@@ -28,7 +28,7 @@ VertexShaderUid GetVertexShaderUid()
GetLightingShaderUid (uid_data->lighting );
// transform texcoords
for (unsigned int i = 0 ; i < uid_data->numTexGens ; ++i)
for (u32 i = 0 ; i < uid_data->numTexGens ; ++i)
{
auto & texinfo = uid_data->texMtxInfo [i];
@@ -40,7 +40,7 @@ VertexShaderUid GetVertexShaderUid()
switch (texinfo.texgentype )
{
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
if (( uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0 )
{
// transform the light dir into tangent space
texinfo.embosslightshift = xfmem.texMtxInfo [i].embosslightshift ;
@@ -83,268 +83,294 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
const bool ssaa = host_config.ssaa ;
const bool vertex_rounding = host_config.vertex_rounding ;
out.Write ( " %s " , s_lighting_struct);
out.WriteFmt ( " {} " , s_lighting_struct);
// uniforms
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
out.Write (" UBO_BINDING(std140, 2) uniform VSBlock {\n " );
out.WriteFmt (" UBO_BINDING(std140, 2) uniform VSBlock { {\n " );
else
out.Write (" cbuffer VSBlock {\n " );
out.WriteFmt (" cbuffer VSBlock { {\n " );
out.Write ( s_shader_uniforms);
out.Write ( " };\n " );
out.WriteFmt ( " {} " , s_shader_uniforms);
out.WriteFmt ( " } };\n " );
out.Write (" struct VS_OUTPUT {\n " );
out.WriteFmt (" struct VS_OUTPUT { {\n " );
GenerateVSOutputMembers (out, api_type, uid_data->numTexGens , host_config, " " );
out.Write ( " };\n " );
out.WriteFmt ( " } };\n " );
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
{
out.Write (" ATTRIBUTE_LOCATION(%d ) in float4 rawpos;\n " , SHADER_POSITION_ATTRIB);
if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write (" ATTRIBUTE_LOCATION(%d ) in uint4 posmtx;\n " , SHADER_POSMTX_ATTRIB);
if (uid_data->components & VB_HAS_NRM0)
out.Write (" ATTRIBUTE_LOCATION(%d ) in float3 rawnorm0;\n " , SHADER_NORM0_ATTRIB);
if (uid_data->components & VB_HAS_NRM1)
out.Write (" ATTRIBUTE_LOCATION(%d ) in float3 rawnorm1;\n " , SHADER_NORM1_ATTRIB);
if (uid_data->components & VB_HAS_NRM2)
out.Write (" ATTRIBUTE_LOCATION(%d ) in float3 rawnorm2;\n " , SHADER_NORM2_ATTRIB);
if (uid_data->components & VB_HAS_COL0)
out.Write (" ATTRIBUTE_LOCATION(%d ) in float4 rawcolor0;\n " , SHADER_COLOR0_ATTRIB);
if (uid_data->components & VB_HAS_COL1)
out.Write (" ATTRIBUTE_LOCATION(%d ) in float4 rawcolor1;\n " , SHADER_COLOR1_ATTRIB);
for (int i = 0 ; i < 8 ; ++i)
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float4 rawpos;\n " , SHADER_POSITION_ATTRIB);
if (( uid_data->components & VB_HAS_POSMTXIDX) != 0 )
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in uint4 posmtx;\n " , SHADER_POSMTX_ATTRIB);
if (( uid_data->components & VB_HAS_NRM0) != 0 )
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float3 rawnorm0;\n " , SHADER_NORM0_ATTRIB);
if (( uid_data->components & VB_HAS_NRM1) != 0 )
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float3 rawnorm1;\n " , SHADER_NORM1_ATTRIB);
if (( uid_data->components & VB_HAS_NRM2) != 0 )
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float3 rawnorm2;\n " , SHADER_NORM2_ATTRIB);
if (( uid_data->components & VB_HAS_COL0) != 0 )
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float4 rawcolor0;\n " , SHADER_COLOR0_ATTRIB);
