ppsspp/GPU/GLES/VertexShaderGenerator.cpp
Henrik Rydgård 8134a70531 Merge pull request #217 from Orphis/master
Fix some warnings (mostly printf errors)
2012-12-21 14:14:27 -08:00

410 lines
13 KiB
C++

// Copyright (c) 2012- PPSSPP 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 or later versions.
// 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <stdio.h>
#if defined(_WIN32) && defined(_DEBUG)
#include <windows.h>
#endif
#include "../ge_constants.h"
#include "../GPUState.h"
#include "../../Core/Config.h"
#include "VertexShaderGenerator.h"
// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
// special treatment in the shader generator.
#ifdef __APPLE__
#define FORCE_OPENGL_2_0
#endif
#undef WRITE
static char buffer[16384];
#define WRITE p+=sprintf
bool CanUseHardwareTransform(int prim)
{
if (!g_Config.bHardwareTransform)
return false;
return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES;
}
// prim so we can special case for RECTANGLES :(
void ComputeVertexShaderID(VertexShaderID *id, int prim)
{
int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
bool hasColor = (gstate.vertType & GE_VTYPE_COL_MASK) != 0;
bool hasNormal = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0;
bool hasBones = (gstate.vertType & GE_VTYPE_WEIGHT_MASK) != 0;
int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
memset(id->d, 0, sizeof(id->d));
id->d[0] = gstate.lmode & 1;
id->d[0] |= ((int)gstate.isModeThrough()) << 1;
id->d[0] |= ((int)gstate.isFogEnabled()) << 2;
id->d[0] |= doTexture << 3;
id->d[0] |= (hasColor & 1) << 4;
if (CanUseHardwareTransform(prim)) {
id->d[0] |= 1 << 8;
id->d[0] |= (hasNormal & 1) << 9;
id->d[0] |= (hasBones & 1) << 10;
// UV generation mode
id->d[0] |= gstate.getUVGenMode() << 16;
// The next bits are used differently depending on UVgen mode
if (gstate.getUVGenMode() == 1) {
id->d[0] |= gstate.getUVProjMode() << 18;
} else if (gstate.getUVGenMode() == 2) {
id->d[0] |= gstate.getUVLS0() << 18;
id->d[0] |= gstate.getUVLS1() << 20;
}
// Bones
id->d[0] |= (gstate.getNumBoneWeights() - 1) << 22;
// Light bits
for (int i = 0; i < 4; i++) {
id->d[1] |= (gstate.ltype[i] & 3) << (i * 4);
id->d[1] |= ((gstate.ltype[i] >> 8) & 3) << (i * 4 + 2);
}
id->d[1] |= (gstate.materialupdate & 7) << 16;
}
// Bits that we will need:
// lightenable * 4
// lighttype * 4
// lightcomp * 4
// uv gen:
// mapping type
// texshade light choices (ONLY IF uv mapping type is shade)
}
void WriteLight(char *p, int l) {
// TODO
}
const char *boneWeightAttrDecl[8] = {
"attribute float a_weight0123;\n",
"attribute vec2 a_weight0123;\n",
"attribute vec3 a_weight0123;\n",
"attribute vec4 a_weight0123;\n",
"attribute vec4 a_weight0123;\nattribute float a_weight4567;\n",
"attribute vec4 a_weight0123;\nattribute vec2 a_weight4567;\n",
"attribute vec4 a_weight0123;\nattribute vec3 a_weight4567;\n",
"attribute vec4 a_weight0123;\nattribute vec4 a_weight4567;\n",
};
const char *boneWeightAttr[8] = {
"a_weight0123.x",
"a_weight0123.y",
"a_weight0123.z",
"a_weight0123.w",
"a_weight4567.x",
"a_weight4567.y",
"a_weight4567.z",
"a_weight4567.w",
};
enum DoLightComputation {
LIGHT_OFF,
LIGHT_DOTONLY,
LIGHT_FULL,
};
char *GenerateVertexShader(int prim)
{
char *p = buffer;
#if defined(USING_GLES2)
WRITE(p, "precision highp float;\n");
#elif !defined(FORCE_OPENGL_2_0)
WRITE(p, "#version 130\n");
#endif
int lmode = gstate.lmode & 1;
int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
