ambsource & (1 << j))  // from vertex
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							|  |  |  |       { | 
					
						
							|  |  |  |         if (components & (VB_HAS_COL0 << j)) | 
					
						
							|  |  |  |           object.Write("lacc = int4(round(%s%d * 255.0));\n", inColorName, j); | 
					
						
							|  |  |  |         else if (components & VB_HAS_COL0) | 
					
						
							|  |  |  |           object.Write("lacc = int4(round(%s0 * 255.0));\n", inColorName); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           // 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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							|  |  |  |           // Returning 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"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else  // from color
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							|  |  |  |       { | 
					
						
							|  |  |  |         object.Write("lacc = %s[%d];\n", I_MATERIALS, j); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       object.Write("lacc = int4(255, 255, 255, 255);\n"); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     // check if alpha is different
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							|  |  |  |     bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2))); | 
					
						
							|  |  |  |     if (alphamatsource != colormatsource) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       if (alphamatsource)  // from vertex
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							|  |  |  |       { | 
					
						
							|  |  |  |         if (components & (VB_HAS_COL0 << j)) | 
					
						
							|  |  |  |           object.Write("mat.w = int(round(%s%d.w * 255.0));\n", inColorName, j); | 
					
						
							|  |  |  |         else if (components & VB_HAS_COL0) | 
					
						
							|  |  |  |           object.Write("mat.w = int(round(%s0.w * 255.0));\n", inColorName); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           object.Write("mat.w = 255;\n"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else  // from color
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							|  |  |  |       { | 
					
						
							|  |  |  |         object.Write("mat.w = %s[%d].w;\n", I_MATERIALS, j + 2); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     if (uid_data.enablelighting & (1 << (j + 2))) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       if (uid_data.ambsource & (1 << (j + 2)))  // from vertex
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							|  |  |  |       { | 
					
						
							|  |  |  |         if (components & (VB_HAS_COL0 << j)) | 
					
						
							|  |  |  |           object.Write("lacc.w = int(round(%s%d.w * 255.0));\n", inColorName, j); | 
					
						
							|  |  |  |         else if (components & VB_HAS_COL0) | 
					
						
							|  |  |  |           object.Write("lacc.w = int(round(%s0.w * 255.0));\n", inColorName); | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |           // 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"); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       else  // from color
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							|  |  |  |       { | 
					
						
							|  |  |  |         object.Write("lacc.w = %s[%d].w;\n", I_MATERIALS, j); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       object.Write("lacc.w = 255;\n"); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     if (uid_data.enablelighting & (1 << j))  // Color lights
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							|  |  |  |     { | 
					
						
							|  |  |  |       for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  |         if (uid_data.light_mask & (1 << (i + 8 * j))) | 
					
						
							|  |  |  |           GenerateLightShader(object, uid_data, i, j, false); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     if (uid_data.enablelighting & (1 << (j + 2)))  // Alpha lights
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							|  |  |  |     { | 
					
						
							|  |  |  |       for (int i = 0; i < 8; ++i) | 
					
						
							|  |  |  |         if (uid_data.light_mask & (1 << (i + 8 * (j + 2)))) | 
					
						
							|  |  |  |           GenerateLightShader(object, uid_data, i, j + 2, true); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     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"); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void GetLightingShaderUid(LightingUidData& uid_data) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     uid_data.matsource |= xfmem.color[j].matsource << j; | 
					
						
							|  |  |  |     uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2); | 
					
						
							|  |  |  |     uid_data.enablelighting |= xfmem.color[j].enablelighting << j; | 
					
						
							|  |  |  |     uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2); | 
					
						
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							|  |  |  |     if (uid_data.enablelighting & (1 << j))  // Color lights
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							|  |  |  |     { | 
					
						
							|  |  |  |       uid_data.ambsource |= xfmem.color[j].ambsource << j; | 
					
						
							|  |  |  |       uid_data.attnfunc |= xfmem.color[j].attnfunc << (2 * j); | 
					
						
							|  |  |  |       uid_data.diffusefunc |= xfmem.color[j].diffusefunc << (2 * j); | 
					
						
							|  |  |  |       uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     if (uid_data.enablelighting & (1 << (j + 2)))  // Alpha lights
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							|  |  |  |     { | 
					
						
							|  |  |  |       uid_data.ambsource |= xfmem.alpha[j].ambsource << (j + 2); | 
					
						
							|  |  |  |       uid_data.attnfunc |= xfmem.alpha[j].attnfunc << (2 * (j + 2)); | 
					
						
							|  |  |  |       uid_data.diffusefunc |= xfmem.alpha[j].diffusefunc << (2 * (j + 2)); | 
					
						
							|  |  |  |       uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2)); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  | } |