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-rw-r--r--sp/src/materialsystem/stdshaders/macros.vsh2786
1 files changed, 1393 insertions, 1393 deletions
diff --git a/sp/src/materialsystem/stdshaders/macros.vsh b/sp/src/materialsystem/stdshaders/macros.vsh
index 9b19f777..d1116e52 100644
--- a/sp/src/materialsystem/stdshaders/macros.vsh
+++ b/sp/src/materialsystem/stdshaders/macros.vsh
@@ -1,1393 +1,1393 @@
-;------------------------------------
-; RULES FOR AUTHORING VERTEX SHADERS:
-;------------------------------------
-; - never use "def" . . .set constants in code instead. . our constant shadowing will break otherwise.
-; (same goes for pixel shaders)
-; - use cN notation instead of c[N] notation. .makes grepping for registers easier.
-; The only exception is c[a0.x+blah] where you have no choice.
-$g_NumRegisters = 12;
-
-; NOTE: These must match the same values in vsh_prep.pl!
-$vPos = "v0";
-$vBoneWeights = "v1";
-$vBoneIndices = "v2";
-$vNormal = "v3";
-$vColor = "v5";
-$vSpecular = "v6";
-$vTexCoord0 = "v7";
-$vTexCoord1 = "v8";
-$vTexCoord2 = "v9";
-$vTexCoord3 = "v10";
-$vTangentS = "v11";
-$vTangentT = "v12";
-$vUserData = "v14";
-
-if( $g_dx9 )
-{
- if( $g_usesPos )
- {
- dcl_position $vPos;
- }
-
- if( $g_usesBoneWeights )
- {
- dcl_blendweight $vBoneWeights;
- }
- if( $g_usesBoneIndices )
- {
- dcl_blendindices $vBoneIndices;
- }
- if( $g_usesNormal )
- {
- dcl_normal $vNormal;
- }
- if( $g_usesColor )
- {
- dcl_color0 $vColor;
- }
- if( $g_usesSpecular )
- {
- dcl_color1 $vSpecular;
- }
- if( $g_usesTexCoord0 )
- {
- dcl_texcoord0 $vTexCoord0;
- }
- if( $g_usesTexCoord1 )
- {
- dcl_texcoord1 $vTexCoord1;
- }
- if( $g_usesTexCoord2 )
- {
- dcl_texcoord2 $vTexCoord2;
- }
- if( $g_usesTexCoord3 )
- {
- dcl_texcoord3 $vTexCoord3;
- }
- if( $g_usesTangentS )
- {
- dcl_tangent $vTangentS;
- }
- if( $g_usesTangentT )
- {
- dcl_binormal0 $vTangentT;
- }
- if( $g_usesUserData )
- {
- dcl_tangent $vUserData;
- }
-}
-
-# NOTE: These should match g_LightCombinations in vertexshaderdx8.cpp!
-# NOTE: Leave this on single lines or shit might blow up.
-@g_staticLightTypeArray = ( "none", "static", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none", "static", "static", "static", "static", "static", "static", "static", "static", "static", "static" );
-@g_ambientLightTypeArray = ( "none", "none", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient" );
-@g_localLightType1Array = ( "none", "none", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional" );
-@g_localLightType2Array = ( "none", "none", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional" );
-
-$cConstants0 = "c0";
-$cZero = "c0.x";
-$cOne = "c0.y";
-$cTwo = "c0.z";
-$cHalf = "c0.w";
-
-$cConstants1 = "c1";
-$cOOGamma = "c1.x"; # 1/2.2
-$cOtherOverbrightFactor = "c1.y"; # overbright
-$cOneThird = "c1.z"; # 1/3
-$cOverbrightFactor = "c1.w"; # 1/overbright
-
-$cEyePos = "c2";
-$cWaterZ = "c2.w";
-$cEyePosWaterZ = "c2";
-
-$cLightIndex = "c3";
-$cLight0Offset = "c3.x"; # 27
-$cLight1Offset = "c3.y"; # 32
-$cColorToIntScale = "c3.z"; # matrix array offset = 3.0f * 255.0f + 0.01 (epsilon ensures floor yields desired result)
-$cModel0Index = "c3.w"; # base for start of skinning matrices
-
-; NOTE: These must match the same values in vsh_prep.pl!
-$cModelViewProj0 = "c4";
-$cModelViewProj1 = "c5";
-$cModelViewProj2 = "c6";
-$cModelViewProj3 = "c7";
-
-$cViewProj0 = "c8";
-$cViewProj1 = "c9";
-$cViewProj2 = "c10";
-$cViewProj3 = "c11";
-
-; currently unused
-; c12, c13
-
-$SHADER_SPECIFIC_CONST_10 = "c14";
-$SHADER_SPECIFIC_CONST_11 = "c15";
-
-$cFogParams = "c16";
-$cFogEndOverFogRange = "c16.x";
-$cFogOne = "c16.y";
-$cFogMaxDensity = "c16.z";
-$cOOFogRange = "c16.w"; # (1/(fogEnd-fogStart))
-
-$cViewModel0 = "c17";
-$cViewModel1 = "c18";
-$cViewModel2 = "c19";
-$cViewModel3 = "c20";
-
-$cAmbientColorPosX = "c21";
-$cAmbientColorNegX = "c22";
-$cAmbientColorPosY = "c23";
-$cAmbientColorNegY = "c24";
-$cAmbientColorPosZ = "c25";
-$cAmbientColorNegZ = "c26";
-
-$cAmbientColorPosXOffset = "21";
-$cAmbientColorPosYOffset = "23";
-$cAmbientColorPosZOffset = "25";
-
-$cLight0DiffColor = "c27";
-$cLight0Dir = "c28";
-$cLight0Pos = "c29";
-$cLight0SpotParams = "c30"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
-$cLight0Atten = "c31"; # [ constant, linear, quadratic, 0.0f ]
-
-$cLight1DiffColor = "c32";
-$cLight1Dir = "c33";
-$cLight1Pos = "c34";
-$cLight1SpotParams = "c35"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
-$cLight1Atten = "c36"; # [ constant, linear, quadratic, 0.0f ]
-
-$cModulationColor = "c37";
-
-$SHADER_SPECIFIC_CONST_0 = "c38";
-$SHADER_SPECIFIC_CONST_1 = "c39";
-$SHADER_SPECIFIC_CONST_2 = "c40";
-$SHADER_SPECIFIC_CONST_3 = "c41";
-$SHADER_SPECIFIC_CONST_4 = "c42";
-$SHADER_SPECIFIC_CONST_5 = "c43";
-$SHADER_SPECIFIC_CONST_6 = "c44";
-$SHADER_SPECIFIC_CONST_7 = "c45";
-$SHADER_SPECIFIC_CONST_8 = "c46";
-$SHADER_SPECIFIC_CONST_9 = "c47";
-; $SHADER_SPECIFIC_CONST_10 is c14
-; $SHADER_SPECIFIC_CONST_11 is c15
-
-; There are 16 model matrices for skinning
-; NOTE: These must match the same values in vsh_prep.pl!
-$cModel0 = "c48";
-$cModel1 = "c49";
-$cModel2 = "c50";
-
-sub OutputUsedRegisters
-{
- local( $i );
- ; USED REGISTERS
- for( $i = 0; $i < $g_NumRegisters; $i++ )
- {
- if( $g_allocated[$i] )
- {
- ; $g_allocatedname[$i] = r$i
- }
- }
- ;
-}
-
-sub AllocateRegister
-{
- local( *reg ) = shift;
- local( $regname ) = shift;
- local( $i );
- for( $i = 0; $i < $g_NumRegisters; $i++ )
- {
- if( !$g_allocated[$i] )
- {
- $g_allocated[$i] = 1;
- $g_allocatedname[$i] = $regname;
- ; AllocateRegister $regname = r$i
- $reg = "r$i";
- &OutputUsedRegisters();
- return;
- }
- }
- ; Out of registers allocating $regname!
- $reg = "rERROR_OUT_OF_REGISTERS";
- &OutputUsedRegisters();
-}
-
-; pass in a reference to a var that contains a register. . ie \$var where var will constain "r1", etc
-sub FreeRegister
-{
- local( *reg ) = shift;
- local( $regname ) = shift;
- ; FreeRegister $regname = $reg
- if( $reg =~ m/rERROR_DEALLOCATED/ )
- {
- ; $regname already deallocated
- ; $reg = "rALREADY_DEALLOCATED";
- &OutputUsedRegisters();
- return;
- }
-; if( $regname ne g_allocatedname[$reg] )
-; {
-; ; Error freeing $reg
-; mov compileerror, freed unallocated register $regname
-; }
-
- if( ( $reg =~ m/r(.*)/ ) )
- {
- $g_allocated[$1] = 0;
- }
- $reg = "rERROR_DEALLOCATED";
- &OutputUsedRegisters();
-}
-
-sub CheckUnfreedRegisters()
-{
- local( $i );
- for( $i = 0; $i < $g_NumRegisters; $i++ )
- {
- if( $g_allocated[$i] )
- {
- print "ERROR: r$i allocated to $g_allocatedname[$i] at end of program\n";
- $g_allocated[$i] = 0;
- }
- }
-}
-
-sub Normalize
-{
- local( $r ) = shift;
- dp3 $r.w, $r, $r
- rsq $r.w, $r.w
- mul $r, $r, $r.w
-}
-
-sub Cross
-{
- local( $result ) = shift;
- local( $a ) = shift;
- local( $b ) = shift;
-
- mul $result.xyz, $a.yzx, $b.zxy
- mad $result.xyz, -$b.yzx, $a.zxy, $result
-}
-
-sub RangeFog
-{
- local( $projPos ) = shift;
-
- ;------------------------------
- ; Regular range fog
- ;------------------------------
-
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
- ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
- ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
- ; which can be expressed with a single mad instruction!
-
- ; Compute |projPos|
- local( $tmp );
- &AllocateRegister( \$tmp );
- dp3 $tmp.x, $projPos.xyw, $projPos.xyw
- rsq $tmp.x, $tmp.x
- rcp $tmp.x, $tmp.x
-
- if( $g_dx9 )
- {
- mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max oFog, $tmp.x, $cFogMaxDensity
- }
- else
- {
- mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max oFog.x, $tmp.x, $cFogMaxDensity
- }
- &FreeRegister( \$tmp );
-}
-
-sub DepthFog
-{
- local( $projPos ) = shift;
- local( $dest ) = shift;
-
- if ( $dest eq "" )
- {
- $dest = "oFog";
- }
-
- ;------------------------------
- ; Regular range fog
- ;------------------------------
-
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
- ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
- ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
- ; which can be expressed with a single mad instruction!
-
- ; Compute |projPos|
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- if( $g_dx9 )
- {
- mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max $dest, $tmp.x, $cFogMaxDensity
- }
- else
- {
- mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
- min $tmp, $tmp, $cOne
- max $dest.x, $tmp.x, $cFogMaxDensity
- }
-
- &FreeRegister( \$tmp );
-}
-
-sub WaterRangeFog
-{
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
-
- ; only $worldPos.z is used out of worldPos
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- ; This is simple similar triangles. Imagine a line passing from the point directly vertically
- ; and another line passing from the point to the eye position.