if (( uid_data->components & VB_HAS_COL1) != 0 )
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float4 rawcolor1;\n " , SHADER_COLOR1_ATTRIB);
for (u32 i = 0 ; i < 8 ; ++i)
{
u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0 )
{
out.Write (" ATTRIBUTE_LOCATION(%d ) in float%d rawtex%d ;\n " , SHADER_TEXTURE0_ATTRIB + i,
hastexmtx ? 3 : 2 , i);
out.WriteFmt (" ATTRIBUTE_LOCATION({} ) in float{} rawtex{} ;\n " , SHADER_TEXTURE0_ATTRIB + i,
has_texmtx != 0 ? 3 : 2 , i);
}
}
if (host_config.backend_geometry_shaders )
{
out.Write (" VARYING_LOCATION(0) out VertexData {\n " );
out.WriteFmt (" VARYING_LOCATION(0) out VertexData { {\n " );
GenerateVSOutputMembers (out, api_type, uid_data->numTexGens , host_config,
GetInterpolationQualifier (msaa, ssaa, true , false ));
out.Write ( " } vs;\n " );
out.WriteFmt ( " } } vs;\n " );
}
else
{
// Let's set up attributes
u32 counter = 0 ;
out.Write (" VARYING_LOCATION(%u) %s out float4 colors_0;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
out.Write (" VARYING_LOCATION(%u) %s out float4 colors_1;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
out.WriteFmt (" VARYING_LOCATION({}) {} out float4 colors_0;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
out.WriteFmt (" VARYING_LOCATION({}) {} out float4 colors_1;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
for (u32 i = 0 ; i < uid_data->numTexGens ; ++i)
{
out.Write (" VARYING_LOCATION(%u) %s out float3 tex%u ;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa), i);
out.WriteFmt (" VARYING_LOCATION({}) {} out float3 tex{} ;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa), i);
}
if (!host_config.fast_depth_calc )
out.Write (" VARYING_LOCATION(%u) %s out float4 clipPos;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
{
out.WriteFmt (" VARYING_LOCATION({}) {} out float4 clipPos;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
}
if (per_pixel_lighting)
{
out.Write (" VARYING_LOCATION(%u) %s out float3 Normal;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
out.Write (" VARYING_LOCATION(%u) %s out float3 WorldPos;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
out.WriteFmt (" VARYING_LOCATION({}) {} out float3 Normal;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
out.WriteFmt (" VARYING_LOCATION({}) {} out float3 WorldPos;\n " , counter++,
GetInterpolationQualifier (msaa, ssaa));
}
}
out.Write (" void main()\n {\n " );
out.WriteFmt (" void main()\n { {\n " );
}
else // D3D
{
out.Write (" VS_OUTPUT main(\n " );
out.WriteFmt (" VS_OUTPUT main(\n " );
// inputs
if (uid_data->components & VB_HAS_NRM0)
out.Write (" float3 rawnorm0 : NORMAL0,\n " );
if (uid_data->components & VB_HAS_NRM1)
out.Write (" float3 rawnorm1 : NORMAL1,\n " );
if (uid_data->components & VB_HAS_NRM2)
out.Write (" float3 rawnorm2 : NORMAL2,\n " );
if (uid_data->components & VB_HAS_COL0)
out.Write (" float4 rawcolor0 : COLOR0,\n " );
if (uid_data->components & VB_HAS_COL1)
out.Write (" float4 rawcolor1 : COLOR1,\n " );
for (int i = 0 ; i < 8 ; ++i)
if (( uid_data->components & VB_HAS_NRM0) != 0 )
out.WriteFmt (" float3 rawnorm0 : NORMAL0,\n " );
if (( uid_data->components & VB_HAS_NRM1) != 0 )
