dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
rice1964 0dcf03b898 This should fix the per-vertex PositionMatrix, the famous "Posmtx" problem, for DX9. My DX9 plugin still crashes, for some other reasons. Verified with Luigi's Mansion, it almost works.
BTW, this is Rice from emutalk, one of the 1964 emulator authors, and author of Rice video plugin for N64 emulators.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4115 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-08-31 06:35:43 +00:00

527 lines
22 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <math.h>
#include "Profiler.h"
#include "NativeVertexFormat.h"
#include "BPMemory.h"
#include "VertexShaderGen.h"
// Mash together all the inputs that contribute to the code of a generated vertex shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
{
vid.values[0] = components |
(xfregs.numTexGens << 23) |
(xfregs.nNumChans << 27) |
((u32)xfregs.bEnableDualTexTransform << 29);
for (int i = 0; i < 2; ++i) {
vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
(u32)xfregs.colChans[i].color.hex :
(u32)xfregs.colChans[i].color.matsource;
vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
(u32)xfregs.colChans[i].alpha.hex :
(u32)xfregs.colChans[i].alpha.matsource) << 15;
}
// fog
vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
u32* pcurvalue = &vid.values[3];
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR)
tinfo.projection = 0;
u32 val = ((tinfo.hex >> 1) & 0x1ffff);
if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
// rewrite normalization and post index
val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
}
switch (i & 3) {
case 0: pcurvalue[0] |= val; break;
case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
}
}
}
static char text[16384];
#define WRITE p+=sprintf
#define LIGHTS_POS ""
char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
const char *GenerateVertexShader(u32 components, bool D3D)
{
text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE();
_assert_( bpmem.genMode.numtexgens == xfregs.numTexGens);
_assert_( bpmem.genMode.numcolchans == xfregs.nNumChans);
u32 lightMask = 0;
if (xfregs.nNumChans > 0)
lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask();
if (xfregs.nNumChans > 1)
lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
char *p = text;
WRITE(p, "//Vertex Shader: comp:%x, \n", components);
WRITE(p, "typedef struct {\n"
" float4 T0, T1, T2;\n"
" float4 N0, N1, N2;\n"
"} s_"I_POSNORMALMATRIX";\n\n"
"typedef struct {\n"
" float4 t;\n"
"} FLT4;\n"
"typedef struct {\n"
" FLT4 T[24];\n"
"} s_"I_TEXMATRICES";\n\n"
"typedef struct {\n"
" FLT4 T[64];\n"
"} s_"I_TRANSFORMMATRICES";\n\n"
"typedef struct {\n"
" FLT4 T[32];\n"
"} s_"I_NORMALMATRICES";\n\n"
"typedef struct {\n"
" FLT4 T[64];\n"
"} s_"I_POSTTRANSFORMMATRICES";\n\n"
"typedef struct {\n"
" float4 col;\n"
" float4 cosatt;\n"
" float4 distatt;\n"
" float4 pos;\n"
" float4 dir;\n"
"} Light;\n\n"
"typedef struct {\n"
" Light lights[8];\n"
"} s_"I_LIGHTS";\n\n"
"typedef struct {\n"
" float4 C0, C1, C2, C3;\n"
"} s_"I_MATERIALS";\n\n"
"typedef struct {\n"
" float4 T0,T1,T2,T3;\n"
"} s_"I_PROJECTION";\n"
"typedef struct {\n"
" float4 params;\n" // a, b, c, b_shift
"} s_"I_FOGPARAMS";\n\n");
WRITE(p, "struct VS_OUTPUT {\n");
WRITE(p, " float4 pos : POSITION;\n");
WRITE(p, " float4 colors[2] : COLOR0;\n");
if (xfregs.numTexGens < 7) {
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens);
} else {
// clip position is in w of first 4 texcoords
for (int i = 0; i < xfregs.numTexGens; ++i)
WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
}
WRITE(p, "};\n");
WRITE(p, "\n");
// uniforms
// bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
WRITE(p, "uniform s_"I_FOGPARAMS" "I_FOGPARAMS" : register(c%d);\n", C_FOGPARAMS);
WRITE(p, "VS_OUTPUT main(\n");
// inputs
if (components & VB_HAS_NRM0)
WRITE(p, " float3 rawnorm0 : NORMAL0,\n");
if (components & VB_HAS_NRM1)
if (D3D)
WRITE(p, " float3 rawnorm1 : NORMAL1,\n");
else
WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
if (components & VB_HAS_NRM2)
if (D3D)