- ; Let d = total distance from point to the eye
- ; Let h = vertical distance from the point to the eye
- ; Let hw = vertical distance from the point to the water surface
- ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
- ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
- ; d = |projPos|, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
-
- ; Now, tmp.x = hw, and tmp.y = h
- add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
-
- ; if $tmp.x < 0, then set it to 0
- ; This is the equivalent of moving the vert to the water surface if it's above the water surface
- max $tmp.x, $tmp.x, $cZero
-
- ; Compute 1 / |projPos| = 1/d
- dp3 $tmp.z, $projPos.xyw, $projPos.xyw
- rsq $tmp.z, $tmp.z
-
- ; Now we have h/d
- mul $tmp.z, $tmp.z, $tmp.y
-
- ; Now we have d/h
- rcp $tmp.w, $tmp.z
-
- ; We finally have d * hw / h
- ; $tmp.w is now the distance that we see through water.
- mul $tmp.w, $tmp.x, $tmp.w
-
- if( $g_dx9 )
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max oFog, $tmp.x, $cFogMaxDensity
- }
- else
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max oFog.x, $tmp.x, $cFogMaxDensity
- }
-
- &FreeRegister( \$tmp );
-}
-
-sub WaterDepthFog
-{
- ; oFog.x = 1.0f = no fog
- ; oFog.x = 0.0f = full fog
-
- ; only $worldPos.z is used out of worldPos
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
- local( $dest ) = shift;
-
- if ( $dest eq "" )
- {
- $dest = "oFog";
- }
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- ; This is simple similar triangles. Imagine a line passing from the point directly vertically
- ; and another line passing from the point to the eye position.
- ; Let d = total distance from point to the eye
- ; Let h = vertical distance from the point to the eye
- ; Let hw = vertical distance from the point to the water surface
- ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
- ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
- ; d = projPos.w, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
-
- ; Now, tmp.x = hw, and tmp.y = h
- add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
-
- ; if $tmp.x < 0, then set it to 0
- ; This is the equivalent of moving the vert to the water surface if it's above the water surface
- max $tmp.x, $tmp.x, $cZero
-
- ; Now we have 1/h
- rcp $tmp.z, $tmp.y
-
- ; Now we have d/h
- mul $tmp.w, $projPos.w, $tmp.z
-
- ; We finally have d * hw / h
- ; $tmp.w is now the distance that we see through water.
- mul $tmp.w, $tmp.x, $tmp.w
-
- if( $g_dx9 )
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max $dest, $tmp.x, $cZero
- }
- else
- {
- mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
- min $tmp, $tmp, $cOne
- max $dest.x, $tmp.x, $cZero
- }
-
- &FreeRegister( \$tmp );
-}
-
-
-;------------------------------------------------------------------------------
-; Main fogging routine
-;------------------------------------------------------------------------------
-sub CalcFog
-{
- if( !defined $DOWATERFOG )
- {
- die "CalcFog called without using \$DOWATERFOG\n";
- }
- my $fogType;
- if( $DOWATERFOG == 0 )
- {
- $fogType = "rangefog";
- }
- else
- {
- $fogType = "heightfog";
- }
-
-# print "\$fogType = $fogType\n";
-
- ; CalcFog
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
- local( $dest ) = shift;
-
- if ( $dest eq "" )
- {
- $dest = "oFog";
- }
-
- if( $fogType eq "rangefog" )
- {
- &DepthFog( $projPos, $dest );
- }
- elsif( $fogType eq "heightfog" )
- {
- &WaterDepthFog( $worldPos, $projPos, $dest );
- }
- else
- {
- die;
- }
-}
-
-sub CalcRangeFog
-{
- ; CalcFog
- local( $worldPos ) = shift;
- local( $projPos ) = shift;
-
- if( $DOWATERFOG == 0 )
- {
- &RangeFog( $projPos );
- }
- elsif( $DOWATERFOG == 1 )
- {
- &WaterRangeFog( $worldPos, $projPos );
- }
- else
- {
- die;
- }
-}
-
-sub GammaToLinear
-{
- local( $gamma ) = shift;
- local( $linear ) = shift;
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- ; Is rcp more expensive than just storing 2.2 somewhere and doing a mov?
- rcp $gamma.w, $cOOGamma ; $gamma.w = 2.2
- lit $linear.z, $gamma.zzzw ; r0.z = linear blue
- lit $tmp.z, $gamma.yyyw ; r2.z = linear green
- mov $linear.y, $tmp.z ; r0.y = linear green
- lit $tmp.z, $gamma.xxxw ; r2.z = linear red
- mov $linear.x, $tmp.z ; r0.x = linear red
-
- &FreeRegister( \$tmp );
-}
-
-sub LinearToGamma
-{
- local( $linear ) = shift;
- local( $gamma ) = shift;
-
- local( $tmp );
- &AllocateRegister( \$tmp );
-
- mov $linear.w, $cOOGamma ; $linear.w = 1.0/2.2
- lit $gamma.z, $linear.zzzw ; r0.z = gamma blue
- lit $tmp.z, $linear.yyyw ; r2.z = gamma green
- mov $gamma.y, $tmp.z ; r0.y = gamma green
- lit $tmp.z, $linear.xxxw ; r2.z = gamma red
- mov $gamma.x, $tmp.z ; r0.x = gamma red
-
- &FreeRegister( \$tmp );
-}
-
-sub ComputeReflectionVector
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $reflectionVector ) = shift;
-
- local( $vertToEye ); &AllocateRegister( \$vertToEye );
- local( $tmp ); &AllocateRegister( \$tmp );
-
- ; compute reflection vector r = 2 * (n dot v) n - v
- sub $vertToEye.xyz, $cEyePos.xyz, $worldPos ; $tmp1 = v = c - p
- dp3 $tmp, $worldNormal, $vertToEye ; $tmp = n dot v
- mul $tmp.xyz, $tmp.xyz, $worldNormal ; $tmp = (n dot v ) n
- mad $reflectionVector.xyz, $tmp, $cTwo, -$vertToEye
-
- &FreeRegister( \$vertToEye );
- &FreeRegister( \$tmp );
-}
-
-sub ComputeSphereMapTexCoords
-{
- local( $reflectionVector ) = shift;
- local( $sphereMapTexCoords ) = shift;
-
- local( $tmp ); &AllocateRegister( \$tmp );
-
- ; transform reflection vector into view space
- dp3 $tmp.x, $reflectionVector, $cViewModel0
- dp3 $tmp.y, $reflectionVector, $cViewModel1
- dp3 $tmp.z, $reflectionVector, $cViewModel2
-
- ; generate <rx ry rz+1>
- add $tmp.z, $tmp.z, $cOne
-
- ; find 1 / the length of r2
- dp3 $tmp.w, $tmp, $tmp
- rsq $tmp.w, $tmp.w
-
- ; r1 = r2/|r2| + 1
- mad $tmp.xy, $tmp.w, $tmp, $cOne
- mul $sphereMapTexCoords.xy, $tmp.xy, $cHalf
-
- &FreeRegister( \$tmp );
-}
-
-sub SkinPosition
-{
-# print "\$SKINNING = $SKINNING\n";
- local( $worldPos ) = shift;
-
- if( !defined $SKINNING )
- {
- die "using \$SKINNING without defining.\n";
- }
-
- if( $SKINNING == 0 )
- {
- ;
- ; 0 bone skinning (4 instructions)
- ;
- ; Transform position into world space
- ; position
- dp4 $worldPos.x, $vPos, $cModel0
- dp4 $worldPos.y, $vPos, $cModel1
- dp4 $worldPos.z, $vPos, $cModel2
- mov $worldPos.w, $cOne
- }
- else
- {
- ;
- ; 3 bone skinning (19 instructions)
- ;
- local( $boneIndices );
- local( $blendedMatrix0 );
- local( $blendedMatrix1 );
- local( $blendedMatrix2 );
- local( $localPos );
- &AllocateRegister( \$boneIndices );
- &AllocateRegister( \$blendedMatrix0 );
- &AllocateRegister( \$blendedMatrix1 );
- &AllocateRegister( \$blendedMatrix2 );
-
- ; Transform position into world space using all bones
- ; denormalize d3dcolor to matrix index
- mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
- if ( $g_x360 )
- {
- mov $boneIndices, $boneIndices.zyxw
- }
-
- ; r11 = boneindices at this point
- ; first matrix
- mov a0.x, $boneIndices.z
- mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
- mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
- mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
- ; second matrix
- mov a0.x, $boneIndices.y
- mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
-
- ; Calculate third weight
- ; compute 1-(weight1+weight2) to calculate weight2
- ; Use $boneIndices.w as a temp since we aren't using it for anything.
- add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
- sub $boneIndices.w, $cOne, $boneIndices.w
-
- ; third matrix
- mov a0.x, $boneIndices.x
- mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
-
- dp4 $worldPos.x, $vPos, $blendedMatrix0
- dp4 $worldPos.y, $vPos, $blendedMatrix1
- dp4 $worldPos.z, $vPos, $blendedMatrix2
- mov $worldPos.w, $cOne
-
- &FreeRegister( \$boneIndices );
- &FreeRegister( \$blendedMatrix0 );
- &FreeRegister( \$blendedMatrix1 );
- &FreeRegister( \$blendedMatrix2 );
- }
-}
-
-
-sub SkinPositionAndNormal
-{
-# print "\$SKINNING = $SKINNING\n";
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
-
- if( !defined $SKINNING )
- {
- die "using \$SKINNING without defining.\n";
- }
-
- if( $SKINNING == 0 )
- {
- ;
- ; 0 bone skinning (13 instructions)
- ;
- ; Transform position + normal + tangentS + tangentT into world space
- ; position
- dp4 $worldPos.x, $vPos, $cModel0
- dp4 $worldPos.y, $vPos, $cModel1
- dp4 $worldPos.z, $vPos, $cModel2
- mov $worldPos.w, $cOne
- ; normal
- dp3 $worldNormal.x, $vNormal, $cModel0
- dp3 $worldNormal.y, $vNormal, $cModel1
- dp3 $worldNormal.z, $vNormal, $cModel2
- }
- else
- {
- local( $boneIndices );
- local( $blendedMatrix0 );
- local( $blendedMatrix1 );
- local( $blendedMatrix2 );
- local( $localPos );
- local( $localNormal );
- local( $normalLength );
- local( $ooNormalLength );
- &AllocateRegister( \$boneIndices );
- &AllocateRegister( \$blendedMatrix0 );
- &AllocateRegister( \$blendedMatrix1 );
- &AllocateRegister( \$blendedMatrix2 );
-
- ; Transform position into world space using all bones
- ; denormalize d3dcolor to matrix index
- mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
- if ( $g_x360 )
- {
- mov $boneIndices, $boneIndices.zyxw
- }
-
- ; r11 = boneindices at this point
- ; first matrix
- mov a0.x, $boneIndices.z
- mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
- mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
- mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
- ; second matrix
- mov a0.x, $boneIndices.y
- mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
-
- ; Calculate third weight
- ; compute 1-(weight1+weight2) to calculate weight2
- ; Use $boneIndices.w as a temp since we aren't using it for anything.