out.WriteFmt (" float3 rawnorm1 : NORMAL1,\n " );
if (( uid_data->components & VB_HAS_NRM2) != 0 )
out.WriteFmt (" float3 rawnorm2 : NORMAL2,\n " );
if (( uid_data->components & VB_HAS_COL0) != 0 )
out.WriteFmt (" float4 rawcolor0 : COLOR0,\n " );
if (( uid_data->components & VB_HAS_COL1) != 0 )
out.WriteFmt (" float4 rawcolor1 : COLOR1,\n " );
for (u32 i = 0 ; i < 8 ; ++i)
{
u32 hastexmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) || hastexmtx)
out.Write (" float%d rawtex%d : TEXCOORD%d,\n " , hastexmtx ? 3 : 2 , i, i);
const u32 has_texmtx = (uid_data->components & (VB_HAS_TEXMTXIDX0 << i));
if ((uid_data->components & (VB_HAS_UV0 << i)) != 0 || has_texmtx != 0 )
out.WriteFmt (" float{} rawtex{} : TEXCOORD{},\n " , has_texmtx ? 3 : 2 , i, i);
}
if (uid_data->components & VB_HAS_POSMTXIDX)
out.Write (" uint4 posmtx : BLENDINDICES,\n " );
out.Write (" float4 rawpos : POSITION) {\n " );
if (( uid_data->components & VB_HAS_POSMTXIDX) != 0 )
out.WriteFmt (" uint4 posmtx : BLENDINDICES,\n " );
out.WriteFmt (" float4 rawpos : POSITION) {\n " );
}
out.Write (" VS_OUTPUT o;\n " );
out.WriteFmt (" VS_OUTPUT o;\n " );
// transforms
if (uid_data->components & VB_HAS_POSMTXIDX)
if (( uid_data->components & VB_HAS_POSMTXIDX) != 0 )
{
out.Write (" int posidx = int(posmtx.r);\n " );
out. Write ( " float4 pos = float4(dot(" I_TRANSFORMMATRICES
" [posidx], rawpos), dot(" I_TRANSFORMMATRICES
" [posidx+1], rawpos), dot(" I_TRANSFORMMATRICES " [posidx+2], rawpos), 1);\n " );
out.WriteFmt (" int posidx = int(posmtx.r);\n "
" float4 pos = float4(dot(" I_TRANSFORMMATRICES
" [posidx], rawpos), dot(" I_TRANSFORMMATRICES
" [posidx+1], rawpos), dot(" I_TRANSFORMMATRICES " [posidx+2], rawpos), 1);\n " );
if (uid_data->components & VB_HAS_NRMALL)
if (( uid_data->components & VB_HAS_NRMALL) != 0 )
{
out.Write (" int normidx = posidx & 31;\n " );
out. Write ( " float3 N0 = " I_NORMALMATRICES " [normidx].xyz, N1 = " I_NORMALMATRICES
" [normidx+1].xyz, N2 = " I_NORMALMATRICES " [normidx+2].xyz;\n " );
out.WriteFmt (" int normidx = posidx & 31;\n "
" float3 N0 = " I_NORMALMATRICES " [normidx].xyz, N1 = " I_NORMALMATRICES
" [normidx+1].xyz, N2 = " I_NORMALMATRICES " [normidx+2].xyz;\n " );
}
if (uid_data->components & VB_HAS_NRM0)
out.Write (" float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
" rawnorm0)));\n " );
if (uid_data->components & VB_HAS_NRM1)
out.Write (
if ((uid_data->components & VB_HAS_NRM0) != 0 )
{
out.WriteFmt (" float3 _norm0 = normalize(float3(dot(N0, rawnorm0), dot(N1, rawnorm0), dot(N2, "
" rawnorm0)));\n " );
}
if ((uid_data->components & VB_HAS_NRM1) != 0 )
{
out.WriteFmt (
" float3 _norm1 = float3(dot(N0, rawnorm1), dot(N1, rawnorm1), dot(N2, rawnorm1));\n " );
if (uid_data->components & VB_HAS_NRM2)
out.Write (
}
if ((uid_data->components & VB_HAS_NRM2) != 0 )
{
out.WriteFmt (
" float3 _norm2 = float3(dot(N0, rawnorm2), dot(N1, rawnorm2), dot(N2, rawnorm2));\n " );
}
}
else
{
out.Write (" float4 pos = float4(dot(" I_POSNORMALMATRIX " [0], rawpos), dot(" I_POSNORMALMATRIX
" [1], rawpos), dot(" I_POSNORMALMATRIX " [2], rawpos), 1.0);\n " );
if (uid_data->components & VB_HAS_NRM0)
out.Write (" float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
