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- // Copyright 2016 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoCommon/LightingShaderGen.h"
- #include "Common/Assert.h"
- #include "Common/CommonTypes.h"
- #include "VideoCommon/NativeVertexFormat.h"
- #include "VideoCommon/ShaderGenCommon.h"
- #include "VideoCommon/XFMemory.h"
- 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";
- const auto attnfunc =
- static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
- const auto diffusefunc =
- static_cast<DiffuseFunc>((uid_data.diffusefunc >> (2 * litchan_index)) & 0x3);
- switch (attnfunc)
- {
- case AttenuationFunc::None:
- case AttenuationFunc::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 = _normal;\n");
- break;
- case AttenuationFunc::Spec:
- object.Write("ldir = normalize(" LIGHT_POS ".xyz - pos.xyz);\n", LIGHT_POS_PARAMS(index));
- object.Write("attn = (dot(_normal, ldir) >= 0.0) ? max(0.0, dot(_normal, " LIGHT_DIR
- ".xyz)) : 0.0;\n",
- LIGHT_DIR_PARAMS(index));
- object.Write("cosAttn = " LIGHT_COSATT ".xyz;\n", LIGHT_COSATT_PARAMS(index));
- object.Write("distAttn = {}(" LIGHT_DISTATT ".xyz);\n",
- (diffusefunc == DiffuseFunc::None) ? "" : "normalize",
- LIGHT_DISTATT_PARAMS(index));
- 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 AttenuationFunc::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
- 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;
- }
- switch (diffusefunc)
- {
- case DiffuseFunc::None:
- object.Write("lacc.{} += int{}(round(attn * float{}(" LIGHT_COL ")));\n", swizzle,
- swizzle_components, swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
- break;
- case DiffuseFunc::Sign:
- case DiffuseFunc::Clamp:
- object.Write("lacc.{} += int{}(round(attn * {}dot(ldir, _normal)) * float{}(" LIGHT_COL
- ")));\n",
- swizzle, swizzle_components, diffusefunc != DiffuseFunc::Sign ? "max(0.0," : "(",
- swizzle_components, LIGHT_COL_PARAMS(index, swizzle));
- break;
- default:
- ASSERT(false);
- }
- object.Write("\n");
- }
- // vertex shader
- // lights/colors
- // materials name is I_MATERIALS in vs and I_PMATERIALS in ps
- // inColorName is color in vs and colors_ in ps
- // dest is o.colors_ in vs and colors_ in ps
- void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
- std::string_view in_color_name, std::string_view dest)
- {
- for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
- {
- object.Write("{{\n");
- const bool colormatsource = !!(uid_data.matsource & (1 << j));
- if (colormatsource) // from vertex
- object.Write("int4 mat = int4(round({}{} * 255.0));\n", in_color_name, j);
- else // from color
- object.Write("int4 mat = {}[{}];\n", I_MATERIALS, j + 2);
- if ((uid_data.enablelighting & (1 << j)) != 0)
- {
- if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
- object.Write("lacc = int4(round({}{} * 255.0));\n", in_color_name, j);
- else // from color
- object.Write("lacc = {}[{}];\n", I_MATERIALS, j);
- }
- else
- {
- object.Write("lacc = int4(255, 255, 255, 255);\n");
- }
- // check if alpha is different
- const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
- if (alphamatsource != colormatsource)
- {
- if (alphamatsource) // from vertex
- object.Write("mat.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
- else // from color
- object.Write("mat.w = {}[{}].w;\n", I_MATERIALS, j + 2);
- }
- if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
- {
- if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
- object.Write("lacc.w = int(round({}{}.w * 255.0));\n", in_color_name, j);
- else // from color
- object.Write("lacc.w = {}[{}].w;\n", I_MATERIALS, j);
- }
- else
- {
- object.Write("lacc.w = 255;\n");
- }
- if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
- {
- for (int i = 0; i < 8; ++i)
- {
- if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
