mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-05 18:40:22 +00:00
718c88ff6a
Also fixed shader compilation errors for DX9 plugin by using correct pixel/vertex attribute names that are compatibile with DX9 HLSL shader compiler. Now the generated vertex or pixel shader programs will compile correctly in either OGL or DX9. However, DX9 plugin is still not fixed, even though the shader programs can be compiled now. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4113 8ced0084-cf51-0410-be5f-012b33b47a6e
517 lines
22 KiB
C++
517 lines
22 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include "Profiler.h"
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#include "NativeVertexFormat.h"
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#include "BPMemory.h"
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#include "VertexShaderGen.h"
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
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{
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vid.values[0] = components |
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(xfregs.numTexGens << 23) |
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(xfregs.nNumChans << 27) |
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((u32)xfregs.bEnableDualTexTransform << 29);
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for (int i = 0; i < 2; ++i) {
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vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
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(u32)xfregs.colChans[i].color.hex :
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(u32)xfregs.colChans[i].color.matsource;
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vid.values[1+i] |= (xfregs.colChans[i].alpha.enablelighting ?
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(u32)xfregs.colChans[i].alpha.hex :
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(u32)xfregs.colChans[i].alpha.matsource) << 15;
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}
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// fog
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vid.values[1] |= (((u32)bpmem.fog.c_proj_fsel.fsel & 3) << 30);
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vid.values[2] |= (((u32)bpmem.fog.c_proj_fsel.fsel >> 2) << 30);
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u32* pcurvalue = &vid.values[3];
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP)
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tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR)
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tinfo.projection = 0;
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u32 val = ((tinfo.hex >> 1) & 0x1ffff);
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if (xfregs.bEnableDualTexTransform && tinfo.texgentype == XF_TEXGEN_REGULAR) {
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// rewrite normalization and post index
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val |= ((u32)xfregs.texcoords[i].postmtxinfo.index << 17) | ((u32)xfregs.texcoords[i].postmtxinfo.normalize << 23);
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}
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switch (i & 3) {
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case 0: pcurvalue[0] |= val; break;
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case 1: pcurvalue[0] |= val << 24; pcurvalue[1] = val >> 8; ++pcurvalue; break;
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case 2: pcurvalue[0] |= val << 16; pcurvalue[1] = val >> 16; ++pcurvalue; break;
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case 3: pcurvalue[0] |= val << 8; ++pcurvalue; break;
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}
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}
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}
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static char text[16384];
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#define WRITE p+=sprintf
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#define LIGHTS_POS ""
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char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
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const char *GenerateVertexShader(u32 components, bool D3D)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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_assert_( bpmem.genMode.numtexgens == xfregs.numTexGens);
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_assert_( bpmem.genMode.numcolchans == xfregs.nNumChans);
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u32 lightMask = 0;
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if (xfregs.nNumChans > 0)
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lightMask |= xfregs.colChans[0].color.GetFullLightMask() | xfregs.colChans[0].alpha.GetFullLightMask();
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if (xfregs.nNumChans > 1)
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lightMask |= xfregs.colChans[1].color.GetFullLightMask() | xfregs.colChans[1].alpha.GetFullLightMask();
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char *p = text;
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WRITE(p, "//Vertex Shader: comp:%x, \n", components);
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WRITE(p, "typedef struct {\n"
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" float4 T0, T1, T2;\n"
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" float4 N0, N1, N2;\n"
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"} s_"I_POSNORMALMATRIX";\n\n"
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"typedef struct {\n"
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" float4 t;\n"
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"} FLT4;\n"
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"typedef struct {\n"
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" FLT4 T[24];\n"
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"} s_"I_TEXMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[64];\n"
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"} s_"I_TRANSFORMMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[32];\n"
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"} s_"I_NORMALMATRICES";\n\n"
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"typedef struct {\n"
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" FLT4 T[64];\n"
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"} s_"I_POSTTRANSFORMMATRICES";\n\n"
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"typedef struct {\n"
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" float4 col;\n"
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" float4 cosatt;\n"
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" float4 distatt;\n"
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" float4 pos;\n"
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" float4 dir;\n"
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"} Light;\n\n"
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"typedef struct {\n"
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" Light lights[8];\n"
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"} s_"I_LIGHTS";\n\n"
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"typedef struct {\n"
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" float4 C0, C1, C2, C3;\n"
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"} s_"I_MATERIALS";\n\n"
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"typedef struct {\n"
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" float4 T0,T1,T2,T3;\n"
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"} s_"I_PROJECTION";\n"
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"typedef struct {\n"
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" float4 params;\n" // a, b, c, b_shift
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"} s_"I_FOGPARAMS";\n\n");
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WRITE(p, "struct VS_OUTPUT {\n");
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WRITE(p, " float4 pos : POSITION;\n");
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WRITE(p, " float4 colors[2] : COLOR0;\n");
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if (xfregs.numTexGens < 7) {
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for (int i = 0; i < xfregs.numTexGens; ++i)
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WRITE(p, " float3 tex%d : TEXCOORD%d;\n", i, i);
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WRITE(p, " float4 clipPos : TEXCOORD%d;\n", xfregs.numTexGens);
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} else {
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// clip position is in w of first 4 texcoords
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for (int i = 0; i < xfregs.numTexGens; ++i)
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WRITE(p, " float%d tex%d : TEXCOORD%d;\n", i<4?4:3, i, i);
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}
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WRITE(p, "};\n");
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WRITE(p, "\n");
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// uniforms
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// bool bTexMtx = ((components & VB_HAS_TEXMTXIDXALL)<<VB_HAS_UVTEXMTXSHIFT)!=0; unused TODO: keep?