- add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
- sub $boneIndices.w, $cOne, $boneIndices.w
-
- ; third matrix
- mov a0.x, $boneIndices.x
- mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
-
- dp4 $worldPos.x, $vPos, $blendedMatrix0
- dp4 $worldPos.y, $vPos, $blendedMatrix1
- dp4 $worldPos.z, $vPos, $blendedMatrix2
- mov $worldPos.w, $cOne
-
- ; normal
- dp3 $worldNormal.x, $vNormal, $blendedMatrix0
- dp3 $worldNormal.y, $vNormal, $blendedMatrix1
- dp3 $worldNormal.z, $vNormal, $blendedMatrix2
-
- &FreeRegister( \$boneIndices );
- &FreeRegister( \$blendedMatrix0 );
- &FreeRegister( \$blendedMatrix1 );
- &FreeRegister( \$blendedMatrix2 );
- }
-}
-
-sub SkinPositionNormalAndTangentSpace
-{
-# print "\$SKINNING = $SKINNING\n";
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $worldTangentS ) = shift;
- local( $worldTangentT ) = shift;
- local( $userData );
- local( $localPos );
- local( $localNormal );
- local( $normalLength );
- local( $ooNormalLength );
-
- if( !defined $SKINNING )
- {
- die "using \$SKINNING without defining.\n";
- }
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# &AllocateRegister( \$userData );
-# ; remap compressed range [0..1] to [-1..1]
-# mad $userData, $vUserData, $cTwo, -$cOne
-# }
-
- if( $SKINNING == 0 )
- {
- ;
- ; 0 bone skinning (13 instructions)
- ;
- ; Transform position + normal + tangentS + tangentT into world space
- dp4 $worldPos.x, $vPos, $cModel0
- dp4 $worldPos.y, $vPos, $cModel1
- dp4 $worldPos.z, $vPos, $cModel2
- mov $worldPos.w, $cOne
-
- ; normal
- dp3 $worldNormal.x, $vNormal, $cModel0
- dp3 $worldNormal.y, $vNormal, $cModel1
- dp3 $worldNormal.z, $vNormal, $cModel2
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# ; tangents
-# dp3 $worldTangentS.x, $userData, $cModel0
-# dp3 $worldTangentS.y, $userData, $cModel1
-# dp3 $worldTangentS.z, $userData, $cModel2
-#
-# ; calculate tangent t via cross( N, S ) * S[3]
-# &Cross( $worldTangentT, $worldNormal, $worldTangentS );
-# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz
-# }
-# else
- {
- ; tangents
- dp3 $worldTangentS.x, $vUserData, $cModel0
- dp3 $worldTangentS.y, $vUserData, $cModel1
- dp3 $worldTangentS.z, $vUserData, $cModel2
-
- ; calculate tangent t via cross( N, S ) * S[3]
- &Cross( $worldTangentT, $worldNormal, $worldTangentS );
- mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz
- }
- }
- else
- {
- local( $boneIndices );
- local( $blendedMatrix0 );
- local( $blendedMatrix1 );
- local( $blendedMatrix2 );
- &AllocateRegister( \$boneIndices );
- &AllocateRegister( \$blendedMatrix0 );
- &AllocateRegister( \$blendedMatrix1 );
- &AllocateRegister( \$blendedMatrix2 );
-
- ; Transform position into world space using all bones
- ; denormalize d3dcolor to matrix index
- mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
- if ( $g_x360 )
- {
- mov $boneIndices, $boneIndices.zyxw
- }
-
- ; r11 = boneindices at this point
- ; first matrix
- mov a0.x, $boneIndices.z
- mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
- mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
- mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
- ; second matrix
- mov a0.x, $boneIndices.y
- mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
-
- ; Calculate third weight
- ; compute 1-(weight1+weight2) to calculate weight2
- ; Use $boneIndices.w as a temp since we aren't using it for anything.
- add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
- sub $boneIndices.w, $cOne, $boneIndices.w
-
- ; third matrix
- mov a0.x, $boneIndices.x
- mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
- mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
- mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
-
- ; position
- dp4 $worldPos.x, $vPos, $blendedMatrix0
- dp4 $worldPos.y, $vPos, $blendedMatrix1
- dp4 $worldPos.z, $vPos, $blendedMatrix2
- mov $worldPos.w, $cOne
-
- ; normal
- dp3 $worldNormal.x, $vNormal, $blendedMatrix0
- dp3 $worldNormal.y, $vNormal, $blendedMatrix1
- dp3 $worldNormal.z, $vNormal, $blendedMatrix2
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# ; tangents
-# dp3 $worldTangentS.x, $userData, $blendedMatrix0
-# dp3 $worldTangentS.y, $userData, $blendedMatrix1
-# dp3 $worldTangentS.z, $userData, $blendedMatrix2
-#
-# ; calculate tangent t via cross( N, S ) * S[3]
-# &Cross( $worldTangentT, $worldNormal, $worldTangentS );
-# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz
-# }
-# else
- {
- ; tangents
- dp3 $worldTangentS.x, $vUserData, $blendedMatrix0
- dp3 $worldTangentS.y, $vUserData, $blendedMatrix1
- dp3 $worldTangentS.z, $vUserData, $blendedMatrix2
-
- ; calculate tangent t via cross( N, S ) * S[3]
- &Cross( $worldTangentT, $worldNormal, $worldTangentS );
- mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz
- }
-
- &FreeRegister( \$boneIndices );
- &FreeRegister( \$blendedMatrix0 );
- &FreeRegister( \$blendedMatrix1 );
- &FreeRegister( \$blendedMatrix2 );
- }
-
-# X360TBD: needed for compressed vertex format
-# if ( $g_x360 )
-# {
-# &FreeRegister( \$userData );
-# }
-}
-
-sub ColorClamp
-{
- ; ColorClamp; stomps $color.w
- local( $color ) = shift;
- local( $dst ) = shift;
-
- ; Get the max of RGB and stick it in W
- max $color.w, $color.x, $color.y
- max $color.w, $color.w, $color.z
-
- ; get the greater of one and the max color.
- max $color.w, $color.w, $cOne
-
- rcp $color.w, $color.w
- mul $dst.xyz, $color.w, $color.xyz
-}
-
-sub AmbientLight
-{
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- ; Ambient lighting
- &AllocateRegister( \$nSquared );
- &AllocateRegister( \$isNegative );
-
- mul $nSquared.xyz, $worldNormal.xyz, $worldNormal.xyz ; compute n times n
- slt $isNegative.xyz, $worldNormal.xyz, $cZero ; Figure out whether each component is >0
- mov a0.x, $isNegative.x
- if( $add )
- {
- mad $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset], $linearColor ; $linearColor = normal[0]*normal[0] * box color of appropriate x side
- }
- else
- {
- mul $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset] ; $linearColor = normal[0]*normal[0] * box color of appropriate x side
- }
- mov a0.x, $isNegative.y
- mad $linearColor.xyz, $nSquared.y, c[a0.x + $cAmbientColorPosYOffset], $linearColor
- mov a0.x, $isNegative.z
- mad $linearColor.xyz, $nSquared.z, c[a0.x + $cAmbientColorPosZOffset], $linearColor
-
- &FreeRegister( \$isNegative );
- &FreeRegister( \$nSquared );
-}
-
-sub DirectionalLight
-{
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- &AllocateRegister( \$nDotL ); # FIXME: This only needs to be a scalar
-
- ; NOTE: Gotta use -l here, since light direction = -l
- ; DIRECTIONAL LIGHT
- ; compute n dot l
- dp3 $nDotL.x, -c[a0.x + 1], $worldNormal
-
- if ( $HALF_LAMBERT == 0 )
- {
- ; lambert
- max $nDotL.x, $nDotL.x, c0.x ; Clamp to zero
- }
- elsif ( $HALF_LAMBERT == 1 )
- {
- ; half-lambert
- mad $nDotL.x, $nDotL.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2
- mul $nDotL.x, $nDotL.x, $nDotL.x
- }
- else
- {
- die "\$HALF_LAMBERT is hosed\n";
- }
-
- if( $add )
- {
- mad $linearColor.xyz, c[a0.x], $nDotL.x, $linearColor
- }
- else
- {
- mul $linearColor.xyz, c[a0.x], $nDotL.x
- }
-
- &FreeRegister( \$nDotL );
-}
-
-sub PointLight
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- local( $lightDir );
- &AllocateRegister( \$lightDir );
-
- ; POINT LIGHT
- ; compute light direction
- sub $lightDir, c[a0.x+2], $worldPos
-
- local( $lightDistSquared );
- local( $ooLightDist );
- &AllocateRegister( \$lightDistSquared );
- &AllocateRegister( \$ooLightDist );
-
- ; normalize light direction, maintain temporaries for attenuation
- dp3 $lightDistSquared, $lightDir, $lightDir
- rsq $ooLightDist, $lightDistSquared.x
- mul $lightDir, $lightDir, $ooLightDist.x
-
- local( $attenuationFactors );
- &AllocateRegister( \$attenuationFactors );
-
- ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d')
- dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d )
- &FreeRegister( \$lightDistSquared );
- &FreeRegister( \$ooLightDist );
- local( $attenuation );
- &AllocateRegister( \$attenuation );
- dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2
-
- rcp $lightDir.w, $attenuation ; $lightDir.w = 1 / (atten0 + d * atten1 + d*d * atten2)
-
- &FreeRegister( \$attenuationFactors );
- &FreeRegister( \$attenuation );
-
- local( $tmp );
- &AllocateRegister( \$tmp ); # FIXME : really only needs to be a scalar
-
- ; compute n dot l, fold in distance attenutation
- dp3 $tmp.x, $lightDir, $worldNormal
-
- if ( $HALF_LAMBERT == 0 )
- {
- ; lambert
- max $tmp.x, $tmp.x, c0.x ; Clamp to zero
- }
- elsif ( $HALF_LAMBERT == 1 )
- {
- ; half-lambert
- mad $tmp.x, $tmp.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2
- mul $tmp.x, $tmp.x, $tmp.x
- }
- else
- {
- die "\$HALF_LAMBERT is hosed\n";
- }
-
- mul $tmp.x, $tmp.x, $lightDir.w
- if( $add )
- {
- mad $linearColor.xyz, c[a0.x], $tmp.x, $linearColor
- }
- else
- {
- mul $linearColor.xyz, c[a0.x], $tmp.x
- }
-
- &FreeRegister( \$lightDir );
- &FreeRegister( \$tmp ); # FIXME : really only needs to be a scalar
