mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-01 01:11:46 +00:00
e7097ca95a
This is done per shader so the speed hit should not be as bad as turning hw transform off entirely. Displays a red error at the top of the screen so that we don't trigger this accidentally.
569 lines
19 KiB
C++
569 lines
19 KiB
C++
// Copyright (c) 2012- PPSSPP 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 or later versions.
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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 git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <stdio.h>
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#include <locale.h>
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#if defined(_WIN32) && defined(_DEBUG)
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#include <windows.h>
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#endif
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#include "../ge_constants.h"
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#include "../GPUState.h"
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#include "../../Core/Config.h"
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#include "VertexShaderGenerator.h"
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// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
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// special treatment in the shader generator.
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#ifdef __APPLE__
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#define FORCE_OPENGL_2_0
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#endif
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#undef WRITE
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#define WRITE p+=sprintf
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bool CanUseHardwareTransform(int prim) {
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if (!g_Config.bHardwareTransform)
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return false;
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return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES;
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}
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// prim so we can special case for RECTANGLES :(
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void ComputeVertexShaderID(VertexShaderID *id, int prim, bool useHWTransform) {
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const u32 vertType = gstate.vertType;
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int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
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bool doTextureProjection = gstate.getUVGenMode() == 1;
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
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bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0;
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bool hasBones = (vertType & GE_VTYPE_WEIGHT_MASK) != 0;
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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bool lmode = (gstate.lmode & 1) && gstate.isLightingEnabled();
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memset(id->d, 0, sizeof(id->d));
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id->d[0] = lmode & 1;
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id->d[0] |= ((int)gstate.isModeThrough()) << 1;
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id->d[0] |= ((int)enableFog) << 2;
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id->d[0] |= doTexture << 3;
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id->d[0] |= (hasColor & 1) << 4;
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if (doTexture) {
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id->d[0] |= (gstate_c.flipTexture & 1) << 5;
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id->d[0] |= (doTextureProjection & 1) << 6;
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}
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if (useHWTransform) {
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id->d[0] |= 1 << 8;
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id->d[0] |= (hasNormal & 1) << 9;
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id->d[0] |= (hasBones & 1) << 10;
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// UV generation mode
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id->d[0] |= gstate.getUVGenMode() << 16;
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// The next bits are used differently depending on UVgen mode
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if (gstate.getUVGenMode() == 1) {
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id->d[0] |= gstate.getUVProjMode() << 18;
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} else if (gstate.getUVGenMode() == 2) {
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id->d[0] |= gstate.getUVLS0() << 18;
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id->d[0] |= gstate.getUVLS1() << 20;
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}
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// Bones
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id->d[0] |= (gstate.getNumBoneWeights() - 1) << 22;
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// Okay, d[1] coming up. ==============
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id->d[1] |= gstate.isLightingEnabled() << 24;
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id->d[1] |= ((vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT) << 25;
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if (gstate.isLightingEnabled() || gstate.getUVGenMode() == 2) {
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// Light bits
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for (int i = 0; i < 4; i++) {
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id->d[1] |= (gstate.ltype[i] & 3) << (i * 4);
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id->d[1] |= ((gstate.ltype[i] >> 8) & 3) << (i * 4 + 2);
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}
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id->d[1] |= (gstate.materialupdate & 7) << 16;
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for (int i = 0; i < 4; i++) {
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id->d[1] |= (gstate.lightEnable[i] & 1) << (20 + i);
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}
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}
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}
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}
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static const char * const boneWeightAttrDecl[8] = {
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"attribute mediump float a_w1;\n",
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"attribute mediump vec2 a_w1;\n",
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"attribute mediump vec3 a_w1;\n",