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WRITE(p, "uniform s_"I_TRANSFORMMATRICES" "I_TRANSFORMMATRICES" : register(c%d);\n", C_TRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_TEXMATRICES" "I_TEXMATRICES" : register(c%d);\n", C_TEXMATRICES); // also using tex matrices
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WRITE(p, "uniform s_"I_NORMALMATRICES" "I_NORMALMATRICES" : register(c%d);\n", C_NORMALMATRICES);
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WRITE(p, "uniform s_"I_POSNORMALMATRIX" "I_POSNORMALMATRIX" : register(c%d);\n", C_POSNORMALMATRIX);
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WRITE(p, "uniform s_"I_POSTTRANSFORMMATRICES" "I_POSTTRANSFORMMATRICES" : register(c%d);\n", C_POSTTRANSFORMMATRICES);
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WRITE(p, "uniform s_"I_LIGHTS" "I_LIGHTS" : register(c%d);\n", C_LIGHTS);
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WRITE(p, "uniform s_"I_MATERIALS" "I_MATERIALS" : register(c%d);\n", C_MATERIALS);
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WRITE(p, "uniform s_"I_PROJECTION" "I_PROJECTION" : register(c%d);\n", C_PROJECTION);
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WRITE(p, "uniform s_"I_FOGPARAMS" "I_FOGPARAMS" : register(c%d);\n", C_FOGPARAMS);
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WRITE(p, "VS_OUTPUT main(\n");
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// inputs
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 : NORMAL,\n");
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if (components & VB_HAS_NRM1)
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if (D3D)
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WRITE(p, " float3 rawnorm1 : PSIZE,\n");
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else
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WRITE(p, " float3 rawnorm1 : ATTR%d,\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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if (D3D)
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WRITE(p, " float3 rawnorm2 : BLENDINDICES,\n");
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else
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WRITE(p, " float3 rawnorm2 : ATTR%d,\n", SHADER_NORM2_ATTRIB);
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 : COLOR0,\n");
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 : COLOR1,\n");
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx )
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WRITE(p, " float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i,i);
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}
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if (components & VB_HAS_POSMTXIDX)
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if (D3D)
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WRITE(p, " half posmtx : BLENDWEIGHT,\n");
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else
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WRITE(p, " half posmtx : ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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WRITE(p, " float4 rawpos : POSITION) {\n");
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WRITE(p, "VS_OUTPUT o;\n");
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// transforms
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if (components & VB_HAS_POSMTXIDX) {
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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");
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if (components & VB_HAS_NRMALL) {
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WRITE(p, "int normidx = posmtx >= 32 ? (posmtx-32) : posmtx;\n");
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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");
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}
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if (components & VB_HAS_NRM0)
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WRITE(p, "half3 _norm0 = half3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, rawnorm0));\n"
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"half3 norm0 = normalize(_norm0);\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "half3 _norm1 = half3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n");
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//"half3 norm1 = normalize(_norm1);\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "half3 _norm2 = half3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n");
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//"half3 norm2 = normalize(_norm2);\n");
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}
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else {
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WRITE(p, "float4 pos = float4(dot("I_POSNORMALMATRIX".T0, rawpos), dot("I_POSNORMALMATRIX".T1, rawpos), dot("I_POSNORMALMATRIX".T2, rawpos), 1);\n");
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if (components & VB_HAS_NRM0)
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WRITE(p, "half3 _norm0 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm0), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm0));\n"
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"half3 norm0 = normalize(_norm0);\n");
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if (components & VB_HAS_NRM1)
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WRITE(p, "half3 _norm1 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm1), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm1));\n");
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//"half3 norm1 = normalize(_norm1);\n");
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if (components & VB_HAS_NRM2)
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WRITE(p, "half3 _norm2 = half3(dot("I_POSNORMALMATRIX".N0.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N1.xyz, rawnorm2), dot("I_POSNORMALMATRIX".N2.xyz, rawnorm2));\n");
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//"half3 norm2 = normalize(_norm2);\n");
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}
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if (!(components & VB_HAS_NRM0))
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WRITE(p, "half3 _norm0 = half3(0,0,0), norm0 = half3(0,0,0);\n");
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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");
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WRITE(p, "half4 mat;\n" // = half4(1,1,1,1), lacc = half4(0,0,0,0);\n"
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"half3 ldir, h;\n"
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"half dist, dist2, attn;\n");
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// lights/colors
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for (int j = 0; j < xfregs.nNumChans; j++) {
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// bool bColorAlphaSame = xfregs.colChans[j].color.hex == xfregs.colChans[j].alpha.hex; unused
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const LitChannel& color = xfregs.colChans[j].color;
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const LitChannel& alpha = xfregs.colChans[j].alpha;
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WRITE(p, "{\n");
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WRITE(p, "half4 lacc = half4(1,1,1,1);\n");
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if (color.matsource) {// from vertex
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = color%d;\n", j);
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else
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WRITE(p, "mat = half4(1,1,1,1);\n");
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}
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else // from color
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WRITE(p, "mat = "I_MATERIALS".C%d;\n", j+2);