WRITE(p, " float3 rawnorm2 : NORMAL2,\n");
else
WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
if (components & VB_HAS_COL0)
WRITE(p, " float4 color0 : COLOR0,\n");
if (components & VB_HAS_COL1)
WRITE(p, " float4 color1 : COLOR1,\n");
for (int i = 0; i < 8; ++i) {
u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
if ((components & (VB_HAS_UV0<<i)) || hastexmtx )
WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i,i);
}
if (components & VB_HAS_POSMTXIDX)
if (D3D)
{
WRITE(p, " float4 blend_indices : BLENDINDICES,\n");
}
else
WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
WRITE(p, " float4 rawpos : POSITION) {\n");
WRITE(p, "VS_OUTPUT o;\n");
// transforms
if (components & VB_HAS_POSMTXIDX) {
if (D3D)
{
WRITE(p,"int4 indices = D3DCOLORtoUBYTE4(blend_indices);\n"
"int posmtx = indices.x;\n");
}
WRITE(p, "float4 pos = float4(dot("I_TRANSFORMMATRICES".T[posmtx].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+1].t, rawpos), dot("I_TRANSFORMMATRICES".T[posmtx+2].t, rawpos),1);\n");
if (components & VB_HAS_NRMALL) {
WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
WRITE(p, "float3 N0 = "I_NORMALMATRICES".T[normidx].t.xyz, N1 = "I_NORMALMATRICES".T[normidx+1].t.xyz, N2 = "I_NORMALMATRICES".T[normidx+2].t.xyz;\n");
}
if (components & VB_HAS_NRM0)
WRITE(p, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n"
"half3 norm0 = normalize(_norm0);\n");
if (components & VB_HAS_NRM1)
WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
//"half3 norm1 = normalize(_norm1);\n");
if (components & VB_HAS_NRM2)
WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
//"half3 norm2 = normalize(_norm2);\n");
}
else {
WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n");
if (components & VB_HAS_NRM0)
WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n"
"half3 norm0 = normalize(_norm0);\n");
if (components & VB_HAS_NRM1)
WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
//"half3 norm1 = normalize(_norm1);\n");
if (components & VB_HAS_NRM2)
WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
//"half3 norm2 = normalize(_norm2);\n");
}
if (!(components & VB_HAS_NRM0))
WRITE(p, "half3 _norm0 = half3(0,0,0), norm0 = half3(0,0,0);\n");
WRITE(p, "o.pos = float4(dot("I_PROJECTION".T0, pos), dot("I_PROJECTION".T1, pos), dot("I_PROJECTION".T2, pos), dot("I_PROJECTION".T3, pos));\n");
WRITE(p, "half4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
"half3 ldir, h;\n"
"half dist, dist2, attn;\n");
// lights/colors
for (int j = 0; j < xfregs.nNumChans; j++) {
// bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused
const LitChannel& color = xfregs.colChans[j].color;
const LitChannel& alpha = xfregs.colChans[j].alpha;
WRITE(p, "{\n");
WRITE(p, "half4 lacc = half4(1,1,1,1);\n");
if (color.matsource) {// from vertex
if (components & (VB_HAS_COL0 << j))
WRITE(p, "mat = color%d;\n", j);
else
WRITE(p, "mat = half4(1,1,1,1);\n");
}
else // from color
WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
if (color.enablelighting) {
if (color.ambsource) { // from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc = color%d;\n", j);
else
WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
}
else // from color
WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
}
// check if alpha is different
if (alpha.matsource != color.matsource) {
if (alpha.matsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "mat.w = color%d.w;\n", j);
else WRITE(p, "mat.w = 1;\n");
}
else // from color
WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
}
if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
if (alpha.ambsource) {// from vertex
if (components & (VB_HAS_COL0<<j) )
WRITE(p, "lacc.w = color%d.w;\n", j);
else WRITE(p, "lacc.w = 0;\n");
}
else // from color
WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
}
if (color.enablelighting && alpha.enablelighting && (color.GetFullLightMask() != alpha.GetFullLightMask() || color.lightparams != alpha.lightparams)) {
// both have lighting, except not using the same lights
int mask = 0; // holds already computed lights