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"attribute mediump vec4 a_w1;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump float a_w2;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump vec2 a_w2;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump vec3 a_w2;\n",
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"attribute mediump vec4 a_w1;\nattribute mediump vec4 a_w2;\n",
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};
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enum DoLightComputation {
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LIGHT_OFF,
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LIGHT_SHADE,
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LIGHT_FULL,
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};
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void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
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char *p = buffer;
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// #define USE_FOR_LOOP
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#if defined(USING_GLES2)
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WRITE(p, "#version 100\n"); // GLSL ES 1.0
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WRITE(p, "precision highp float;\n");
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#elif !defined(FORCE_OPENGL_2_0)
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WRITE(p, "#version 110\n");
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// Remove lowp/mediump in non-mobile implementations
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WRITE(p, "#define lowp\n");
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WRITE(p, "#define mediump\n");
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#else
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// Need to remove lowp/mediump for Mac
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WRITE(p, "#define lowp\n");
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WRITE(p, "#define mediump\n");
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#endif
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const u32 vertType = gstate.vertType;
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int lmode = (gstate.lmode & 1) && gstate.isLightingEnabled();
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int doTexture = gstate.isTextureMapEnabled() && !gstate.isModeClear();
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bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0 || !useHWTransform;
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bool hasNormal = (vertType & GE_VTYPE_NRM_MASK) != 0 && useHWTransform;
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bool enableFog = gstate.isFogEnabled() && !gstate.isModeThrough() && !gstate.isModeClear();
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool flipV = gstate_c.flipTexture;
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bool doTextureProjection = gstate.getUVGenMode() == 1;
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DoLightComputation doLight[4] = {LIGHT_OFF, LIGHT_OFF, LIGHT_OFF, LIGHT_OFF};
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if (useHWTransform) {
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int shadeLight0 = gstate.getUVGenMode() == 2 ? gstate.getUVLS0() : -1;
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int shadeLight1 = gstate.getUVGenMode() == 2 ? gstate.getUVLS1() : -1;
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for (int i = 0; i < 4; i++) {
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if (i == shadeLight0 || i == shadeLight1)
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doLight[i] = LIGHT_SHADE;
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if ((gstate.lightingEnable & 1) && (gstate.lightEnable[i] & 1))
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doLight[i] = LIGHT_FULL;
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}
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}
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if ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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WRITE(p, "%s", boneWeightAttrDecl[gstate.getNumBoneWeights() - 1]);
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}
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if (useHWTransform)
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WRITE(p, "attribute vec3 a_position;\n");
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else
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WRITE(p, "attribute vec4 a_position;\n"); // need to pass the fog coord in w
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if (doTexture) {
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if (!useHWTransform && doTextureProjection)
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WRITE(p, "attribute vec3 a_texcoord;\n");
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else
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WRITE(p, "attribute vec2 a_texcoord;\n");
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}
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if (hasColor) {
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WRITE(p, "attribute lowp vec4 a_color0;\n");
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if (lmode && !useHWTransform) // only software transform supplies color1 as vertex data
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WRITE(p, "attribute lowp vec3 a_color1;\n");
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}
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if (useHWTransform && hasNormal)
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WRITE(p, "attribute mediump vec3 a_normal;\n");
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if (gstate.isModeThrough()) {
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WRITE(p, "uniform mat4 u_proj_through;\n");
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} else {
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WRITE(p, "uniform mat4 u_proj;\n");
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// Add all the uniforms we'll need to transform properly.
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}
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if (useHWTransform || !hasColor)
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WRITE(p, "uniform lowp vec4 u_matambientalpha;\n"); // matambient + matalpha
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if (enableFog) {
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WRITE(p, "uniform vec2 u_fogcoef;\n");
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}
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if (useHWTransform) {
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// When transforming by hardware, we need a great deal more uniforms...