" [3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
" [4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX " [5].xyz, rawnorm0)));\n " );
if (uid_data->components & VB_HAS_NRM1)
out.Write (" float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
" [3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
" [4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX " [5].xyz, rawnorm1));\n " );
if (uid_data->components & VB_HAS_NRM2)
out.Write (" float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
" [3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
" [4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX " [5].xyz, rawnorm2));\n " );
out.WriteFmt (" float4 pos = float4(dot(" I_POSNORMALMATRIX " [0], rawpos), dot(" I_POSNORMALMATRIX
" [1], rawpos), dot(" I_POSNORMALMATRIX " [2], rawpos), 1.0);\n " );
if ((uid_data->components & VB_HAS_NRM0) != 0 )
{
out.WriteFmt (" float3 _norm0 = normalize(float3(dot(" I_POSNORMALMATRIX
" [3].xyz, rawnorm0), dot(" I_POSNORMALMATRIX
" [4].xyz, rawnorm0), dot(" I_POSNORMALMATRIX " [5].xyz, rawnorm0)));\n " );
}
if ((uid_data->components & VB_HAS_NRM1) != 0 )
{
out.WriteFmt (" float3 _norm1 = float3(dot(" I_POSNORMALMATRIX
" [3].xyz, rawnorm1), dot(" I_POSNORMALMATRIX
" [4].xyz, rawnorm1), dot(" I_POSNORMALMATRIX " [5].xyz, rawnorm1));\n " );
}
if ((uid_data->components & VB_HAS_NRM2) != 0 )
{
out.WriteFmt (" float3 _norm2 = float3(dot(" I_POSNORMALMATRIX
" [3].xyz, rawnorm2), dot(" I_POSNORMALMATRIX
" [4].xyz, rawnorm2), dot(" I_POSNORMALMATRIX " [5].xyz, rawnorm2));\n " );
}
}
if (! (uid_data->components & VB_HAS_NRM0))
out.Write (" float3 _norm0 = float3(0.0, 0.0, 0.0);\n " );
if ((uid_data->components & VB_HAS_NRM0) == 0 )
out.WriteFmt (" float3 _norm0 = float3(0.0, 0.0, 0.0);\n " );
out.Write (" o.pos = float4(dot(" I_PROJECTION " [0], pos), dot(" I_PROJECTION
" [1], pos), dot(" I_PROJECTION " [2], pos), dot(" I_PROJECTION " [3], pos));\n " );
out.WriteFmt (" o.pos = float4(dot(" I_PROJECTION " [0], pos), dot(" I_PROJECTION
" [1], pos), dot(" I_PROJECTION " [2], pos), dot(" I_PROJECTION " [3], pos));\n " );
out.Write (" int4 lacc;\n "
" float3 ldir, h, cosAttn, distAttn;\n "
" float dist, dist2, attn;\n " );
out.WriteFmt (" int4 lacc;\n "
" float3 ldir, h, cosAttn, distAttn;\n "
" float dist, dist2, attn;\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 " );
for (unsigned int i = 0 ; i < uid_data->numTexGens ; ++i)
out.WriteFmt (" float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n " );
for (u32 i = 0 ; i < uid_data->numTexGens ; ++i)
{
auto & texinfo = uid_data->texMtxInfo [i];
out.Write ( " {\n " );
out.Write (" coord = float4(0.0, 0.0, 1.0, 1.0);\n " );
out.WriteFmt ( " { {\n " );
out.WriteFmt (" coord = float4(0.0, 0.0, 1.0, 1.0);\n " );
switch (texinfo.sourcerow )
{
case XF_SRCGEOM_INROW:
out.Write (" coord.xyz = rawpos.xyz;\n " );
out.WriteFmt (" coord.xyz = rawpos.xyz;\n " );
break ;
case XF_SRCNORMAL_INROW:
if (uid_data->components & VB_HAS_NRM0)
if (( uid_data->components & VB_HAS_NRM0) != 0 )
{
out.Write (" coord.xyz = rawnorm0.xyz;\n " );
out.WriteFmt (" coord.xyz = rawnorm0.xyz;\n " );
}
break ;
case XF_SRCCOLORS_INROW:
ASSERT (texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC0 ||
