LightingShaderGen: Always calculate lighting for both color channels

Cel-damage uses the color from the lighting stage of the vertex pipeline
as texture coordinates, but sets numColorChans to zero.

We now calculate the colors in all cases, but override the color before
writing it from the vertex shader if numColorChans is set to a lower value.
This commit is contained in:
Stenzek 2017-11-21 18:54:11 +10:00
parent 18c1bf19ca
commit efb9759862
7 changed files with 38 additions and 29 deletions

View File

@ -321,7 +321,7 @@ static void LightAlpha(const Vec3& pos, const Vec3& normal, u8 lightNum, const L
void TransformColor(const InputVertexData* src, OutputVertexData* dst)
{
for (u32 chan = 0; chan < xfmem.numChan.numColorChans; chan++)
for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
{
// abgr
std::array<u8, 4> matcolor;

View File

@ -79,9 +79,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
// 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, int components,
u32 numColorChans, const char* inColorName, const char* dest)
const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < numColorChans; j++)
for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
object.Write("{\n");
@ -185,7 +185,7 @@ void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_d
void GetLightingShaderUid(LightingUidData& uid_data)
{
for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
for (unsigned int j = 0; j < NUM_XF_COLOR_CHANNELS; j++)
{
uid_data.matsource |= xfmem.color[j].matsource << j;
uid_data.matsource |= xfmem.alpha[j].matsource << (j + 2);

View File

@ -45,5 +45,5 @@ static const char s_lighting_struct[] = "struct Light {\n"
"};\n";
void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
u32 numColorChans, const char* inColorName, const char* dest);
const char* inColorName, const char* dest);
void GetLightingShaderUid(LightingUidData& uid_data);

View File

@ -643,7 +643,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
uid_data->numColorChans, "colors_", "col");
"colors_", "col");
}
// HACK to handle cases where the tex gen is not enabled

View File

@ -94,8 +94,8 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_po
const char* out_color_1_var)
{
out.Write("// Lighting\n");
out.Write("%sfor (uint chan = 0u; chan < xfmem_numColorChans; chan++) {\n",
api_type == APIType::D3D ? "[loop] " : "");
out.Write("%sfor (uint chan = 0u; chan < %zu; chan++) {\n",
api_type == APIType::D3D ? "[loop] " : "", NUM_XF_COLOR_CHANNELS);
out.Write(" uint colorreg = xfmem_color(chan);\n"
" uint alphareg = xfmem_alpha(chan);\n"
" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
@ -196,8 +196,5 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, const char* world_po
out.Write(" }\n"
"}\n"
"\n");
out.Write("if (xfmem_numColorChans < 2u && (components & %uu) == 0u)\n", VB_HAS_COL1);
out.Write(" %s = %s;\n\n", out_color_1_var, out_color_0_var);
}
}

View File

@ -171,6 +171,19 @@ ShaderCode GenVertexShader(APIType ApiType, const ShaderHostConfig& host_config,
if (numTexgen > 0)
GenVertexShaderTexGens(ApiType, numTexgen, out);
out.Write("if (xfmem_numColorChans == 0u) {\n");
out.Write(" if ((components & %uu) != 0u)\n", VB_HAS_COL0);
out.Write(" o.colors_0 = rawcolor0;\n");
out.Write(" else\n");
out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
out.Write("}\n");
out.Write("if (xfmem_numColorChans < 2u) {\n");
out.Write(" if ((components & %uu) != 0u)\n", VB_HAS_COL1);
out.Write(" o.colors_0 = rawcolor1;\n");
out.Write(" else\n");
out.Write(" o.colors_1 = float4(1.0, 1.0, 1.0, 1.0);\n");
out.Write("}\n");
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");

View File

@ -239,24 +239,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
"float3 ldir, h, cosAttn, distAttn;\n"
"float dist, dist2, attn;\n");
if (uid_data->numColorChans == 0)
{
if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = rawcolor0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
"rawcolor", "o.colors_");
if (uid_data->numColorChans < 2)
{
if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = rawcolor1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
}
GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "rawcolor",
"o.colors_");
// transform texcoords
out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
@ -398,6 +382,21 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
out.Write("}\n");
}
if (uid_data->numColorChans == 0)
{
if (uid_data->components & VB_HAS_COL0)
out.Write("o.colors_0 = rawcolor0;\n");
else
out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
}
if (uid_data->numColorChans < 2)
{
if (uid_data->components & VB_HAS_COL1)
out.Write("o.colors_1 = rawcolor1;\n");
else
out.Write("o.colors_1 = o.colors_0;\n");
}
// clipPos/w needs to be done in pixel shader, not here
out.Write("o.clipPos = o.pos;\n");