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WRITE(p, "uniform mat4 u_world;\n");
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WRITE(p, "uniform mat4 u_view;\n");
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if (gstate.getUVGenMode() == 0)
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WRITE(p, "uniform vec4 u_uvscaleoffset;\n");
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else if (gstate.getUVGenMode() == 1)
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WRITE(p, "uniform mediump mat4 u_texmtx;\n");
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if ((vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
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int numBones = 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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#ifdef USE_BONE_ARRAY
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WRITE(p, "uniform mediump mat4 u_bone[%i];\n", numBones);
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#else
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for (int i = 0; i < numBones; i++) {
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WRITE(p, "uniform mat4 u_bone%i;\n", i);
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}
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#endif
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}
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for (int i = 0; i < 4; i++) {
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if (doLight[i] != LIGHT_OFF) {
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// This is needed for shade mapping
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WRITE(p, "uniform vec3 u_lightpos%i;\n", i);
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}
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if (doLight[i] == LIGHT_FULL) {
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// These are needed for the full thing
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WRITE(p, "uniform mediump vec3 u_lightdir%i;\n", i);
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GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3);
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if (type != GE_LIGHTTYPE_DIRECTIONAL)
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WRITE(p, "uniform mediump vec3 u_lightatt%i;\n", i);
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if (type == GE_LIGHTTYPE_SPOT) {
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WRITE(p, "uniform mediump float u_lightangle%i;\n", i);
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WRITE(p, "uniform mediump float u_lightspotCoef%i;\n", i);
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}
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WRITE(p, "uniform lowp vec3 u_lightambient%i;\n", i);
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WRITE(p, "uniform lowp vec3 u_lightdiffuse%i;\n", i);
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GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3);
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if (comp != GE_LIGHTCOMP_ONLYDIFFUSE)
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WRITE(p, "uniform lowp vec3 u_lightspecular%i;\n", i);
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}
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}
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if (gstate.isLightingEnabled()) {
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WRITE(p, "uniform lowp vec4 u_ambient;\n");
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if ((gstate.materialupdate & 2) == 0)
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WRITE(p, "uniform lowp vec3 u_matdiffuse;\n");
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// if ((gstate.materialupdate & 4) == 0)
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WRITE(p, "uniform lowp vec4 u_matspecular;\n"); // Specular coef is contained in alpha
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WRITE(p, "uniform lowp vec3 u_matemissive;\n");
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}
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}
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WRITE(p, "varying lowp vec4 v_color0;\n");
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if (lmode) WRITE(p, "varying lowp vec3 v_color1;\n");
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if (doTexture) {
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if (doTextureProjection)
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WRITE(p, "varying vec3 v_texcoord;\n");
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else
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WRITE(p, "varying vec2 v_texcoord;\n");
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}
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if (enableFog) WRITE(p, "varying float v_fogdepth;\n");
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WRITE(p, "void main() {\n");
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if (!useHWTransform) {
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// Simple pass-through of vertex data to fragment shader
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if (doTexture)
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WRITE(p, " v_texcoord = a_texcoord;\n");
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if (hasColor) {
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WRITE(p, " v_color0 = a_color0;\n");
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if (lmode)
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WRITE(p, " v_color1 = a_color1;\n");
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} else {
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WRITE(p, " v_color0 = u_matambientalpha;\n");
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if (lmode)
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WRITE(p, " v_color1 = vec3(0.0);\n");
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}
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if (enableFog) {
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WRITE(p, " v_fogdepth = a_position.w;\n");
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}
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if (gstate.isModeThrough()) {
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WRITE(p, " gl_Position = u_proj_through * vec4(a_position.xyz, 1.0);\n");
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} else {
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WRITE(p, " gl_Position = u_proj * vec4(a_position.xyz, 1.0);\n");
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}
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} else {
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// Step 1: World Transform / Skinning
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if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
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// No skinning, just standard T&L.