texinfo.texgentype == XF_TEXGEN_COLOR_STRGBC1);
break ;
case XF_SRCBINORMAL_T_INROW:
if (uid_data->components & VB_HAS_NRM1)
if (( uid_data->components & VB_HAS_NRM1) != 0 )
{
out.Write (" coord.xyz = rawnorm1.xyz;\n " );
out.WriteFmt (" coord.xyz = rawnorm1.xyz;\n " );
}
break ;
case XF_SRCBINORMAL_B_INROW:
if (uid_data->components & VB_HAS_NRM2)
if (( uid_data->components & VB_HAS_NRM2) != 0 )
{
out.Write (" coord.xyz = rawnorm2.xyz;\n " );
out.WriteFmt (" coord.xyz = rawnorm2.xyz;\n " );
}
break ;
default :
ASSERT (texinfo.sourcerow <= XF_SRCTEX7_INROW);
if (uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW)))
out.Write (" coord = float4(rawtex%d.x, rawtex%d.y, 1.0, 1.0);\n " ,
texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
if ((uid_data->components & (VB_HAS_UV0 << (texinfo.sourcerow - XF_SRCTEX0_INROW))) != 0 )
{
out.WriteFmt (" coord = float4(rawtex{}.x, rawtex{}.y, 1.0, 1.0);\n " ,
texinfo.sourcerow - XF_SRCTEX0_INROW, texinfo.sourcerow - XF_SRCTEX0_INROW);
}
break ;
}
// Input form of AB11 sets z element to 1.0
if (texinfo.inputform == XF_TEXINPUT_AB11)
out.Write (" coord.z = 1.0;\n " );
out.WriteFmt (" coord.z = 1.0;\n " );
// first transformation
switch (texinfo.texgentype )
{
case XF_TEXGEN_EMBOSS_MAP: // calculate tex coords into bump map
if (uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2))
if (( uid_data->components & (VB_HAS_NRM1 | VB_HAS_NRM2)) != 0 )
{
// transform the light dir into tangent space
out.Write (" ldir = normalize(" LIGHT_POS " .xyz - pos.xyz);\n " ,
LIGHT_POS_PARAMS (texinfo.embosslightshift ));
out.Write (
" o.tex%d .xyz = o.tex%d .xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n " , i,
out.WriteFmt (" ldir = normalize(" LIGHT_POS " .xyz - pos.xyz);\n " ,
LIGHT_POS_PARAMS (texinfo.embosslightshift ));
out.WriteFmt (
" o.tex{} .xyz = o.tex{} .xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0);\n " , i,
texinfo.embosssourceshift );
}
else
{
// The following assert was triggered in House of the Dead Overkill and Star Wars Rogue
// Squadron 2
// ASSERT(0); // should have normals
out.Write (" o.tex%d .xyz = o.tex%d .xyz;\n " , i, texinfo.embosssourceshift );
out.WriteFmt (" o.tex{} .xyz = o.tex{} .xyz;\n " , i, texinfo.embosssourceshift );
}
break ;
case XF_TEXGEN_COLOR_STRGBC0:
out.Write (" o.tex%d .xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n " , i);
out.WriteFmt (" o.tex{} .xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n " , i);
break ;
case XF_TEXGEN_COLOR_STRGBC1:
out.Write (" o.tex%d .xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n " , i);
out.WriteFmt (" o.tex{} .xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n " , i);
break ;
case XF_TEXGEN_REGULAR:
default :
if (uid_data->components & (VB_HAS_TEXMTXIDX0 << i))
if (( uid_data->components & (VB_HAS_TEXMTXIDX0 << i)) != 0 )
{
out.Write (" int tmp = int(rawtex%d .z);\n " , i);
out.WriteFmt (" int tmp = int(rawtex{} .z);\n " , i);
if (((uid_data->texMtxInfo_n_projection >> i) & 1 ) == XF_TEXPROJ_STQ)
out.Write (" o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
" [tmp]), dot(coord, " I_TRANSFORMMATRICES
" [tmp+1]), dot(coord, " I_TRANSFORMMATRICES " [tmp+2]));\n " ,