-}
-
-sub SpotLight
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- local( $lightDir );
- &AllocateRegister( \$lightDir );
-
- ; SPOTLIGHT
- ; compute light direction
- sub $lightDir, c[a0.x+2], $worldPos
-
- local( $lightDistSquared );
- local( $ooLightDist );
- &AllocateRegister( \$lightDistSquared );
- &AllocateRegister( \$ooLightDist );
-
- ; normalize light direction, maintain temporaries for attenuation
- dp3 $lightDistSquared, $lightDir, $lightDir
- rsq $ooLightDist, $lightDistSquared.x
- mul $lightDir, $lightDir, $ooLightDist.x
-
- local( $attenuationFactors );
- &AllocateRegister( \$attenuationFactors );
-
- ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d')
- dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d )
-
- &FreeRegister( \$lightDistSquared );
- &FreeRegister( \$ooLightDist );
- local( $attenuation ); &AllocateRegister( \$attenuation );
-
- dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2
- rcp $lightDir.w, $attenuation ; r1.w = 1 / (atten0 + d * atten1 + d*d * atten2)
-
- &FreeRegister( \$attenuationFactors );
- &FreeRegister( \$attenuation );
-
- local( $litSrc ); &AllocateRegister( \$litSrc );
- local( $tmp ); &AllocateRegister( \$tmp ); # FIXME - only needs to be scalar
-
- ; compute n dot l
- dp3 $litSrc.x, $worldNormal, $lightDir
-
- if ( $HALF_LAMBERT == 0 )
- {
- ; lambert
- max $litSrc.x, $litSrc.x, c0.x ; Clamp to zero
- }
- elsif ( $HALF_LAMBERT == 1 )
- {
- ; half-lambert
- mad $litSrc.x, $litSrc.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5) ^ 2
- mul $litSrc.x, $litSrc.x, $litSrc.x
- }
- else
- {
- die "\$HALF_LAMBERT is hosed\n";
- }
-
- ; compute angular attenuation
- dp3 $tmp.x, c[a0.x+1], -$lightDir ; dot = -delta * spot direction
- sub $litSrc.y, $tmp.x, c[a0.x+3].z ; r2.y = dot - stopdot2
- &FreeRegister( \$tmp );
- mul $litSrc.y, $litSrc.y, c[a0.x+3].w ; r2.y = (dot - stopdot2) / (stopdot - stopdot2)
- mov $litSrc.w, c[a0.x+3].x ; r2.w = exponent
- local( $litDst ); &AllocateRegister( \$litDst );
- lit $litDst, $litSrc ; r3.y = N dot L or 0, whichever is bigger
- &FreeRegister( \$litSrc );
- ; r3.z = pow((dot - stopdot2) / (stopdot - stopdot2), exponent)
- min $litDst.z, $litDst.z, $cOne ; clamp pow() to 1
-
- local( $tmp1 ); &AllocateRegister( \$tmp1 );
- local( $tmp2 ); &AllocateRegister( \$tmp2 ); # FIXME - could be scalar
-
- ; fold in distance attenutation with other factors
- mul $tmp1, c[a0.x], $lightDir.w
- mul $tmp2.x, $litDst.y, $litDst.z
- if( $add )
- {
- mad $linearColor.xyz, $tmp1, $tmp2.x, $linearColor
- }
- else
- {
- mul $linearColor.xyz, $tmp1, $tmp2.x
- }
-
- &FreeRegister( \$lightDir );
- &FreeRegister( \$litDst );
- &FreeRegister( \$tmp1 );
- &FreeRegister( \$tmp2 );
-}
-
-sub DoLight
-{
- local( $lightType ) = shift;
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
- local( $add ) = shift;
-
- if( $lightType eq "spot" )
- {
- &SpotLight( $worldPos, $worldNormal, $linearColor, $add );
- }
- elsif( $lightType eq "point" )
- {
- &PointLight( $worldPos, $worldNormal, $linearColor, $add );
- }
- elsif( $lightType eq "directional" )
- {
- &DirectionalLight( $worldNormal, $linearColor, $add );
- }
- else
- {
- die "don't know about light type \"$lightType\"\n";
- }
-}
-
-sub DoLighting
-{
- if( !defined $LIGHT_COMBO )
- {
- die "DoLighting called without using \$LIGHT_COMBO\n";
- }
- if ( !defined $HALF_LAMBERT )
- {
- die "DoLighting called without using \$HALF_LAMBERT\n";
- }
-
- my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO];
- my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO];
- my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO];
- my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO];
-
-# print "\$staticLightType = $staticLightType\n";
-# print "\$ambientLightType = $ambientLightType\n";
-# print "\$localLightType1 = $localLightType1\n";
-# print "\$localLightType2 = $localLightType2\n";
-
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
-
- ; special case for no lighting
- if( $staticLightType eq "none" && $ambientLightType eq "none" &&
- $localLightType1 eq "none" && $localLightType2 eq "none" )
- {
- ; Have to write something here since debug d3d runtime will barf otherwise.
- mov oD0, $cOne
- return;
- }
-
- ; special case for static lighting only
- ; Don't need to bother converting to linear space in this case.
- if( $staticLightType eq "static" && $ambientLightType eq "none" &&
- $localLightType1 eq "none" && $localLightType2 eq "none" )
- {
- mov oD0, $vSpecular
- return;
- }
-
- alloc $linearColor
- alloc $gammaColor
-
- local( $add ) = 0;
- if( $staticLightType eq "static" )
- {
- ; The static lighting comes in in gamma space and has also been premultiplied by $cOverbrightFactor
- ; need to get it into
- ; linear space so that we can do adds.
- rcp $gammaColor.w, $cOverbrightFactor
- mul $gammaColor.xyz, $vSpecular, $gammaColor.w
- &GammaToLinear( $gammaColor, $linearColor );
- $add = 1;
- }
-
- if( $ambientLightType eq "ambient" )
- {
- &AmbientLight( $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType1 ne "none" )
- {
- mov a0.x, $cLight0Offset
- &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType2 ne "none" )
- {
- mov a0.x, $cLight1Offset
- &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- ;------------------------------------------------------------------------------
- ; Output color (gamma correction)
- ;------------------------------------------------------------------------------
-
- &LinearToGamma( $linearColor, $gammaColor );
- if( 0 )
- {
- mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor
- }
- else
- {
- mul $gammaColor.xyz, $gammaColor.xyz, $cOverbrightFactor
- &ColorClamp( $gammaColor, "oD0" );
- }
-
-; mov oD0.xyz, $linearColor
- mov oD0.w, $cOne ; make sure all components are defined
-
- free $linearColor
- free $gammaColor
-}
-
-sub DoDynamicLightingToLinear
-{
- local( $worldPos ) = shift;
- local( $worldNormal ) = shift;
- local( $linearColor ) = shift;
-
- if( !defined $LIGHT_COMBO )
- {
- die "DoLighting called without using \$LIGHT_COMBO\n";
- }
- if ( !defined $HALF_LAMBERT )
- {
- die "DoLighting called without using \$HALF_LAMBERT\n";
- }
-
- my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO];
- my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO];
- my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO];
- my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO];
-
- # No lights at all. . note that we don't even consider static lighting here.
- if( $ambientLightType eq "none" &&
- $localLightType1 eq "none" && $localLightType2 eq "none" )
- {
- mov $linearColor, $cZero
- return;
- }
-
- local( $add ) = 0;
- if( $ambientLightType eq "ambient" )
- {
- &AmbientLight( $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType1 ne "none" )
- {
- mov a0.x, $cLight0Offset
- &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-
- if( $localLightType2 ne "none" )
- {
- mov a0.x, $cLight1Offset
- &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add );
- $add = 1;
- }
-}
-
-sub NotImplementedYet
-{
- &AllocateRegister( \$projPos );
- dp4 $projPos.x, $worldPos, $cViewProj0
- dp4 $projPos.y, $worldPos, $cViewProj1
- dp4 $projPos.z, $worldPos, $cViewProj2
- dp4 $projPos.w, $worldPos, $cViewProj3
- mov oPos, $projPos
- &FreeRegister( \$projPos );
- exit;
-}
+;------------------------------------
+; RULES FOR AUTHORING VERTEX SHADERS:
+;------------------------------------
+; - never use "def" . . .set constants in code instead. . our constant shadowing will break otherwise.
+; (same goes for pixel shaders)
+; - use cN notation instead of c[N] notation. .makes grepping for registers easier.
+; The only exception is c[a0.x+blah] where you have no choice.
+$g_NumRegisters = 12;
+
+; NOTE: These must match the same values in vsh_prep.pl!
+$vPos = "v0";
+$vBoneWeights = "v1";
+$vBoneIndices = "v2";
+$vNormal = "v3";
+$vColor = "v5";
+$vSpecular = "v6";
+$vTexCoord0 = "v7";
+$vTexCoord1 = "v8";
+$vTexCoord2 = "v9";
+$vTexCoord3 = "v10";
+$vTangentS = "v11";
+$vTangentT = "v12";
+$vUserData = "v14";
+
+if( $g_dx9 )
+{
+ if( $g_usesPos )
+ {
+ dcl_position $vPos;
+ }
+
+ if( $g_usesBoneWeights )
+ {
+ dcl_blendweight $vBoneWeights;
+ }
+ if( $g_usesBoneIndices )
+ {
+ dcl_blendindices $vBoneIndices;
+ }
+ if( $g_usesNormal )
+ {
+ dcl_normal $vNormal;
+ }
+ if( $g_usesColor )
+ {
+ dcl_color0 $vColor;
+ }
+ if( $g_usesSpecular )
+ {
+ dcl_color1 $vSpecular;
+ }
+ if( $g_usesTexCoord0 )
+ {
+ dcl_texcoord0 $vTexCoord0;
+ }
+ if( $g_usesTexCoord1 )
+ {
+ dcl_texcoord1 $vTexCoord1;
+ }
+ if( $g_usesTexCoord2 )
+ {
+ dcl_texcoord2 $vTexCoord2;
+ }
+ if( $g_usesTexCoord3 )
+ {
+ dcl_texcoord3 $vTexCoord3;
+ }
+ if( $g_usesTangentS )
+ {
+ dcl_tangent $vTangentS;
+ }
+ if( $g_usesTangentT )
+ {
+ dcl_binormal0 $vTangentT;
+ }
+ if( $g_usesUserData )
+ {
+ dcl_tangent $vUserData;
+ }
+}
+
+# NOTE: These should match g_LightCombinations in vertexshaderdx8.cpp!
+# NOTE: Leave this on single lines or shit might blow up.