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WRITE(p, " vec3 worldpos = (u_world * vec4(a_position.xyz, 1.0)).xyz;\n");
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if (hasNormal)
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WRITE(p, " vec3 worldnormal = normalize((u_world * vec4(a_normal, 0.0)).xyz);\n");
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else
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WRITE(p, " vec3 worldnormal = vec3(0.0, 0.0, 1.0);\n");
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} else {
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int numWeights = 1 + ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT);
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static const float rescale[4] = {0, 2*127.5f/128.f, 2*32767.5f/32768.f, 2.0f};
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float factor = rescale[(vertType & GE_VTYPE_WEIGHT_MASK) >> GE_VTYPE_WEIGHT_SHIFT];
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static const char * const boneWeightAttr[8] = {
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"a_w1.x", "a_w1.y", "a_w1.z", "a_w1.w",
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"a_w2.x", "a_w2.y", "a_w2.z", "a_w2.w",
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};
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#if defined(USE_FOR_LOOP) && defined(USE_BONE_ARRAY)
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// To loop through the weights, we unfortunately need to put them in a float array.
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// GLSL ES sucks - no way to directly initialize an array!
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switch (numWeights) {
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case 1: WRITE(p, " float w[1]; w[0] = a_w1;\n"); break;
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case 2: WRITE(p, " float w[2]; w[0] = a_w1.x; w[1] = a_w1.y;\n"); break;
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case 3: WRITE(p, " float w[3]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z;\n"); break;
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case 4: WRITE(p, " float w[4]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w;\n"); break;
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case 5: WRITE(p, " float w[5]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2;\n"); break;
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case 6: WRITE(p, " float w[6]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y;\n"); break;
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case 7: WRITE(p, " float w[7]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y; w[6] = a_w2.z;\n"); break;
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case 8: WRITE(p, " float w[8]; w[0] = a_w1.x; w[1] = a_w1.y; w[2] = a_w1.z; w[3] = a_w1.w; w[4] = a_w2.x; w[5] = a_w2.y; w[6] = a_w2.z; w[7] = a_w2.w;\n"); break;
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}
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WRITE(p, " mat4 skinMatrix = w[0] * u_bone[0];\n");
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if (numWeights > 1) {
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WRITE(p, " for (int i = 1; i < %i; i++) {\n", numWeights);
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WRITE(p, " skinMatrix += w[i] * u_bone[i];\n");
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WRITE(p, " }\n");
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}
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#else
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#ifdef USE_BONE_ARRAY
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if (numWeights == 1)
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WRITE(p, " mat4 skinMatrix = a_w1 * u_bone[0]");
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else
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WRITE(p, " mat4 skinMatrix = a_w1.x * u_bone[0]");
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for (int i = 1; i < numWeights; i++) {
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const char *weightAttr = boneWeightAttr[i];
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// workaround for "cant do .x of scalar" issue
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if (numWeights == 1 && i == 0) weightAttr = "a_w1";
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if (numWeights == 5 && i == 4) weightAttr = "a_w2";
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WRITE(p, " + %s * u_bone[%i]", weightAttr, i);
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}
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#else
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// Uncomment this to screw up bone shaders to check the vertex shader software fallback
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// WRITE(p, "THIS SHOULD ERROR! #error");
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if (numWeights == 1)
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WRITE(p, " mat4 skinMatrix = a_w1 * u_bone0");
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else
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WRITE(p, " mat4 skinMatrix = a_w1.x * u_bone0");
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for (int i = 1; i < numWeights; i++) {
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const char *weightAttr = boneWeightAttr[i];
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// workaround for "cant do .x of scalar" issue
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if (numWeights == 1 && i == 0) weightAttr = "a_w1";
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if (numWeights == 5 && i == 4) weightAttr = "a_w2";
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WRITE(p, " + %s * u_bone%i", weightAttr, i);
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}
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#endif
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#endif
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WRITE(p, ";\n");
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// Trying to simplify this results in bugs in LBP...
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WRITE(p, " vec3 skinnedpos = (skinMatrix * vec4(a_position, 1.0)).xyz * %f;\n", factor);
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WRITE(p, " vec3 worldpos = (u_world * vec4(skinnedpos, 1.0)).xyz;\n");
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if (hasNormal) {
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WRITE(p, " vec3 skinnednormal = (skinMatrix * vec4(a_normal, 0.0)).xyz * %f;\n", factor);
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WRITE(p, " vec3 worldnormal = normalize((u_world * vec4(skinnednormal, 0.0)).xyz);\n");
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} else {
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WRITE(p, " vec3 worldnormal = (u_world * (skinMatrix * vec4(0.0, 0.0, 1.0, 0.0))).xyz;\n");
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}
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}
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WRITE(p, " vec4 viewPos = u_view * vec4(worldpos, 1.0);\n");
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// Final view and projection transforms.