bool hwXForm = CanUseHardwareTransform(prim);
bool hasColor = (gstate.vertType & GE_VTYPE_COL_MASK) != 0 || !hwXForm;
bool hasNormal = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 && hwXForm;
DoLightComputation doLight[4] = {LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF};
if (hwXForm) {
int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
for (int i = 0; i < 4; i++) {
if (!hasNormal)
continue;
if (i == shadeLight0 || i == shadeLight1)
doLight[i] = LIGHT_DOTONLY;
if ((gstate.lightingEnable & 1) && (gstate.lightEnable[i] & 1))
doLight[i] = LIGHT_FULL;
}
}
if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
WRITE(p, "%s", boneWeightAttrDecl[gstate.getNumBoneWeights() - 1]);
}
WRITE(p, "attribute vec3 a_position;\n");
if (doTexture) WRITE(p, "attribute vec2 a_texcoord;\n");
if (hasColor) {
WRITE(p, "attribute vec4 a_color0;\n");
if (lmode && !hwXForm) // only software transform supplies color1 as vertex data
WRITE(p, "attribute vec3 a_color1;\n");
}
if (hwXForm && hasNormal)
WRITE(p, "attribute vec3 a_normal;\n");
if (gstate.isModeThrough()) {
WRITE(p, "uniform mat4 u_proj_through;\n");
} else {
WRITE(p, "uniform mat4 u_proj;\n");
// Add all the uniforms we'll need to transform properly.
}
if (hwXForm || !hasColor)
WRITE(p, "uniform vec4 u_matambientalpha;\n"); // matambient + matalpha
if (hwXForm) {
// When transforming by hardware, we need a great deal more uniforms...
WRITE(p, "uniform mat4 u_world;\n");
WRITE(p, "uniform mat4 u_view;\n");
if (gstate.getUVGenMode() == 0)
WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
else if (gstate.getUVGenMode() == 1)
WRITE(p, "uniform mat4 u_texmtx;\n");
if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
int numBones = 1 + ((gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
for (int i = 0; i < numBones; i++) {
WRITE(p, "uniform mat4 u_bone%i;\n", i);
}
}
if (gstate.lightingEnable & 1) {
WRITE(p, "uniform vec4 u_ambient;\n");
if ((gstate.materialupdate & 2) == 0)
WRITE(p, "uniform vec3 u_matdiffuse;\n");
// if ((gstate.materialupdate & 4) == 0)
WRITE(p, "uniform vec4 u_matspecular;\n"); // Specular coef is contained in alpha
WRITE(p, "uniform vec3 u_matemissive;\n");
}
for (int i = 0; i < 4; i++) {
if (doLight[i] != LIGHT_OFF) {
// These are needed for dot product only (for shade mapping)
WRITE(p, "uniform vec3 u_lightpos%i;\n", i);
WRITE(p, "uniform vec3 u_lightdir%i;\n", i);
WRITE(p, "uniform vec3 u_lightatt%i;\n", i);
}
if (doLight[i] == LIGHT_FULL) {
// These are needed for the full thing
WRITE(p, "uniform vec3 u_lightambient%i;\n", i);
WRITE(p, "uniform vec3 u_lightdiffuse%i;\n", i);
WRITE(p, "uniform vec3 u_lightspecular%i;\n", i);
}
}
}
WRITE(p, "varying vec4 v_color0;\n");
if (lmode) WRITE(p, "varying vec3 v_color1;\n");
if (doTexture) WRITE(p, "varying vec2 v_texcoord;\n");
if (gstate.isFogEnabled()) WRITE(p, "varying float v_depth;\n");
WRITE(p, "void main() {\n");
if (!hwXForm) {
// Simple pass-through of vertex data to fragment shader
if (doTexture)
WRITE(p, " v_texcoord = a_texcoord;\n");
if (hasColor) {
WRITE(p, " v_color0 = a_color0;\n");
if (lmode)
WRITE(p, " v_color1 = a_color1;\n");
} else {
WRITE(p, " v_color0 = u_matambientalpha;\n");
if (lmode)
WRITE(p, " v_color1 = vec3(0.0, 0.0, 0.0);\n");
}
if (gstate.isModeThrough()) {
WRITE(p, " gl_Position = u_proj_through * vec4(a_position, 1.0);\n");
} else {
WRITE(p, " gl_Position = u_proj * vec4(a_position, 1.0);\n");
}
} else {
// This is the real deal.