i);
{
out.WriteFmt (" o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
" [tmp]), dot(coord, " I_TRANSFORMMATRICES
" [tmp+1]), dot(coord, " I_TRANSFORMMATRICES " [tmp+2]));\n " ,
i);
}
else
out.Write (" o.tex%d.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
" [tmp]), dot(coord, " I_TRANSFORMMATRICES " [tmp+1]), 1);\n " ,
i);
{
out.WriteFmt (" o.tex{}.xyz = float3(dot(coord, " I_TRANSFORMMATRICES
" [tmp]), dot(coord, " I_TRANSFORMMATRICES " [tmp+1]), 1);\n " ,
i);
}
}
else
{
if (((uid_data->texMtxInfo_n_projection >> i) & 1 ) == XF_TEXPROJ_STQ)
out.Write (" o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
" [%d]), dot(coord, " I_TEXMATRICES " [%d]), dot(coord, " I_TEXMATRICES
" [%d]));\n " ,
i, 3 * i, 3 * i + 1 , 3 * i + 2 );
{
out.WriteFmt (" o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES
" [{}]), dot(coord, " I_TEXMATRICES " [{}]), dot(coord, " I_TEXMATRICES
" [{}]));\n " ,
i, 3 * i, 3 * i + 1 , 3 * i + 2 );
}
else
out.Write (" o.tex%d.xyz = float3(dot(coord, " I_TEXMATRICES
" [%d]), dot(coord, " I_TEXMATRICES " [%d]), 1);\n " ,
i, 3 * i, 3 * i + 1 );
{
out.WriteFmt (" o.tex{}.xyz = float3(dot(coord, " I_TEXMATRICES
" [{}]), dot(coord, " I_TEXMATRICES " [{}]), 1);\n " ,
i, 3 * i, 3 * i + 1 );
}
}
break ;
}
@@ -354,18 +380,19 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
{
auto & postInfo = uid_data->postMtxInfo [i];
out.Write (" float4 P0 = " I_POSTTRANSFORMMATRICES " [%d ];\n "
" float4 P1 = " I_POSTTRANSFORMMATRICES " [%d ];\n "
" float4 P2 = " I_POSTTRANSFORMMATRICES " [%d ];\n " ,
postInfo.index & 0x3f , (postInfo.index + 1 ) & 0x3f , (postInfo.index + 2 ) & 0x3f );
out.WriteFmt (" float4 P0 = " I_POSTTRANSFORMMATRICES " [{} ];\n "
" float4 P1 = " I_POSTTRANSFORMMATRICES " [{} ];\n "
" float4 P2 = " I_POSTTRANSFORMMATRICES " [{} ];\n " ,
postInfo.index & 0x3f , (postInfo.index + 1 ) & 0x3f , (postInfo.index + 2 ) & 0x3f );
if (postInfo.normalize )
out.Write (" o.tex%d .xyz = normalize(o.tex%d .xyz);\n " , i, i);
out.WriteFmt (" o.tex{} .xyz = normalize(o.tex{} .xyz);\n " , i, i);
// multiply by postmatrix
out.Write (" o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + "
" P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n " ,
i, i, i, i);
out.WriteFmt (
" o.tex{0}.xyz = float3(dot(P0.xyz, o.tex{0}.xyz) + P0.w, dot(P1.xyz, o.tex{0}.xyz) + "
" P1.w, dot(P2.xyz, o.tex{0}.xyz) + P2.w);\n " ,
i);
}
// When q is 0, the GameCube appears to have a special case
@@ -374,44 +401,44 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// TODO: check if this only affects XF_TEXGEN_REGULAR
if (texinfo.texgentype == XF_TEXGEN_REGULAR)
{
out.Write ( " if(o.tex%d.z == 0.0f) \n " , i);
out. Write (
" \t o.tex%d .xy = clamp(o.tex%d .xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n " , i ,
out.WriteFmt (
" if(o.tex{0}.z == 0.0f) \n "
" \t o.tex{0} .xy = clamp(o.tex{0} .xy / 2.0f, float2(-1.0f,-1.0f), float2(1.0f,1.0f));\n " ,
i);
}
out.Write ( " }\n " );
out.WriteFmt ( " } }\n " );
}
if (uid_data->numColorChans == 0 )
{
if (uid_data->components & VB_HAS_COL0)
out.Write (" o.colors_0 = rawcolor0;\n " );
if (( uid_data->components & VB_HAS_COL0) != 0 )
out.WriteFmt (" o.colors_0 = rawcolor0;\n " );
else