if (color.lightparams == alpha.lightparams && (color.GetFullLightMask() & alpha.GetFullLightMask())) {
// if lights are shared, compute those first
mask = color.GetFullLightMask() & alpha.GetFullLightMask();
for (int i = 0; i < 8; ++i) {
if (mask & (1<<i))
p = GenerateLightShader(p, i, color, "lacc", 3);
}
}
// no shared lights
for (int i = 0; i < 8; ++i) {
if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)) )
p = GenerateLightShader(p, i, color, "lacc", 1);
if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)) )
p = GenerateLightShader(p, i, alpha, "lacc", 2);
}
}
else if (color.enablelighting || alpha.enablelighting) {
// either one is enabled
int coloralpha = (int)color.enablelighting|((int)alpha.enablelighting<<1);
for (int i = 0; i < 8; ++i) {
if (color.GetFullLightMask() & (1<<i) )
p = GenerateLightShader(p, i, color.enablelighting?color:alpha, "lacc", coloralpha);
}
}
if (color.enablelighting != alpha.enablelighting) {
if (color.enablelighting)
//WRITE(p, "o.colors[%d].xyz = mat.xyz * clamp(lacc.xyz,float3(0.0f,0.0f,0.0f),float3(1.0f,1.0f,1.0f));\n"
WRITE(p, "o.colors[%d].xyz = mat.xyz * saturate(lacc.xyz);\n"
"o.colors[%d].w = mat.w;\n", j, j);
else
WRITE(p, "o.colors[%d].xyz = mat.xyz;\n"
//"o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j);
"o.colors[%d].w = mat.w * saturate(lacc.w);\n", j, j);
}
else {
if (alpha.enablelighting)
//WRITE(p, "o.colors[%d] = mat * clamp(lacc, float4(0.0f,0.0f,0.0f,0.0f), float4(1.0f,1.0f,1.0f,1.0f));\n", j);
WRITE(p, "o.colors[%d] = mat * saturate(lacc);\n", j);
else
WRITE(p, "o.colors[%d] = mat;\n", j);
}
WRITE(p, "}\n");
}
// zero left over channels
for (int i = xfregs.nNumChans; i < 2; ++i)
WRITE(p, "o.colors[%d] = float4(0,0,0,0);\n", i);
// transform texcoords
for (int i = 0; i < xfregs.numTexGens; ++i) {
TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
WRITE(p, "{\n");
switch (texinfo.sourcerow) {
case XF_SRCGEOM_INROW:
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = rawpos;\n"); // pos.w is 1
break;
case XF_SRCNORMAL_INROW:
if (components & VB_HAS_NRM0) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
}
else WRITE(p, "float4 coord = 0;\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:
if (components & VB_HAS_NRM1) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm1.xyz, 1.0);\n");
}
else WRITE(p, "float4 coord = 0;\n");
break;
case XF_SRCBINORMAL_B_INROW:
if (components & VB_HAS_NRM2) {
_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
WRITE(p, "float4 coord = float4(rawnorm2.xyz, 1.0);\n");
}
else WRITE(p, "float4 coord = 0;\n");
break;
default:
_assert_(texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (components & (VB_HAS_UV0<<(texinfo.sourcerow - XF_SRCTEX0_INROW)) )
WRITE(p, "float4 coord = float4(tex%d.x, tex%d.y, 1.0f, 1.0f);\n", texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
else
WRITE(p, "float4 coord = float4(0.0f, 0.0f, 1.0f, 1.0f);\n");
break;
}
// firs transformation
switch (texinfo.texgentype) {
case XF_TEXGEN_REGULAR:
if (components & (VB_HAS_TEXMTXIDX0<<i)) {
if (texinfo.projection == XF_TEXPROJ_STQ )
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+2].t));\n", i, i, i, i);
else {
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z].t), dot(coord, "I_TRANSFORMMATRICES".T[tex%d.z+1].t), 1);\n", i, i, i);
}
}
else {
if (texinfo.projection == XF_TEXPROJ_STQ )
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t));\n", i, 3*i, 3*i+1, 3*i+2);
else
WRITE(p, "o.tex%d.xyz = float3(dot(coord, "I_TEXMATRICES".T[%d].t), dot(coord, "I_TEXMATRICES".T[%d].t), 1);\n", i, 3*i, 3*i+1);
}
break;
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
else _assert_(0); // should have normals
break;
case XF_TEXGEN_COLOR_STRGBC0:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
WRITE(p, "o.tex%d.xyz = float3(o.colors[0].x, o.colors[0].y, 1);\n", i);
break;
case XF_TEXGEN_COLOR_STRGBC1:
_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
WRITE(p, "o.tex%d.xyz = float3(o.colors[1].x, o.colors[1].y, 1);\n", i);
break;
}
if(xfregs.bEnableDualTexTransform && texinfo.texgentype == XF_TEXGEN_REGULAR) { // only works for regular tex gen types?