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WRITE(p, " gl_Position = u_proj * viewPos;\n");
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// TODO: Declare variables for dots for shade mapping if needed.
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const char *ambientStr = (gstate.materialupdate & 1) ? (hasColor ? "a_color0" : "u_matambientalpha") : "u_matambientalpha";
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const char *diffuseStr = (gstate.materialupdate & 2) ? (hasColor ? "a_color0.rgb" : "u_matambientalpha.rgb") : "u_matdiffuse";
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const char *specularStr = (gstate.materialupdate & 4) ? (hasColor ? "a_color0.rgb" : "u_matambientalpha.rgb") : "u_matspecular.rgb";
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bool diffuseIsZero = true;
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bool specularIsZero = true;
|
|
bool distanceNeeded = false;
|
|
|
|
if (gstate.isLightingEnabled()) {
|
|
WRITE(p, " lowp vec4 lightSum0 = u_ambient * %s + vec4(u_matemissive, 0.0);\n", ambientStr);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (doLight[i] != LIGHT_FULL)
|
|
continue;
|
|
diffuseIsZero = false;
|
|
GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3);
|
|
if (comp != GE_LIGHTCOMP_ONLYDIFFUSE)
|
|
specularIsZero = false;
|
|
GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3);
|
|
if (type != GE_LIGHTTYPE_DIRECTIONAL)
|
|
distanceNeeded = true;
|
|
}
|
|
|
|
if (!specularIsZero) {
|
|
WRITE(p, " lowp vec3 lightSum1 = vec3(0.0);\n");
|
|
WRITE(p, " mediump vec3 halfVec;\n");
|
|
}
|
|
if (!diffuseIsZero) {
|
|
WRITE(p, " vec3 toLight;\n");
|
|
WRITE(p, " lowp vec3 diffuse;\n");
|
|
}
|
|
if (distanceNeeded) {
|
|
WRITE(p, " float distance;\n");
|
|
WRITE(p, " lowp float lightScale;\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_FULL)
|
|
continue;
|
|
|
|
GELightComputation comp = (GELightComputation)(gstate.ltype[i] & 3);
|
|
GELightType type = (GELightType)((gstate.ltype[i] >> 8) & 3);
|
|
|
|
if (type == GE_LIGHTTYPE_DIRECTIONAL)
|
|
WRITE(p, " toLight = normalize(u_lightpos%i);\n", i);
|
|
else {
|
|
WRITE(p, " toLight = u_lightpos%i - worldpos;\n", i);
|
|
WRITE(p, " distance = length(toLight);\n");
|
|
WRITE(p, " toLight /= distance;\n");
|
|
}
|
|
|
|
bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE);
|
|
bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE;
|
|
|
|
if (poweredDiffuse) {
|
|
WRITE(p, " mediump float dot%i = pow(dot(toLight, worldnormal), u_matspecular.a);\n", i);
|
|
} else {
|
|
WRITE(p, " mediump float dot%i = dot(toLight, worldnormal);\n", i);
|
|
}
|
|
|
|
const char *timesLightScale = " * lightScale";
|
|
|
|
// Attenuation
|
|
switch (type) {
|
|
case GE_LIGHTTYPE_DIRECTIONAL:
|
|
timesLightScale = "";
|
|
break;
|
|
case GE_LIGHTTYPE_POINT:
|
|
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i);
|
|
break;
|
|
case GE_LIGHTTYPE_SPOT:
|
|