out.Write (" o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n " );
out.WriteFmt (" 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 " );
if (( uid_data->components & VB_HAS_COL1) != 0 )
out.WriteFmt (" o.colors_1 = rawcolor1;\n " );
else
out.Write (" o.colors_1 = o.colors_0;\n " );
out.WriteFmt (" o.colors_1 = o.colors_0;\n " );
}
// clipPos/w needs to be done in pixel shader, not here
if (!host_config.fast_depth_calc )
out.Write (" o.clipPos = o.pos;\n " );
out.WriteFmt (" o.clipPos = o.pos;\n " );
if (per_pixel_lighting)
{
out.Write (" o.Normal = _norm0;\n " );
out. Write ( " o.WorldPos = pos.xyz;\n " );
out.WriteFmt (" o.Normal = _norm0;\n "
" o.WorldPos = pos.xyz;\n " );
if (uid_data->components & VB_HAS_COL0)
out.Write (" o.colors_0 = rawcolor0;\n " );
if (( uid_data->components & VB_HAS_COL0) != 0 )
out.WriteFmt (" o.colors_0 = rawcolor0;\n " );
if (uid_data->components & VB_HAS_COL1)
out.Write (" o.colors_1 = rawcolor1;\n " );
if (( uid_data->components & VB_HAS_COL1) != 0 )
out.WriteFmt (" o.colors_1 = rawcolor1;\n " );
}
// If we can disable the incorrect depth clipping planes using depth clamping, then we can do
@@ -423,13 +450,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write (" float clipDepth = o.pos.z * (1.0 - 1e-7);\n " );
out.Write (" float clipDist0 = clipDepth + o.pos.w;\n " ); // Near: z < -w
out.Write (" float clipDist1 = -clipDepth;\n " ); // Far: z > 0
out.WriteFmt (" float clipDepth = o.pos.z * (1.0 - 1e-7);\n "
" float clipDist0 = clipDepth + o.pos.w;\n " // Near: z < -w
" float clipDist1 = -clipDepth;\n " ); // Far: z > 0
if (host_config.backend_geometry_shaders )
{
out.Write (" o.clipDist0 = clipDist0;\n " );
out. Write ( " o.clipDist1 = clipDist1;\n " );
out.WriteFmt (" o.clipDist0 = clipDist0;\n "
" o.clipDist1 = clipDist1;\n " );
}
}
@@ -444,28 +472,28 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// divide, because some games will use a depth range larger than what is allowed by the
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
// games effectively add a depth bias to the values written to the depth buffer.
out.Write (" o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION " .w - "
" o.pos.z * " I_PIXELCENTERCORRECTION " .z;\n " );
out.WriteFmt (" o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION " .w - "
" o.pos.z * " I_PIXELCENTERCORRECTION " .z;\n " );
if (!host_config.backend_clip_control )
{
// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
// operation that can introduce a round-trip error.
out.Write (" o.pos.z = o.pos.z * 2.0 - o.pos.w;\n " );
out.WriteFmt (" o.pos.z = o.pos.z * 2.0 - o.pos.w;\n " );
}
// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
// since the viewport height is already negated by the render backend.
out.Write (" o.pos.xy *= sign(" I_PIXELCENTERCORRECTION " .xy * float2(1.0, -1.0));\n " );
out.WriteFmt (" o.pos.xy *= sign(" I_PIXELCENTERCORRECTION " .xy * float2(1.0, -1.0));\n " );
// The console GPU places the pixel center at 7/12 in screen space unless
// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
// in some primitives being placed one pixel too far to the bottom-right,
// which in turn can be critical if it happens for clear quads.
