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- // Copyright 2008 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include <string_view>
- #include "Common/CommonTypes.h"
- class ShaderCode;
- #define LIGHT_COL "{}[{}].color.{}"
- #define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
- #define LIGHT_COSATT "{}[{}].cosatt"
- #define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
- #define LIGHT_DISTATT "{}[{}].distatt"
- #define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
- #define LIGHT_POS "{}[{}].pos"
- #define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
- #define LIGHT_DIR "{}[{}].dir"
- #define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
- /**
- * Common uid data used for shader generators that use lighting calculations.
- */
- struct LightingUidData
- {
- u32 matsource : 4; // 4x1 bit
- u32 enablelighting : 4; // 4x1 bit
- u32 ambsource : 4; // 4x1 bit
- u32 diffusefunc : 8; // 4x2 bits
- u32 attnfunc : 8; // 4x2 bits
- u32 light_mask : 32; // 4x8 bits
- };
- constexpr char s_lighting_struct[] = "struct Light {\n"
- "\tint4 color;\n"
- "\tfloat4 cosatt;\n"
- "\tfloat4 distatt;\n"
- "\tfloat4 pos;\n"
- "\tfloat4 dir;\n"
- "};\n";
- void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data,
- std::string_view in_color_name, std::string_view dest);
- void GetLightingShaderUid(LightingUidData& uid_data);
- void GenerateCustomLightingHeaderDetails(ShaderCode* out, u32 enablelighting, u32 light_mask);
- void GenerateCustomLightingImplementation(ShaderCode* out, const LightingUidData& uid_data,
- std::string_view in_color_name);
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