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if (color.enablelighting) {
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if (color.ambsource) { // from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = color%d;\n", j);
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else
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WRITE(p, "lacc = half4(0.0f,0.0f,0.0f,0.0f);\n");
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}
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else // from color
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WRITE(p, "lacc = "I_MATERIALS".C%d;\n", j);
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}
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// check if alpha is different
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if (alpha.matsource != color.matsource) {
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if (alpha.matsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "mat.w = color%d.w;\n", j);
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else WRITE(p, "mat.w = 1;\n");
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}
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else // from color
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WRITE(p, "mat.w = "I_MATERIALS".C%d.w;\n", j+2);
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}
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if (alpha.enablelighting && alpha.ambsource != color.ambsource) {
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if (alpha.ambsource) {// from vertex
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc.w = color%d.w;\n", j);
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else WRITE(p, "lacc.w = 0;\n");
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}
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else // from color
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WRITE(p, "lacc.w = "I_MATERIALS".C%d.w;\n", j);
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}
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if (color.enablelighting && alpha.enablelighting && (color.GetFullLightMask() != alpha.GetFullLightMask() || color.lightparams != alpha.lightparams)) {
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// both have lighting, except not using the same lights
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int mask = 0; // holds already computed lights
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if (color.lightparams == alpha.lightparams && (color.GetFullLightMask() & alpha.GetFullLightMask())) {
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// if lights are shared, compute those first
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mask = color.GetFullLightMask() & alpha.GetFullLightMask();
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for (int i = 0; i < 8; ++i) {
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if (mask & (1<<i))
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p = GenerateLightShader(p, i, color, "lacc", 3);
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}
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}
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// no shared lights
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for (int i = 0; i < 8; ++i) {
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if (!(mask&(1<<i)) && (color.GetFullLightMask() & (1<<i)) )
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p = GenerateLightShader(p, i, color, "lacc", 1);
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if (!(mask&(1<<i)) && (alpha.GetFullLightMask() & (1<<i)) )
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p = GenerateLightShader(p, i, alpha, "lacc", 2);
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}
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}
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else if (color.enablelighting || alpha.enablelighting) {
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// either one is enabled
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int coloralpha = (int)color.enablelighting|((int)alpha.enablelighting<<1);
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for (int i = 0; i < 8; ++i) {
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if (color.GetFullLightMask() & (1<<i) )
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p = GenerateLightShader(p, i, color.enablelighting?color:alpha, "lacc", coloralpha);
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}
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}
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if (color.enablelighting != alpha.enablelighting) {
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if (color.enablelighting)
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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"
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"o.colors[%d].w = mat.w;\n", j, j);
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else
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WRITE(p, "o.colors[%d].xyz = mat.xyz;\n"
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"o.colors[%d].w = mat.w * clamp(lacc.w,0.0f,1.0f);\n", j, j);
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}
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else {
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if (alpha.enablelighting)
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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);
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else
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WRITE(p, "o.colors[%d] = mat;\n", j);
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}
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WRITE(p, "}\n");
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}
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// zero left over channels
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for (int i = xfregs.nNumChans; i < 2; ++i)
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WRITE(p, "o.colors[%d] = float4(0,0,0,0);\n", i);
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// transform texcoords
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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TexMtxInfo& texinfo = xfregs.texcoords[i].texmtxinfo;
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WRITE(p, "{\n");
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switch (texinfo.sourcerow) {
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case XF_SRCGEOM_INROW:
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = rawpos;\n"); // pos.w is 1
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break;
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case XF_SRCNORMAL_INROW:
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if (components & VB_HAS_NRM0) {
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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WRITE(p, "float4 coord = float4(rawnorm0.xyz, 1.0);\n");
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}
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else WRITE(p, "float4 coord = 0;\n");
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break;
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case XF_SRCCOLORS_INROW:
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_assert_( texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 || texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1 );
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break;
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case XF_SRCBINORMAL_T_INROW:
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if (components & VB_HAS_NRM1) {
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_assert_( texinfo.inputform == XF_TEXINPUT_ABC1 );
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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;
|
|
}
|