// Step 1: World Transform / Skinning
if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
// No skinning, just standard T&L.
WRITE(p, " vec3 worldpos = (u_world * vec4(a_position, 1.0)).xyz;\n");
if (hasNormal)
WRITE(p, " vec3 worldnormal = (u_world * vec4(a_normal, 0.0)).xyz;\n");
} else {
WRITE(p, " vec3 worldpos = vec3(0.0, 0.0, 0.0);\n");
if (hasNormal)
WRITE(p, " vec3 worldnormal = vec3(0.0, 0.0, 0.0);\n");
int numWeights = 1 + ((gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
for (int i = 0; i < numWeights; i++) {
const char *weightAttr = boneWeightAttr[i];
// workaround for "cant do .x of scalar" issue
if (numWeights == 1 && i == 0) weightAttr = "a_weight0123";
if (numWeights == 5 && i == 4) weightAttr = "a_weight4567";
WRITE(p, " worldpos += %s * (u_bone%i * vec4(a_position, 1.0)).xyz;\n", weightAttr, i);
if (hasNormal)
WRITE(p, " worldnormal += %s * (u_bone%i * vec4(a_normal, 0.0)).xyz;\n", weightAttr, i);
}
// Finally, multiply by world matrix (yes, we have to).
WRITE(p, " worldpos = (u_world * vec4(worldpos, 1.0)).xyz;\n");
if (hasNormal)
WRITE(p, " worldnormal = (u_world * vec4(worldnormal, 0.0)).xyz;\n");
}
if (hasNormal)
WRITE(p, " worldnormal = normalize(worldnormal);\n");
// Step 2: Color/Lighting
if (hasColor) {
WRITE(p, " vec3 unlitColor = a_color0.rgb;\n");
} else {
WRITE(p, " vec3 unlitColor = vec3(1.0, 1.0, 1.0);\n");
}
// TODO: Declare variables for dots for shade mapping if needed.
const char *ambient = (gstate.materialupdate & 1) ? "unlitColor" : "u_matambientalpha.rgb";
const char *diffuse = (gstate.materialupdate & 2) ? "unlitColor" : "u_matdiffuse";
const char *specular = (gstate.materialupdate & 4) ? "unlitColor" : "u_matspecular";
if (gstate.lightingEnable & 1) {
WRITE(p, " vec4 lightSum0 = vec4(0.0);\n");
WRITE(p, " vec3 lightSum1 = vec3(0.0);\n");
}
// Calculate lights if needed. If shade mapping is enabled, lights may need to be
// at least partially calculated
for (int i = 0; i < 4; i++) {
if (doLight[i] == LIGHT_OFF)
continue;
GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3);
GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3);
if (type == GE_LIGHTTYPE_DIRECTIONAL)
WRITE(p, " vec3 toLight%i = u_lightpos%i;\n", i, i);
else
WRITE(p, " vec3 toLight%i = u_lightpos%i - worldpos;\n", i, i);
bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE);
bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE;
WRITE(p, " float dot%i = dot(normalize(toLight%i), worldnormal);\n", i, i);
if (poweredDiffuse) {
WRITE(p, " dot%i = pow(dot%i, u_matspecular.a);\n", i, i);
}
if (doLight[i] == LIGHT_DOTONLY)
continue; // Actually, might want specular dot.... TODO