+@g_staticLightTypeArray = ( "none", "static", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none", "static", "static", "static", "static", "static", "static", "static", "static", "static", "static" );
+@g_ambientLightTypeArray = ( "none", "none", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient" );
+@g_localLightType1Array = ( "none", "none", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional" );
+@g_localLightType2Array = ( "none", "none", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional" );
+
+$cConstants0 = "c0";
+$cZero = "c0.x";
+$cOne = "c0.y";
+$cTwo = "c0.z";
+$cHalf = "c0.w";
+
+$cConstants1 = "c1";
+$cOOGamma = "c1.x"; # 1/2.2
+$cOtherOverbrightFactor = "c1.y"; # overbright
+$cOneThird = "c1.z"; # 1/3
+$cOverbrightFactor = "c1.w"; # 1/overbright
+
+$cEyePos = "c2";
+$cWaterZ = "c2.w";
+$cEyePosWaterZ = "c2";
+
+$cLightIndex = "c3";
+$cLight0Offset = "c3.x"; # 27
+$cLight1Offset = "c3.y"; # 32
+$cColorToIntScale = "c3.z"; # matrix array offset = 3.0f * 255.0f + 0.01 (epsilon ensures floor yields desired result)
+$cModel0Index = "c3.w"; # base for start of skinning matrices
+
+; NOTE: These must match the same values in vsh_prep.pl!
+$cModelViewProj0 = "c4";
+$cModelViewProj1 = "c5";
+$cModelViewProj2 = "c6";
+$cModelViewProj3 = "c7";
+
+$cViewProj0 = "c8";
+$cViewProj1 = "c9";
+$cViewProj2 = "c10";
+$cViewProj3 = "c11";
+
+; currently unused
+; c12, c13
+
+$SHADER_SPECIFIC_CONST_10 = "c14";
+$SHADER_SPECIFIC_CONST_11 = "c15";
+
+$cFogParams = "c16";
+$cFogEndOverFogRange = "c16.x";
+$cFogOne = "c16.y";
+$cFogMaxDensity = "c16.z";
+$cOOFogRange = "c16.w"; # (1/(fogEnd-fogStart))
+
+$cViewModel0 = "c17";
+$cViewModel1 = "c18";
+$cViewModel2 = "c19";
+$cViewModel3 = "c20";
+
+$cAmbientColorPosX = "c21";
+$cAmbientColorNegX = "c22";
+$cAmbientColorPosY = "c23";
+$cAmbientColorNegY = "c24";
+$cAmbientColorPosZ = "c25";
+$cAmbientColorNegZ = "c26";
+
+$cAmbientColorPosXOffset = "21";
+$cAmbientColorPosYOffset = "23";
+$cAmbientColorPosZOffset = "25";
+
+$cLight0DiffColor = "c27";
+$cLight0Dir = "c28";
+$cLight0Pos = "c29";
+$cLight0SpotParams = "c30"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
+$cLight0Atten = "c31"; # [ constant, linear, quadratic, 0.0f ]
+
+$cLight1DiffColor = "c32";
+$cLight1Dir = "c33";
+$cLight1Pos = "c34";
+$cLight1SpotParams = "c35"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
+$cLight1Atten = "c36"; # [ constant, linear, quadratic, 0.0f ]
+
+$cModulationColor = "c37";
+
+$SHADER_SPECIFIC_CONST_0 = "c38";
+$SHADER_SPECIFIC_CONST_1 = "c39";
+$SHADER_SPECIFIC_CONST_2 = "c40";
+$SHADER_SPECIFIC_CONST_3 = "c41";
+$SHADER_SPECIFIC_CONST_4 = "c42";
+$SHADER_SPECIFIC_CONST_5 = "c43";
+$SHADER_SPECIFIC_CONST_6 = "c44";
+$SHADER_SPECIFIC_CONST_7 = "c45";
+$SHADER_SPECIFIC_CONST_8 = "c46";
+$SHADER_SPECIFIC_CONST_9 = "c47";
+; $SHADER_SPECIFIC_CONST_10 is c14
+; $SHADER_SPECIFIC_CONST_11 is c15
+
+; There are 16 model matrices for skinning
+; NOTE: These must match the same values in vsh_prep.pl!
+$cModel0 = "c48";
+$cModel1 = "c49";
+$cModel2 = "c50";
+
+sub OutputUsedRegisters
+{
+ local( $i );
+ ; USED REGISTERS
+ for( $i = 0; $i < $g_NumRegisters; $i++ )
+ {
+ if( $g_allocated[$i] )
+ {
+ ; $g_allocatedname[$i] = r$i
+ }
+ }
+ ;
+}
+
+sub AllocateRegister
+{
+ local( *reg ) = shift;
+ local( $regname ) = shift;
+ local( $i );
+ for( $i = 0; $i < $g_NumRegisters; $i++ )
+ {
+ if( !$g_allocated[$i] )
+ {
+ $g_allocated[$i] = 1;
+ $g_allocatedname[$i] = $regname;
+ ; AllocateRegister $regname = r$i
+ $reg = "r$i";
+ &OutputUsedRegisters();
+ return;
+ }
+ }
+ ; Out of registers allocating $regname!
+ $reg = "rERROR_OUT_OF_REGISTERS";
+ &OutputUsedRegisters();
+}
+
+; pass in a reference to a var that contains a register. . ie \$var where var will constain "r1", etc
+sub FreeRegister
+{
+ local( *reg ) = shift;
+ local( $regname ) = shift;
+ ; FreeRegister $regname = $reg
+ if( $reg =~ m/rERROR_DEALLOCATED/ )
+ {
+ ; $regname already deallocated
+ ; $reg = "rALREADY_DEALLOCATED";
+ &OutputUsedRegisters();
+ return;
+ }
+; if( $regname ne g_allocatedname[$reg] )
+; {
+; ; Error freeing $reg
+; mov compileerror, freed unallocated register $regname
+; }
+
+ if( ( $reg =~ m/r(.*)/ ) )
+ {
+ $g_allocated[$1] = 0;
+ }
+ $reg = "rERROR_DEALLOCATED";
+ &OutputUsedRegisters();
+}
+
+sub CheckUnfreedRegisters()
+{
+ local( $i );
+ for( $i = 0; $i < $g_NumRegisters; $i++ )
+ {
+ if( $g_allocated[$i] )
+ {
+ print "ERROR: r$i allocated to $g_allocatedname[$i] at end of program\n";
+ $g_allocated[$i] = 0;
+ }
+ }
+}
+
+sub Normalize
+{
+ local( $r ) = shift;
+ dp3 $r.w, $r, $r
+ rsq $r.w, $r.w
+ mul $r, $r, $r.w
+}
+
+sub Cross
+{
+ local( $result ) = shift;
+ local( $a ) = shift;
+ local( $b ) = shift;
+
+ mul $result.xyz, $a.yzx, $b.zxy
+ mad $result.xyz, -$b.yzx, $a.zxy, $result
+}
+
+sub RangeFog
+{
+ local( $projPos ) = shift;
+
+ ;------------------------------
+ ; Regular range fog
+ ;------------------------------
+
+ ; oFog.x = 1.0f = no fog
+ ; oFog.x = 0.0f = full fog
+ ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
+ ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
+ ; which can be expressed with a single mad instruction!
+
+ ; Compute |projPos|
+ local( $tmp );
+ &AllocateRegister( \$tmp );
+ dp3 $tmp.x, $projPos.xyw, $projPos.xyw
+ rsq $tmp.x, $tmp.x
+ rcp $tmp.x, $tmp.x
+
+ if( $g_dx9 )
+ {
+ mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
+ min $tmp, $tmp, $cOne
+ max oFog, $tmp.x, $cFogMaxDensity
+ }
+ else
+ {
+ mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
+ min $tmp, $tmp, $cOne
+ max oFog.x, $tmp.x, $cFogMaxDensity
+ }
+ &FreeRegister( \$tmp );
+}
+
+sub DepthFog
+{
+ local( $projPos ) = shift;
+ local( $dest ) = shift;
+
+ if ( $dest eq "" )
+ {
+ $dest = "oFog";
+ }
+
+ ;------------------------------
+ ; Regular range fog
+ ;------------------------------
+
+ ; oFog.x = 1.0f = no fog
+ ; oFog.x = 0.0f = full fog
+ ; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
+ ; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
+ ; which can be expressed with a single mad instruction!
+
+ ; Compute |projPos|
+ local( $tmp );
+ &AllocateRegister( \$tmp );
+
+ if( $g_dx9 )
+ {
+ mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
+ min $tmp, $tmp, $cOne
+ max $dest, $tmp.x, $cFogMaxDensity
+ }
+ else
+ {
+ mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
+ min $tmp, $tmp, $cOne
+ max $dest.x, $tmp.x, $cFogMaxDensity
+ }
+
+ &FreeRegister( \$tmp );
+}
+
+sub WaterRangeFog
+{
+ ; oFog.x = 1.0f = no fog
+ ; oFog.x = 0.0f = full fog
+
+ ; only $worldPos.z is used out of worldPos
+ local( $worldPos ) = shift;
+ local( $projPos ) = shift;
+
+ local( $tmp );
+ &AllocateRegister( \$tmp );
+
+ ; This is simple similar triangles. Imagine a line passing from the point directly vertically
+ ; and another line passing from the point to the eye position.
+ ; Let d = total distance from point to the eye
+ ; Let h = vertical distance from the point to the eye
+ ; Let hw = vertical distance from the point to the water surface
+ ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
+ ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
+ ; d = |projPos|, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
+
+ ; Now, tmp.x = hw, and tmp.y = h
+ add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
+
+ ; if $tmp.x < 0, then set it to 0
+ ; This is the equivalent of moving the vert to the water surface if it's above the water surface
+ max $tmp.x, $tmp.x, $cZero
+
+ ; Compute 1 / |projPos| = 1/d
+ dp3 $tmp.z, $projPos.xyw, $projPos.xyw
+ rsq $tmp.z, $tmp.z
+
+ ; Now we have h/d
+ mul $tmp.z, $tmp.z, $tmp.y
+
+ ; Now we have d/h
+ rcp $tmp.w, $tmp.z
+
+ ; We finally have d * hw / h
+ ; $tmp.w is now the distance that we see through water.
+ mul $tmp.w, $tmp.x, $tmp.w
+
+ if( $g_dx9 )
+ {
+ mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
+ min $tmp, $tmp, $cOne
+ max oFog, $tmp.x, $cFogMaxDensity
+ }
+ else
+ {
+ mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
+ min $tmp, $tmp, $cOne
+ max oFog.x, $tmp.x, $cFogMaxDensity
+ }
+
+ &FreeRegister( \$tmp );
+}
+
+sub WaterDepthFog
+{
+ ; oFog.x = 1.0f = no fog
+ ; oFog.x = 0.0f = full fog
+
+ ; only $worldPos.z is used out of worldPos
+ local( $worldPos ) = shift;
+ local( $projPos ) = shift;
+ local( $dest ) = shift;
+
+ if ( $dest eq "" )
+ {
+ $dest = "oFog";
+ }
+
+ local( $tmp );
+ &AllocateRegister( \$tmp );
+
+ ; This is simple similar triangles. Imagine a line passing from the point directly vertically
+ ; and another line passing from the point to the eye position.