WRITE(p, " lowp float angle%i = dot(normalize(u_lightdir%i), toLight);\n", i, i);
|
|
WRITE(p, " if (angle%i >= u_lightangle%i) {\n", i, i);
|
|
WRITE(p, " lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * pow(angle%i, u_lightspotCoef%i);\n", i, i, i);
|
|
WRITE(p, " } else {\n");
|
|
WRITE(p, " lightScale = 0.0;\n");
|
|
WRITE(p, " }\n");
|
|
break;
|
|
default:
|
|
// ILLEGAL
|
|
break;
|
|
}
|
|
|
|
WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(dot%i, 0.0);\n", i, diffuseStr, i);
|
|
if (doSpecular) {
|
|
WRITE(p, " halfVec = normalize(toLight + vec3(0.0, 0.0, 1.0));\n");
|
|
WRITE(p, " dot%i = dot(halfVec, worldnormal);\n", i);
|
|
WRITE(p, " if (dot%i > 0.0)\n", i);
|
|
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) %s);\n", i, specularStr, i, timesLightScale);
|
|
}
|
|
WRITE(p, " lightSum0.rgb += (u_lightambient%i * %s.rgb + diffuse)%s;\n", i, ambientStr, timesLightScale);
|
|
}
|
|
|
|
if (gstate.isLightingEnabled()) {
|
|
// Sum up ambient, emissive here.
|
|
if (lmode) {
|
|
WRITE(p, " v_color0 = clamp(lightSum0, 0.0, 1.0);\n");
|
|
// v_color1 only exists when lmode = 1.
|
|
if (specularIsZero) {
|
|
WRITE(p, " v_color1 = vec3(0.0);\n");
|
|
} else {
|
|
WRITE(p, " v_color1 = clamp(lightSum1, 0.0, 1.0);\n");
|
|
}
|
|
} else {
|
|
if (specularIsZero) {
|
|
WRITE(p, " v_color0 = clamp(lightSum0, 0.0, 1.0);\n");
|
|
} else {
|
|
WRITE(p, " v_color0 = clamp(clamp(lightSum0, 0.0, 1.0) + vec4(lightSum1, 0.0), 0.0, 1.0);\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);\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.
|
|
{
|
|
const char *temp_tc;
|
|
switch (gstate.getUVProjMode()) {
|
|
case 0: // Use model space XYZ as source
|
|
temp_tc = "vec4(a_position.xyz, 1.0)";
|
|
break;
|
|
case 1: // Use unscaled UV as source
|
|
temp_tc = "vec4(a_texcoord.xy * 2.0, 0.0, 1.0)";
|
|
break;
|
|
case 2: // Use normalized transformed normal as source
|
|
if (hasNormal)
|
|
temp_tc = "vec4(normalize(a_normal), 1.0)";
|
|
else
|
|
temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)";
|
|
break;
|
|
case 3: // Use non-normalized transformed normal as source
|
|
if (hasNormal)
|
|
temp_tc = "vec4(a_normal, 1.0)";
|
|
else
|
|
temp_tc = "vec4(0.0, 0.0, 1.0, 1.0)";
|
|
break;
|
|
}
|
|
WRITE(p, " v_texcoord = (u_texmtx * %s).xyz;\n", temp_tc);
|
|
}
|
|
// Transform by texture matrix. XYZ as we are doing projection mapping.
|
|
break;
|
|
|
|
case 2: // Shade mapping - use dots from light sources.
|
|
WRITE(p, " v_texcoord = vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
|
|
break;
|
|
|
|
case 3:
|
|
// ILLEGAL
|
|
break;
|
|
}
|
|
|
|
if (flipV) {
|
|
if (throughmode)
|
|
WRITE(p, " v_texcoord.y = 1.0 - v_texcoord.y;\n");
|
|
else
|
|
WRITE(p, " v_texcoord.y = 1.0 - v_texcoord.y * 2.0;\n");
|
|
}
|
|
}
|
|
|
|
// Compute fogdepth
|
|
if (enableFog)
|
|
WRITE(p, " v_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n");
|
|
}
|
|
WRITE(p, "}\n");
|
|
}
|
|
|