WRITE(p, " float lightScale%i = 1.0;\n", i);
if (type != GE_LIGHTTYPE_DIRECTIONAL) {
// Attenuation
WRITE(p, " float distance%i = length(toLight%i);\n", i, i);
WRITE(p, " lightScale%i = 1.0 / dot(u_lightatt%i, vec3(1.0, distance%i, distance%i*distance%i));\n", i, i, i, i, i);
WRITE(p, " if (lightScale%i > 1.0) lightScale%i = 1.0;\n", i, i);
}
WRITE(p, " vec3 diffuse%i = (u_lightdiffuse%i * %s) * (max(dot%i, 0.0) * lightScale%i);\n", i, i, diffuse, i, i);
if (doSpecular) {
WRITE(p, " vec3 halfVec%i = normalize(normalize(toLight%i) + vec3(0, 0, 1));\n", i, i);
WRITE(p, " dot%i = dot(halfVec%i, worldnormal);\n", i, i);
WRITE(p, " if (dot%i > 0.0)\n", i);
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * (dot%i * lightScale%i));\n", i, specular, i, i, i);
}
WRITE(p, " lightSum0 += vec4(u_lightambient%i + diffuse%i, 0.0);\n", i, i);
}
if (gstate.lightingEnable & 1) {
// Sum up ambient, emissive here.
WRITE(p, " v_color0 = lightSum0 + u_ambient * vec4(%s, 1.0) + vec4(u_matemissive, 0.0);\n", ambient);
if (lmode) {
WRITE(p, " v_color1 = lightSum1;\n");
} else {
WRITE(p, " v_color0 += vec4(lightSum1, 0.0);\n");
}
} else {
// Lighting doesn't affect color.
if (hasColor) {
WRITE(p, " v_color0 = a_color0;\n");
} else {
WRITE(p, " v_color0 = u_matambientalpha;\n");
}
if (lmode)
WRITE(p, " v_color1 = vec3(0.0, 0.0, 0.0);\n");
}
// Step 3: UV generation
if (doTexture) {
switch (gstate.getUVGenMode()) {
case 0: // Scale-offset. Easy.
WRITE(p, " v_texcoord = a_texcoord * u_uvscaleoffset.xy + u_uvscaleoffset.zw;\n");
break;
case 1: // Projection mapping.
switch (gstate.getUVProjMode()) {
case 0: // Use model space XYZ as source
WRITE(p, " vec3 temp_tc = a_position;\n");
break;
case 1: // Use unscaled UV as source
WRITE(p, " vec3 temp_tc = vec3(a_texcoord.xy, 0.0);\n");
break;
case 2: // Use normalized transformed normal as source
WRITE(p, " vec3 temp_tc = normalize(worldnormal);\n");
break;
case 3: // Use non-normalized transformed normal as source
WRITE(p, " vec3 temp_tc = worldnormal;\n");
break;
}
// Transform by texture matrix
WRITE(p, " v_texcoord = (u_texmtx * vec4(temp_tc, 1.0)).xy;\n");
break;
case 2: // Shade mapping - use dots from light sources.
WRITE(p, " v_texcoord = vec2(dot%i, dot%i);\n", gstate.getUVLS0(), gstate.getUVLS1());
break;
case 3:
// ILLEGAL
break;
}
}
// Step 4: Final view and projection transforms.
WRITE(p, " gl_Position = u_proj * (u_view * vec4(worldpos, 1.0));\n");
}
if (gstate.isFogEnabled())
WRITE(p, " v_depth = gl_Position.z;\n");
WRITE(p, "}\n");
// DEBUG_LOG(HLE, "\n%s", buffer);
#if defined(_WIN32) && defined(_DEBUG)
OutputDebugString(buffer);
#endif
return buffer;
}