+ ; Let d = total distance from point to the eye
+ ; Let h = vertical distance from the point to the eye
+ ; Let hw = vertical distance from the point to the water surface
+ ; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
+ ; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
+ ; d = projPos.w, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
+
+ ; Now, tmp.x = hw, and tmp.y = h
+ add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
+
+ ; if $tmp.x < 0, then set it to 0
+ ; This is the equivalent of moving the vert to the water surface if it's above the water surface
+ max $tmp.x, $tmp.x, $cZero
+
+ ; Now we have 1/h
+ rcp $tmp.z, $tmp.y
+
+ ; Now we have d/h
+ mul $tmp.w, $projPos.w, $tmp.z
+
+ ; We finally have d * hw / h
+ ; $tmp.w is now the distance that we see through water.
+ mul $tmp.w, $tmp.x, $tmp.w
+
+ if( $g_dx9 )
+ {
+ mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
+ min $tmp, $tmp, $cOne
+ max $dest, $tmp.x, $cZero
+ }
+ else
+ {
+ mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
+ min $tmp, $tmp, $cOne
+ max $dest.x, $tmp.x, $cZero
+ }
+
+ &FreeRegister( \$tmp );
+}
+
+
+;------------------------------------------------------------------------------
+; Main fogging routine
+;------------------------------------------------------------------------------
+sub CalcFog
+{
+ if( !defined $DOWATERFOG )
+ {
+ die "CalcFog called without using \$DOWATERFOG\n";
+ }
+ my $fogType;
+ if( $DOWATERFOG == 0 )
+ {
+ $fogType = "rangefog";
+ }
+ else
+ {
+ $fogType = "heightfog";
+ }
+
+# print "\$fogType = $fogType\n";
+
+ ; CalcFog
+ local( $worldPos ) = shift;
+ local( $projPos ) = shift;
+ local( $dest ) = shift;
+
+ if ( $dest eq "" )
+ {
+ $dest = "oFog";
+ }
+
+ if( $fogType eq "rangefog" )
+ {
+ &DepthFog( $projPos, $dest );
+ }
+ elsif( $fogType eq "heightfog" )
+ {
+ &WaterDepthFog( $worldPos, $projPos, $dest );
+ }
+ else
+ {
+ die;
+ }
+}
+
+sub CalcRangeFog
+{
+ ; CalcFog
+ local( $worldPos ) = shift;
+ local( $projPos ) = shift;
+
+ if( $DOWATERFOG == 0 )
+ {
+ &RangeFog( $projPos );
+ }
+ elsif( $DOWATERFOG == 1 )
+ {
+ &WaterRangeFog( $worldPos, $projPos );
+ }
+ else
+ {
+ die;
+ }
+}
+
+sub GammaToLinear
+{
+ local( $gamma ) = shift;
+ local( $linear ) = shift;
+
+ local( $tmp );
+ &AllocateRegister( \$tmp );
+
+ ; Is rcp more expensive than just storing 2.2 somewhere and doing a mov?
+ rcp $gamma.w, $cOOGamma ; $gamma.w = 2.2
+ lit $linear.z, $gamma.zzzw ; r0.z = linear blue
+ lit $tmp.z, $gamma.yyyw ; r2.z = linear green
+ mov $linear.y, $tmp.z ; r0.y = linear green
+ lit $tmp.z, $gamma.xxxw ; r2.z = linear red
+ mov $linear.x, $tmp.z ; r0.x = linear red
+
+ &FreeRegister( \$tmp );
+}
+
+sub LinearToGamma
+{
+ local( $linear ) = shift;
+ local( $gamma ) = shift;
+
+ local( $tmp );
+ &AllocateRegister( \$tmp );
+
+ mov $linear.w, $cOOGamma ; $linear.w = 1.0/2.2
+ lit $gamma.z, $linear.zzzw ; r0.z = gamma blue
+ lit $tmp.z, $linear.yyyw ; r2.z = gamma green
+ mov $gamma.y, $tmp.z ; r0.y = gamma green
+ lit $tmp.z, $linear.xxxw ; r2.z = gamma red
+ mov $gamma.x, $tmp.z ; r0.x = gamma red
+
+ &FreeRegister( \$tmp );
+}
+
+sub ComputeReflectionVector
+{
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+ local( $reflectionVector ) = shift;
+
+ local( $vertToEye ); &AllocateRegister( \$vertToEye );
+ local( $tmp ); &AllocateRegister( \$tmp );
+
+ ; compute reflection vector r = 2 * (n dot v) n - v
+ sub $vertToEye.xyz, $cEyePos.xyz, $worldPos ; $tmp1 = v = c - p
+ dp3 $tmp, $worldNormal, $vertToEye ; $tmp = n dot v
+ mul $tmp.xyz, $tmp.xyz, $worldNormal ; $tmp = (n dot v ) n
+ mad $reflectionVector.xyz, $tmp, $cTwo, -$vertToEye
+
+ &FreeRegister( \$vertToEye );
+ &FreeRegister( \$tmp );
+}
+
+sub ComputeSphereMapTexCoords
+{
+ local( $reflectionVector ) = shift;
+ local( $sphereMapTexCoords ) = shift;
+
+ local( $tmp ); &AllocateRegister( \$tmp );
+
+ ; transform reflection vector into view space
+ dp3 $tmp.x, $reflectionVector, $cViewModel0
+ dp3 $tmp.y, $reflectionVector, $cViewModel1
+ dp3 $tmp.z, $reflectionVector, $cViewModel2
+
+ ; generate <rx ry rz+1>
+ add $tmp.z, $tmp.z, $cOne
+
+ ; find 1 / the length of r2
+ dp3 $tmp.w, $tmp, $tmp
+ rsq $tmp.w, $tmp.w
+
+ ; r1 = r2/|r2| + 1
+ mad $tmp.xy, $tmp.w, $tmp, $cOne
+ mul $sphereMapTexCoords.xy, $tmp.xy, $cHalf
+
+ &FreeRegister( \$tmp );
+}
+
+sub SkinPosition
+{
+# print "\$SKINNING = $SKINNING\n";
+ local( $worldPos ) = shift;
+
+ if( !defined $SKINNING )
+ {
+ die "using \$SKINNING without defining.\n";
+ }
+
+ if( $SKINNING == 0 )
+ {
+ ;
+ ; 0 bone skinning (4 instructions)
+ ;
+ ; Transform position into world space
+ ; position
+ dp4 $worldPos.x, $vPos, $cModel0
+ dp4 $worldPos.y, $vPos, $cModel1
+ dp4 $worldPos.z, $vPos, $cModel2
+ mov $worldPos.w, $cOne
+ }
+ else
+ {
+ ;
+ ; 3 bone skinning (19 instructions)
+ ;
+ local( $boneIndices );
+ local( $blendedMatrix0 );
+ local( $blendedMatrix1 );
+ local( $blendedMatrix2 );
+ local( $localPos );
+ &AllocateRegister( \$boneIndices );
+ &AllocateRegister( \$blendedMatrix0 );
+ &AllocateRegister( \$blendedMatrix1 );
+ &AllocateRegister( \$blendedMatrix2 );
+
+ ; Transform position into world space using all bones
+ ; denormalize d3dcolor to matrix index
+ mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
+ if ( $g_x360 )
+ {
+ mov $boneIndices, $boneIndices.zyxw
+ }
+
+ ; r11 = boneindices at this point
+ ; first matrix
+ mov a0.x, $boneIndices.z
+ mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
+ mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
+ mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
+ ; second matrix
+ mov a0.x, $boneIndices.y
+ mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
+ mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
+ mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
+
+ ; Calculate third weight
+ ; compute 1-(weight1+weight2) to calculate weight2
+ ; Use $boneIndices.w as a temp since we aren't using it for anything.
+ add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
+ sub $boneIndices.w, $cOne, $boneIndices.w
+
+ ; third matrix
+ mov a0.x, $boneIndices.x
+ mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
+ mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
+ mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
+
+ dp4 $worldPos.x, $vPos, $blendedMatrix0
+ dp4 $worldPos.y, $vPos, $blendedMatrix1
+ dp4 $worldPos.z, $vPos, $blendedMatrix2
+ mov $worldPos.w, $cOne
+
+ &FreeRegister( \$boneIndices );
+ &FreeRegister( \$blendedMatrix0 );
+ &FreeRegister( \$blendedMatrix1 );
+ &FreeRegister( \$blendedMatrix2 );
+ }
+}
+
+
+sub SkinPositionAndNormal
+{
+# print "\$SKINNING = $SKINNING\n";
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+
+ if( !defined $SKINNING )
+ {
+ die "using \$SKINNING without defining.\n";
+ }
+
+ if( $SKINNING == 0 )
+ {
+ ;
+ ; 0 bone skinning (13 instructions)
+ ;
+ ; Transform position + normal + tangentS + tangentT into world space
+ ; position
+ dp4 $worldPos.x, $vPos, $cModel0
+ dp4 $worldPos.y, $vPos, $cModel1
+ dp4 $worldPos.z, $vPos, $cModel2
+ mov $worldPos.w, $cOne
+ ; normal
+ dp3 $worldNormal.x, $vNormal, $cModel0
+ dp3 $worldNormal.y, $vNormal, $cModel1
+ dp3 $worldNormal.z, $vNormal, $cModel2
+ }
+ else
+ {
+ local( $boneIndices );
+ local( $blendedMatrix0 );
+ local( $blendedMatrix1 );
+ local( $blendedMatrix2 );
+ local( $localPos );
+ local( $localNormal );
+ local( $normalLength );
+ local( $ooNormalLength );
+ &AllocateRegister( \$boneIndices );
+ &AllocateRegister( \$blendedMatrix0 );
+ &AllocateRegister( \$blendedMatrix1 );
+ &AllocateRegister( \$blendedMatrix2 );
+
+ ; Transform position into world space using all bones
+ ; denormalize d3dcolor to matrix index
+ mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
+ if ( $g_x360 )
+ {
+ mov $boneIndices, $boneIndices.zyxw
+ }
+
+ ; r11 = boneindices at this point
+ ; first matrix
+ mov a0.x, $boneIndices.z
+ mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
+ mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
+ mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
+ ; second matrix
+ mov a0.x, $boneIndices.y
+ mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
+ mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
+ mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
+
+ ; Calculate third weight
+ ; compute 1-(weight1+weight2) to calculate weight2
+ ; Use $boneIndices.w as a temp since we aren't using it for anything.