// Hence, we compensate for this pixel center difference so that primitives
// get rasterized correctly.
out.Write (" o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION " .xy;\n " );
out.WriteFmt (" o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION " .xy;\n " );
if (vertex_rounding)
{
@@ -476,18 +504,18 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
// we need to correct this by converting our
// clip-space position into the Wii's screen-space
// acquire the right pixel and then convert it back
out.Write (" if (o.pos.w == 1.0f)\n " );
out. Write ( " { \n " );
out.WriteFmt (" if (o.pos.w == 1.0f)\n "
" {{ \n "
out. Write ( " \t float ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE " .x * 0.5f));\n " );
out. Write ( " \t float ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE " .y * 0.5f));\n " );
" \t float ss_pixel_x = ((o.pos.x + 1.0f) * (" I_VIEWPORT_SIZE " .x * 0.5f));\n "
" \t float ss_pixel_y = ((o.pos.y + 1.0f) * (" I_VIEWPORT_SIZE " .y * 0.5f));\n "
out. Write ( " \t ss_pixel_x = round(ss_pixel_x);\n " );
out. Write ( " \t ss_pixel_y = round(ss_pixel_y);\n " );
" \t ss_pixel_x = round(ss_pixel_x);\n "
" \t ss_pixel_y = round(ss_pixel_y);\n "
out. Write ( " \t o.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE " .x * 0.5f)) - 1.0f);\n " );
out. Write ( " \t o.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE " .y * 0.5f)) - 1.0f);\n " );
out. Write ( " }\n " );
" \t o.pos.x = ((ss_pixel_x / (" I_VIEWPORT_SIZE " .x * 0.5f)) - 1.0f);\n "
" \t o.pos.y = ((ss_pixel_y / (" I_VIEWPORT_SIZE " .y * 0.5f)) - 1.0f);\n "
" } }\n " );
}
if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
@@ -500,36 +528,36 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
{
// TODO: Pass interface blocks between shader stages even if geometry shaders
// are not supported, however that will require at least OpenGL 3.2 support.
for (unsigned int i = 0 ; i < uid_data->numTexGens ; ++i)
out.Write (" tex%d .xyz = o.tex%d ;\n " , i, i);
for (u32 i = 0 ; i < uid_data->numTexGens ; ++i)
out.WriteFmt (" tex{} .xyz = o.tex{} ;\n " , i, i);
if (!host_config.fast_depth_calc )
out.Write (" clipPos = o.clipPos;\n " );
out.WriteFmt (" clipPos = o.clipPos;\n " );
if (per_pixel_lighting)
{
out.Write (" Normal = o.Normal;\n " );
out. Write ( " WorldPos = o.WorldPos;\n " );
out.WriteFmt (" Normal = o.Normal;\n "
" WorldPos = o.WorldPos;\n " );
}
out.Write (" colors_0 = o.colors_0;\n " );
out. Write ( " colors_1 = o.colors_1;\n " );
out.WriteFmt (" colors_0 = o.colors_0;\n "
" colors_1 = o.colors_1;\n " );
}
if (host_config.backend_depth_clamp )
{
out.Write (" gl_ClipDistance[0] = clipDist0;\n " );
out. Write ( " gl_ClipDistance[1] = clipDist1;\n " );
out.WriteFmt (" gl_ClipDistance[0] = clipDist0;\n "
" gl_ClipDistance[1] = clipDist1;\n " );
}
// Vulkan NDC space has Y pointing down (right-handed NDC space).
if (api_type == APIType::Vulkan)
out.Write (" gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n " );
out.WriteFmt (" gl_Position = float4(o.pos.x, -o.pos.y, o.pos.z, o.pos.w);\n " );
else
out.Write (" gl_Position = o.pos;\n " );
out.WriteFmt (" gl_Position = o.pos;\n " );
}
else // D3D
{
out.Write (" return o;\n " );
out.WriteFmt (" return o;\n " );
}
out.Write ( " }\n " );
out.WriteFmt ( " } }\n " );
return out;
}