// 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 #if defined(_WIN32) && defined(_DEBUG) #include #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; id->d[1] |= (gstate.lightingEnable & 1) << 19; for (int i = 0; i < 4; i++) { id->d[1] |= (gstate.lightEnable[i] & 1) << (20 + i); } } } 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.rgb"; 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"); return buffer; }