- GenerateLightShader(object, uid_data, i, j, false);
- }
- }
- if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
- {
- for (int i = 0; i < 8; ++i)
- {
- if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
- GenerateLightShader(object, uid_data, i, j + 2, true);
- }
- }
- object.Write("lacc = clamp(lacc, 0, 255);\n");
- object.Write("{}{} = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;\n", dest, j);
- object.Write("}}\n");
- }
- }
- void GetLightingShaderUid(LightingUidData& uid_data)
- {
- for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
- {
- uid_data.matsource |= static_cast<u32>(xfmem.color[j].matsource.Value()) << j;
- uid_data.matsource |= static_cast<u32>(xfmem.alpha[j].matsource.Value()) << (j + 2);
- uid_data.enablelighting |= xfmem.color[j].enablelighting << j;
- uid_data.enablelighting |= xfmem.alpha[j].enablelighting << (j + 2);
- if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
- {
- uid_data.ambsource |= static_cast<u32>(xfmem.color[j].ambsource.Value()) << j;
- uid_data.attnfunc |= static_cast<u32>(xfmem.color[j].attnfunc.Value()) << (2 * j);
- uid_data.diffusefunc |= static_cast<u32>(xfmem.color[j].diffusefunc.Value()) << (2 * j);
- uid_data.light_mask |= xfmem.color[j].GetFullLightMask() << (8 * j);
- }
- if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
- {
- uid_data.ambsource |= static_cast<u32>(xfmem.alpha[j].ambsource.Value()) << (j + 2);
- uid_data.attnfunc |= static_cast<u32>(xfmem.alpha[j].attnfunc.Value()) << (2 * (j + 2));
- uid_data.diffusefunc |= static_cast<u32>(xfmem.alpha[j].diffusefunc.Value()) << (2 * (j + 2));
- uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
- }
- }
- }
- void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask)
- {
- u32 light_count = 0;
- for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
- {
- if ((enablelighting & (1 << j)) != 0) // Color lights
- {
- for (int i = 0; i < 8; ++i)
- {
- if ((light_mask & (1 << (i + 8 * j))) != 0)
- {
- light_count++;
- }
- }
- }
- if ((enablelighting & (1 << (j + 2))) != 0) // Alpha lights
- {
- for (int i = 0; i < 8; ++i)
- {
- if ((light_mask & (1 << (i + 8 * (j + 2)))) != 0)
- {
- light_count++;
- }
- }
- }
- }
- if (light_count > 0)
- {
- out->Write("\tCustomShaderLightData[{}] light;\n", light_count);
- }
- else
- {
- // Cheat so shaders compile
- out->Write("\tCustomShaderLightData[1] light;\n", light_count);
- }
- out->Write("\tint light_count;\n");
- }
- static void GenerateLighting(ShaderCode* out, const LightingUidData& uid_data, int index,
- int litchan_index, u32 channel_index, u32 custom_light_index,
- bool alpha)
- {
- const auto attnfunc =
- static_cast<AttenuationFunc>((uid_data.attnfunc >> (2 * litchan_index)) & 0x3);
- const std::string_view light_type = alpha ? "alpha" : "color";
- const std::string name = fmt::format("lights_chan{}_{}", channel_index, light_type);
- out->Write("\t{{\n");
- out->Write("\t\tcustom_data.{}[{}].direction = " LIGHT_DIR ".xyz;\n", name, custom_light_index,
- LIGHT_DIR_PARAMS(index));
- out->Write("\t\tcustom_data.{}[{}].position = " LIGHT_POS ".xyz;\n", name, custom_light_index,
- LIGHT_POS_PARAMS(index));
- out->Write("\t\tcustom_data.{}[{}].cosatt = " LIGHT_COSATT ";\n", name, custom_light_index,
- LIGHT_COSATT_PARAMS(index));
- out->Write("\t\tcustom_data.{}[{}].distatt = " LIGHT_DISTATT ";\n", name, custom_light_index,
- LIGHT_DISTATT_PARAMS(index));
- out->Write("\t\tcustom_data.{}[{}].attenuation_type = {};\n", name, custom_light_index,
- static_cast<u32>(attnfunc));
- if (alpha)
- {
- out->Write("\t\tcustom_data.{}[{}].color = float3(" LIGHT_COL
- ") / float3(255.0, 255.0, 255.0);\n",
- name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
- }
- else
- {
- out->Write("\t\tcustom_data.{}[{}].color = " LIGHT_COL " / float3(255.0, 255.0, 255.0);\n",