if (xfregs.texcoords[i].postmtxinfo.normalize)
WRITE(p, "o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
//multiply by postmatrix
int postidx = xfregs.texcoords[i].postmtxinfo.index;
WRITE(p, "float4 P0 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P1 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n"
"float4 P2 = "I_POSTTRANSFORMMATRICES".T[%d].t;\n",
postidx&0x3f, (postidx+1)&0x3f, (postidx+2)&0x3f);
WRITE(p, "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);
}
WRITE(p, "}\n");
}
// clipPos/w needs to be done in pixel shader, not here
if (xfregs.numTexGens < 7) {
WRITE(p, "o.clipPos = o.pos;\n");
} else {
WRITE(p, "o.tex0.w = o.pos.x;\n");
WRITE(p, "o.tex1.w = o.pos.y;\n");
WRITE(p, "o.tex2.w = o.pos.z;\n");
WRITE(p, "o.tex3.w = o.pos.w;\n");
}
// Why are we adding w to z?
if (!D3D) {
// scale to gl clip space
WRITE(p, "o.pos.z = (o.pos.z * 2.0f) + o.pos.w;\n");
} else {
WRITE(p, "o.pos.z = o.pos.z + o.pos.w;\n");
}
WRITE(p, "return o;\n}\n");
if (text[sizeof(text) - 1] != 0x7C)
PanicAlert("VertexShader generator - buffer too small, canary has been eaten!");
return text;
}
// coloralpha - 1 if color, 2 if alpha
char* GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha)
{
const char* swizzle = "xyzw";
if (coloralpha == 1 ) swizzle = "xyz";
else if (coloralpha == 2 ) swizzle = "w";
if (!(chan.attnfunc & 1)) {
// atten disabled
switch (chan.diffusefunc) {
case LIGHTDIF_NONE:
WRITE(p, "%s.%s += "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz - pos.xyz);\n", index);
WRITE(p, "%s.%s += %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
break;
default: _assert_(0);
}
}
else { // spec and spot
WRITE(p, "ldir = "I_LIGHTS".lights[%d].pos.xyz - pos.xyz;\n", index);
if (chan.attnfunc == 3) { // spot
WRITE(p, "dist2 = dot(ldir, ldir);\n"
"dist = sqrt(dist2);\n"
"ldir = ldir / dist;\n"
"attn = max(0.0f, dot(ldir, "I_LIGHTS".lights[%d].dir.xyz));\n",index);
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, half3(1, attn, attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, half3(1,dist,dist2));\n", index, index);
}
else if (chan.attnfunc == 1) { // specular
WRITE(p, "attn = dot(norm0, "I_LIGHTS".lights[%d].pos.xyz) > 0 ? max(0.0f, dot(norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0;\n", index, index);
WRITE(p, "ldir = half3(1,attn,attn*attn);\n");
WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, ldir)) / dot("I_LIGHTS".lights[%d].distatt.xyz, ldir);\n", index, index);
}
switch (chan.diffusefunc) {
case LIGHTDIF_NONE:
WRITE(p, "%s.%s += attn * "I_LIGHTS".lights[%d].col.%s;\n", dest, swizzle, index, swizzle);
break;
case LIGHTDIF_SIGN:
case LIGHTDIF_CLAMP:
WRITE(p, "%s.%s += attn * %sdot(ldir, norm0)) * "I_LIGHTS".lights[%d].col.%s;\n",
dest, swizzle, chan.diffusefunc != LIGHTDIF_SIGN ? "max(0.0f," :"(", index, swizzle);
break;
default: _assert_(0);
}
}
WRITE(p, "\n");
return p;
}