+ add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
+ sub $boneIndices.w, $cOne, $boneIndices.w
+
+ ; third matrix
+ mov a0.x, $boneIndices.x
+ mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
+ mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
+ mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
+
+ dp4 $worldPos.x, $vPos, $blendedMatrix0
+ dp4 $worldPos.y, $vPos, $blendedMatrix1
+ dp4 $worldPos.z, $vPos, $blendedMatrix2
+ mov $worldPos.w, $cOne
+
+ ; normal
+ dp3 $worldNormal.x, $vNormal, $blendedMatrix0
+ dp3 $worldNormal.y, $vNormal, $blendedMatrix1
+ dp3 $worldNormal.z, $vNormal, $blendedMatrix2
+
+ &FreeRegister( \$boneIndices );
+ &FreeRegister( \$blendedMatrix0 );
+ &FreeRegister( \$blendedMatrix1 );
+ &FreeRegister( \$blendedMatrix2 );
+ }
+}
+
+sub SkinPositionNormalAndTangentSpace
+{
+# print "\$SKINNING = $SKINNING\n";
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+ local( $worldTangentS ) = shift;
+ local( $worldTangentT ) = shift;
+ local( $userData );
+ local( $localPos );
+ local( $localNormal );
+ local( $normalLength );
+ local( $ooNormalLength );
+
+ if( !defined $SKINNING )
+ {
+ die "using \$SKINNING without defining.\n";
+ }
+
+# X360TBD: needed for compressed vertex format
+# if ( $g_x360 )
+# {
+# &AllocateRegister( \$userData );
+# ; remap compressed range [0..1] to [-1..1]
+# mad $userData, $vUserData, $cTwo, -$cOne
+# }
+
+ if( $SKINNING == 0 )
+ {
+ ;
+ ; 0 bone skinning (13 instructions)
+ ;
+ ; Transform position + normal + tangentS + tangentT into world space
+ dp4 $worldPos.x, $vPos, $cModel0
+ dp4 $worldPos.y, $vPos, $cModel1
+ dp4 $worldPos.z, $vPos, $cModel2
+ mov $worldPos.w, $cOne
+
+ ; normal
+ dp3 $worldNormal.x, $vNormal, $cModel0
+ dp3 $worldNormal.y, $vNormal, $cModel1
+ dp3 $worldNormal.z, $vNormal, $cModel2
+
+# X360TBD: needed for compressed vertex format
+# if ( $g_x360 )
+# {
+# ; tangents
+# dp3 $worldTangentS.x, $userData, $cModel0
+# dp3 $worldTangentS.y, $userData, $cModel1
+# dp3 $worldTangentS.z, $userData, $cModel2
+#
+# ; calculate tangent t via cross( N, S ) * S[3]
+# &Cross( $worldTangentT, $worldNormal, $worldTangentS );
+# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz
+# }
+# else
+ {
+ ; tangents
+ dp3 $worldTangentS.x, $vUserData, $cModel0
+ dp3 $worldTangentS.y, $vUserData, $cModel1
+ dp3 $worldTangentS.z, $vUserData, $cModel2
+
+ ; calculate tangent t via cross( N, S ) * S[3]
+ &Cross( $worldTangentT, $worldNormal, $worldTangentS );
+ mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz
+ }
+ }
+ else
+ {
+ local( $boneIndices );
+ local( $blendedMatrix0 );
+ local( $blendedMatrix1 );
+ local( $blendedMatrix2 );
+ &AllocateRegister( \$boneIndices );
+ &AllocateRegister( \$blendedMatrix0 );
+ &AllocateRegister( \$blendedMatrix1 );
+ &AllocateRegister( \$blendedMatrix2 );
+
+ ; Transform position into world space using all bones
+ ; denormalize d3dcolor to matrix index
+ mad $boneIndices, $vBoneIndices, $cColorToIntScale, $cModel0Index
+ if ( $g_x360 )
+ {
+ mov $boneIndices, $boneIndices.zyxw
+ }
+
+ ; r11 = boneindices at this point
+ ; first matrix
+ mov a0.x, $boneIndices.z
+ mul $blendedMatrix0, $vBoneWeights.x, c[a0.x]
+ mul $blendedMatrix1, $vBoneWeights.x, c[a0.x+1]
+ mul $blendedMatrix2, $vBoneWeights.x, c[a0.x+2]
+ ; second matrix
+ mov a0.x, $boneIndices.y
+ mad $blendedMatrix0, $vBoneWeights.y, c[a0.x], $blendedMatrix0
+ mad $blendedMatrix1, $vBoneWeights.y, c[a0.x+1], $blendedMatrix1
+ mad $blendedMatrix2, $vBoneWeights.y, c[a0.x+2], $blendedMatrix2
+
+ ; Calculate third weight
+ ; compute 1-(weight1+weight2) to calculate weight2
+ ; Use $boneIndices.w as a temp since we aren't using it for anything.
+ add $boneIndices.w, $vBoneWeights.x, $vBoneWeights.y
+ sub $boneIndices.w, $cOne, $boneIndices.w
+
+ ; third matrix
+ mov a0.x, $boneIndices.x
+ mad $blendedMatrix0, $boneIndices.w, c[a0.x], $blendedMatrix0
+ mad $blendedMatrix1, $boneIndices.w, c[a0.x+1], $blendedMatrix1
+ mad $blendedMatrix2, $boneIndices.w, c[a0.x+2], $blendedMatrix2
+
+ ; position
+ dp4 $worldPos.x, $vPos, $blendedMatrix0
+ dp4 $worldPos.y, $vPos, $blendedMatrix1
+ dp4 $worldPos.z, $vPos, $blendedMatrix2
+ mov $worldPos.w, $cOne
+
+ ; normal
+ dp3 $worldNormal.x, $vNormal, $blendedMatrix0
+ dp3 $worldNormal.y, $vNormal, $blendedMatrix1
+ dp3 $worldNormal.z, $vNormal, $blendedMatrix2
+
+# X360TBD: needed for compressed vertex format
+# if ( $g_x360 )
+# {
+# ; tangents
+# dp3 $worldTangentS.x, $userData, $blendedMatrix0
+# dp3 $worldTangentS.y, $userData, $blendedMatrix1
+# dp3 $worldTangentS.z, $userData, $blendedMatrix2
+#
+# ; calculate tangent t via cross( N, S ) * S[3]
+# &Cross( $worldTangentT, $worldNormal, $worldTangentS );
+# mul $worldTangentT.xyz, $userData.w, $worldTangentT.xyz
+# }
+# else
+ {
+ ; tangents
+ dp3 $worldTangentS.x, $vUserData, $blendedMatrix0
+ dp3 $worldTangentS.y, $vUserData, $blendedMatrix1
+ dp3 $worldTangentS.z, $vUserData, $blendedMatrix2
+
+ ; calculate tangent t via cross( N, S ) * S[3]
+ &Cross( $worldTangentT, $worldNormal, $worldTangentS );
+ mul $worldTangentT.xyz, $vUserData.w, $worldTangentT.xyz
+ }
+
+ &FreeRegister( \$boneIndices );
+ &FreeRegister( \$blendedMatrix0 );
+ &FreeRegister( \$blendedMatrix1 );
+ &FreeRegister( \$blendedMatrix2 );
+ }
+
+# X360TBD: needed for compressed vertex format
+# if ( $g_x360 )
+# {
+# &FreeRegister( \$userData );
+# }
+}
+
+sub ColorClamp
+{
+ ; ColorClamp; stomps $color.w
+ local( $color ) = shift;
+ local( $dst ) = shift;
+
+ ; Get the max of RGB and stick it in W
+ max $color.w, $color.x, $color.y
+ max $color.w, $color.w, $color.z
+
+ ; get the greater of one and the max color.
+ max $color.w, $color.w, $cOne
+
+ rcp $color.w, $color.w
+ mul $dst.xyz, $color.w, $color.xyz
+}
+
+sub AmbientLight
+{
+ local( $worldNormal ) = shift;
+ local( $linearColor ) = shift;
+ local( $add ) = shift;
+
+ ; Ambient lighting
+ &AllocateRegister( \$nSquared );
+ &AllocateRegister( \$isNegative );
+
+ mul $nSquared.xyz, $worldNormal.xyz, $worldNormal.xyz ; compute n times n
+ slt $isNegative.xyz, $worldNormal.xyz, $cZero ; Figure out whether each component is >0
+ mov a0.x, $isNegative.x
+ if( $add )
+ {
+ mad $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset], $linearColor ; $linearColor = normal[0]*normal[0] * box color of appropriate x side
+ }
+ else
+ {
+ mul $linearColor.xyz, $nSquared.x, c[a0.x + $cAmbientColorPosXOffset] ; $linearColor = normal[0]*normal[0] * box color of appropriate x side
+ }
+ mov a0.x, $isNegative.y
+ mad $linearColor.xyz, $nSquared.y, c[a0.x + $cAmbientColorPosYOffset], $linearColor
+ mov a0.x, $isNegative.z
+ mad $linearColor.xyz, $nSquared.z, c[a0.x + $cAmbientColorPosZOffset], $linearColor
+
+ &FreeRegister( \$isNegative );
+ &FreeRegister( \$nSquared );
+}
+
+sub DirectionalLight
+{
+ local( $worldNormal ) = shift;
+ local( $linearColor ) = shift;
+ local( $add ) = shift;
+
+ &AllocateRegister( \$nDotL ); # FIXME: This only needs to be a scalar
+
+ ; NOTE: Gotta use -l here, since light direction = -l
+ ; DIRECTIONAL LIGHT
+ ; compute n dot l
+ dp3 $nDotL.x, -c[a0.x + 1], $worldNormal
+
+ if ( $HALF_LAMBERT == 0 )
+ {
+ ; lambert
+ max $nDotL.x, $nDotL.x, c0.x ; Clamp to zero
+ }
+ elsif ( $HALF_LAMBERT == 1 )
+ {
+ ; half-lambert
+ mad $nDotL.x, $nDotL.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2
+ mul $nDotL.x, $nDotL.x, $nDotL.x
+ }
+ else
+ {
+ die "\$HALF_LAMBERT is hosed\n";
+ }
+
+ if( $add )
+ {
+ mad $linearColor.xyz, c[a0.x], $nDotL.x, $linearColor
+ }
+ else
+ {
+ mul $linearColor.xyz, c[a0.x], $nDotL.x
+ }
+
+ &FreeRegister( \$nDotL );
+}
+
+sub PointLight
+{
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+ local( $linearColor ) = shift;
+ local( $add ) = shift;
+
+ local( $lightDir );
+ &AllocateRegister( \$lightDir );
+
+ ; POINT LIGHT
+ ; compute light direction
+ sub $lightDir, c[a0.x+2], $worldPos
+
+ local( $lightDistSquared );
+ local( $ooLightDist );
+ &AllocateRegister( \$lightDistSquared );
+ &AllocateRegister( \$ooLightDist );
+
+ ; normalize light direction, maintain temporaries for attenuation
+ dp3 $lightDistSquared, $lightDir, $lightDir
+ rsq $ooLightDist, $lightDistSquared.x
+ mul $lightDir, $lightDir, $ooLightDist.x
+
+ local( $attenuationFactors );
+ &AllocateRegister( \$attenuationFactors );
+
+ ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d')
+ dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d )
+ &FreeRegister( \$lightDistSquared );
+ &FreeRegister( \$ooLightDist );
+ local( $attenuation );
+ &AllocateRegister( \$attenuation );
+ dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2
+
+ rcp $lightDir.w, $attenuation ; $lightDir.w = 1 / (atten0 + d * atten1 + d*d * atten2)
+
+ &FreeRegister( \$attenuationFactors );
+ &FreeRegister( \$attenuation );
+
+ local( $tmp );
+ &AllocateRegister( \$tmp ); # FIXME : really only needs to be a scalar
+
+ ; compute n dot l, fold in distance attenutation
+ dp3 $tmp.x, $lightDir, $worldNormal
+
+ if ( $HALF_LAMBERT == 0 )
+ {
+ ; lambert
+ max $tmp.x, $tmp.x, c0.x ; Clamp to zero
+ }
+ elsif ( $HALF_LAMBERT == 1 )
+ {
+ ; half-lambert
+ mad $tmp.x, $tmp.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5)^2
+ mul $tmp.x, $tmp.x, $tmp.x
+ }
+ else
+ {
+ die "\$HALF_LAMBERT is hosed\n";
+ }
+
+ mul $tmp.x, $tmp.x, $lightDir.w
+ if( $add )
+ {
+ mad $linearColor.xyz, c[a0.x], $tmp.x, $linearColor
+ }
+ else
+ {
+ mul $linearColor.xyz, c[a0.x], $tmp.x
+ }
+
+ &FreeRegister( \$lightDir );
+ &FreeRegister( \$tmp ); # FIXME : really only needs to be a scalar
+}
+
+sub SpotLight
+{
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+ local( $linearColor ) = shift;
+ local( $add ) = shift;
+
+ local( $lightDir );
+ &AllocateRegister( \$lightDir );
+
+ ; SPOTLIGHT
+ ; compute light direction
+ sub $lightDir, c[a0.x+2], $worldPos
+
+ local( $lightDistSquared );
+ local( $ooLightDist );
+ &AllocateRegister( \$lightDistSquared );
+ &AllocateRegister( \$ooLightDist );
+
+ ; normalize light direction, maintain temporaries for attenuation
+ dp3 $lightDistSquared, $lightDir, $lightDir
+ rsq $ooLightDist, $lightDistSquared.x
+ mul $lightDir, $lightDir, $ooLightDist.x
+
+ local( $attenuationFactors );
+ &AllocateRegister( \$attenuationFactors );
+
+ ; compute attenuation amount (r2 = 'd*d d*d d*d d*d', r3 = '1/d 1/d 1/d 1/d')
+ dst $attenuationFactors, $lightDistSquared, $ooLightDist ; r4 = ( 1, d, d*d, 1/d )
+
+ &FreeRegister( \$lightDistSquared );
+ &FreeRegister( \$ooLightDist );
+ local( $attenuation ); &AllocateRegister( \$attenuation );
+
+ dp3 $attenuation, $attenuationFactors, c[a0.x+4] ; r3 = atten0 + d * atten1 + d*d * atten2
+ rcp $lightDir.w, $attenuation ; r1.w = 1 / (atten0 + d * atten1 + d*d * atten2)
+
+ &FreeRegister( \$attenuationFactors );
+ &FreeRegister( \$attenuation );
+
+ local( $litSrc ); &AllocateRegister( \$litSrc );
+ local( $tmp ); &AllocateRegister( \$tmp ); # FIXME - only needs to be scalar
+
+ ; compute n dot l
+ dp3 $litSrc.x, $worldNormal, $lightDir
+
+ if ( $HALF_LAMBERT == 0 )
+ {
+ ; lambert
+ max $litSrc.x, $litSrc.x, c0.x ; Clamp to zero
+ }
+ elsif ( $HALF_LAMBERT == 1 )
+ {
+ ; half-lambert
+ mad $litSrc.x, $litSrc.x, $cHalf, $cHalf ; dot = (dot * 0.5 + 0.5) ^ 2
+ mul $litSrc.x, $litSrc.x, $litSrc.x
+ }
+ else
+ {
+ die "\$HALF_LAMBERT is hosed\n";
+ }
+
+ ; compute angular attenuation
+ dp3 $tmp.x, c[a0.x+1], -$lightDir ; dot = -delta * spot direction
+ sub $litSrc.y, $tmp.x, c[a0.x+3].z ; r2.y = dot - stopdot2
+ &FreeRegister( \$tmp );
+ mul $litSrc.y, $litSrc.y, c[a0.x+3].w ; r2.y = (dot - stopdot2) / (stopdot - stopdot2)
+ mov $litSrc.w, c[a0.x+3].x ; r2.w = exponent
+ local( $litDst ); &AllocateRegister( \$litDst );
+ lit $litDst, $litSrc ; r3.y = N dot L or 0, whichever is bigger
+ &FreeRegister( \$litSrc );
+ ; r3.z = pow((dot - stopdot2) / (stopdot - stopdot2), exponent)
+ min $litDst.z, $litDst.z, $cOne ; clamp pow() to 1
+
+ local( $tmp1 ); &AllocateRegister( \$tmp1 );
+ local( $tmp2 ); &AllocateRegister( \$tmp2 ); # FIXME - could be scalar
+
+ ; fold in distance attenutation with other factors
+ mul $tmp1, c[a0.x], $lightDir.w
+ mul $tmp2.x, $litDst.y, $litDst.z
+ if( $add )
+ {
+ mad $linearColor.xyz, $tmp1, $tmp2.x, $linearColor
+ }
+ else
+ {
+ mul $linearColor.xyz, $tmp1, $tmp2.x
+ }
+
+ &FreeRegister( \$lightDir );
+ &FreeRegister( \$litDst );
+ &FreeRegister( \$tmp1 );
+ &FreeRegister( \$tmp2 );
+}
+
+sub DoLight
+{
+ local( $lightType ) = shift;
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+ local( $linearColor ) = shift;
+ local( $add ) = shift;
+
+ if( $lightType eq "spot" )
+ {
+ &SpotLight( $worldPos, $worldNormal, $linearColor, $add );
+ }
+ elsif( $lightType eq "point" )
+ {
+ &PointLight( $worldPos, $worldNormal, $linearColor, $add );
+ }
+ elsif( $lightType eq "directional" )
+ {
+ &DirectionalLight( $worldNormal, $linearColor, $add );
+ }
+ else
+ {
+ die "don't know about light type \"$lightType\"\n";
+ }
+}
+
+sub DoLighting
+{
+ if( !defined $LIGHT_COMBO )
+ {
+ die "DoLighting called without using \$LIGHT_COMBO\n";
+ }
+ if ( !defined $HALF_LAMBERT )
+ {
+ die "DoLighting called without using \$HALF_LAMBERT\n";
+ }
+
+ my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO];
+ my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO];
+ my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO];
+ my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO];
+
+# print "\$staticLightType = $staticLightType\n";
+# print "\$ambientLightType = $ambientLightType\n";
+# print "\$localLightType1 = $localLightType1\n";
+# print "\$localLightType2 = $localLightType2\n";
+
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+
+ ; special case for no lighting
+ if( $staticLightType eq "none" && $ambientLightType eq "none" &&
+ $localLightType1 eq "none" && $localLightType2 eq "none" )
+ {
+ ; Have to write something here since debug d3d runtime will barf otherwise.
+ mov oD0, $cOne
+ return;
+ }
+
+ ; special case for static lighting only
+ ; Don't need to bother converting to linear space in this case.
+ if( $staticLightType eq "static" && $ambientLightType eq "none" &&
+ $localLightType1 eq "none" && $localLightType2 eq "none" )
+ {
+ mov oD0, $vSpecular
+ return;
+ }
+
+ alloc $linearColor
+ alloc $gammaColor
+
+ local( $add ) = 0;
+ if( $staticLightType eq "static" )
+ {
+ ; The static lighting comes in in gamma space and has also been premultiplied by $cOverbrightFactor
+ ; need to get it into
+ ; linear space so that we can do adds.
+ rcp $gammaColor.w, $cOverbrightFactor
+ mul $gammaColor.xyz, $vSpecular, $gammaColor.w
+ &GammaToLinear( $gammaColor, $linearColor );
+ $add = 1;
+ }
+
+ if( $ambientLightType eq "ambient" )
+ {
+ &AmbientLight( $worldNormal, $linearColor, $add );
+ $add = 1;
+ }
+
+ if( $localLightType1 ne "none" )
+ {
+ mov a0.x, $cLight0Offset
+ &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add );
+ $add = 1;
+ }
+
+ if( $localLightType2 ne "none" )
+ {
+ mov a0.x, $cLight1Offset
+ &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add );
+ $add = 1;
+ }
+
+ ;------------------------------------------------------------------------------
+ ; Output color (gamma correction)
+ ;------------------------------------------------------------------------------
+
+ &LinearToGamma( $linearColor, $gammaColor );
+ if( 0 )
+ {
+ mul oD0.xyz, $gammaColor.xyz, $cOverbrightFactor
+ }
+ else
+ {
+ mul $gammaColor.xyz, $gammaColor.xyz, $cOverbrightFactor
+ &ColorClamp( $gammaColor, "oD0" );
+ }
+
+; mov oD0.xyz, $linearColor
+ mov oD0.w, $cOne ; make sure all components are defined
+
+ free $linearColor
+ free $gammaColor
+}
+
+sub DoDynamicLightingToLinear
+{
+ local( $worldPos ) = shift;
+ local( $worldNormal ) = shift;
+ local( $linearColor ) = shift;
+
+ if( !defined $LIGHT_COMBO )
+ {
+ die "DoLighting called without using \$LIGHT_COMBO\n";
+ }
+ if ( !defined $HALF_LAMBERT )
+ {
+ die "DoLighting called without using \$HALF_LAMBERT\n";
+ }
+
+ my $staticLightType = $g_staticLightTypeArray[$LIGHT_COMBO];
+ my $ambientLightType = $g_ambientLightTypeArray[$LIGHT_COMBO];
+ my $localLightType1 = $g_localLightType1Array[$LIGHT_COMBO];
+ my $localLightType2 = $g_localLightType2Array[$LIGHT_COMBO];
+
+ # No lights at all. . note that we don't even consider static lighting here.
+ if( $ambientLightType eq "none" &&
+ $localLightType1 eq "none" && $localLightType2 eq "none" )
+ {
+ mov $linearColor, $cZero
+ return;
+ }
+
+ local( $add ) = 0;
+ if( $ambientLightType eq "ambient" )
+ {
+ &AmbientLight( $worldNormal, $linearColor, $add );
+ $add = 1;
+ }
+
+ if( $localLightType1 ne "none" )
+ {
+ mov a0.x, $cLight0Offset
+ &DoLight( $localLightType1, $worldPos, $worldNormal, $linearColor, $add );
+ $add = 1;
+ }
+
+ if( $localLightType2 ne "none" )
+ {
+ mov a0.x, $cLight1Offset
+ &DoLight( $localLightType2, $worldPos, $worldNormal, $linearColor, $add );
+ $add = 1;
+ }
+}
+
+sub NotImplementedYet
+{
+ &AllocateRegister( \$projPos );
+ dp4 $projPos.x, $worldPos, $cViewProj0
+ dp4 $projPos.y, $worldPos, $cViewProj1
+ dp4 $projPos.z, $worldPos, $cViewProj2
+ dp4 $projPos.w, $worldPos, $cViewProj3
+ mov oPos, $projPos
+ &FreeRegister( \$projPos );
+ exit;
+}