- name, custom_light_index, LIGHT_COL_PARAMS(index, alpha ? "a" : "rgb"));
- }
- out->Write("\t}}\n");
- }
- void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
- std::string_view in_color_name)
- {
- for (u32 i = 0; i < 8; i++)
- {
- for (u32 channel_index = 0; channel_index < NUM_XF_COLOR_CHANNELS; channel_index++)
- {
- out->Write("\tcustom_data.lights_chan{}_color[{}].direction = float3(0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_color[{}].position = float3(0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_color[{}].color = float3(0, 0, 0);\n", channel_index,
- i);
- out->Write("\tcustom_data.lights_chan{}_color[{}].cosatt = float4(0, 0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_color[{}].distatt = float4(0, 0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_color[{}].attenuation_type = 0;\n", channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_alpha[{}].direction = float3(0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_alpha[{}].position = float3(0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_alpha[{}].color = float3(0, 0, 0);\n", channel_index,
- i);
- out->Write("\tcustom_data.lights_chan{}_alpha[{}].cosatt = float4(0, 0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_alpha[{}].distatt = float4(0, 0, 0, 0);\n",
- channel_index, i);
- out->Write("\tcustom_data.lights_chan{}_alpha[{}].attenuation_type = 0;\n", channel_index, i);
- }
- }
- for (u32 j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
- {
- const bool colormatsource = !!(uid_data.matsource & (1 << j));
- if (colormatsource) // from vertex
- out->Write("custom_data.base_material[{}] = {}{};\n", j, in_color_name, j);
- else // from color
- out->Write("custom_data.base_material[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j + 2);
- if ((uid_data.enablelighting & (1 << j)) != 0)
- {
- if ((uid_data.ambsource & (1 << j)) != 0) // from vertex
- out->Write("custom_data.ambient_lighting[{}] = {}{};\n", j, in_color_name, j);
- else // from color
- out->Write("custom_data.ambient_lighting[{}] = {}[{}] / 255.0;\n", j, I_MATERIALS, j);
- }
- else
- {
- out->Write("custom_data.ambient_lighting[{}] = float4(1, 1, 1, 1);\n", j);
- }
- // check if alpha is different
- const bool alphamatsource = !!(uid_data.matsource & (1 << (j + 2)));
- if (alphamatsource != colormatsource)
- {
- if (alphamatsource) // from vertex
- out->Write("custom_data.base_material[{}].w = {}{}.w;\n", j, in_color_name, j);
- else // from color
- out->Write("custom_data.base_material[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j + 2);
- }
- if ((uid_data.enablelighting & (1 << (j + 2))) != 0)
- {
- if ((uid_data.ambsource & (1 << (j + 2))) != 0) // from vertex
- out->Write("custom_data.ambient_lighting[{}].w = {}{}.w;\n", j, in_color_name, j);
- else // from color
- out->Write("custom_data.ambient_lighting[{}].w = {}[{}].w / 255.0;\n", j, I_MATERIALS, j);
- }
- else
- {
- out->Write("custom_data.ambient_lighting[{}].w = 1;\n", j);
- }
- u32 light_count = 0;
- if ((uid_data.enablelighting & (1 << j)) != 0) // Color lights
- {
- for (int i = 0; i < 8; ++i)
- {
- if ((uid_data.light_mask & (1 << (i + 8 * j))) != 0)
- {
- GenerateLighting(out, uid_data, i, j, j, light_count, false);
- light_count++;
- }
- }
- }
- out->Write("\tcustom_data.light_chan{}_color_count = {};\n", j, light_count);
- light_count = 0;
- if ((uid_data.enablelighting & (1 << (j + 2))) != 0) // Alpha lights
- {
- for (int i = 0; i < 8; ++i)
- {
- if ((uid_data.light_mask & (1 << (i + 8 * (j + 2)))) != 0)
- {
- GenerateLighting(out, uid_data, i, j + 2, j, light_count, true);
- light_count++;
- }
- }
- }
- out->Write("\tcustom_data.light_chan{}_alpha_count = {};\n", j, light_count);
- }
- }
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