mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
0e42951d44
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
1394 lines
37 KiB
GLSL
1394 lines
37 KiB
GLSL
;------------------------------------
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; RULES FOR AUTHORING VERTEX SHADERS:
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;------------------------------------
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; - never use "def" . . .set constants in code instead. . our constant shadowing will break otherwise.
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; (same goes for pixel shaders)
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; - use cN notation instead of c[N] notation. .makes grepping for registers easier.
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; The only exception is c[a0.x+blah] where you have no choice.
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$g_NumRegisters = 12;
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; NOTE: These must match the same values in vsh_prep.pl!
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$vPos = "v0";
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$vBoneWeights = "v1";
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$vBoneIndices = "v2";
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$vNormal = "v3";
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$vColor = "v5";
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$vSpecular = "v6";
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$vTexCoord0 = "v7";
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$vTexCoord1 = "v8";
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$vTexCoord2 = "v9";
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$vTexCoord3 = "v10";
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$vTangentS = "v11";
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$vTangentT = "v12";
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$vUserData = "v14";
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if( $g_dx9 )
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{
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if( $g_usesPos )
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{
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dcl_position $vPos;
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}
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if( $g_usesBoneWeights )
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{
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dcl_blendweight $vBoneWeights;
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}
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if( $g_usesBoneIndices )
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{
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dcl_blendindices $vBoneIndices;
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}
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if( $g_usesNormal )
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{
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dcl_normal $vNormal;
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}
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if( $g_usesColor )
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{
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dcl_color0 $vColor;
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}
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if( $g_usesSpecular )
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{
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dcl_color1 $vSpecular;
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}
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if( $g_usesTexCoord0 )
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{
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dcl_texcoord0 $vTexCoord0;
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}
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if( $g_usesTexCoord1 )
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{
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dcl_texcoord1 $vTexCoord1;
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}
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if( $g_usesTexCoord2 )
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{
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dcl_texcoord2 $vTexCoord2;
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}
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if( $g_usesTexCoord3 )
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{
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dcl_texcoord3 $vTexCoord3;
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}
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if( $g_usesTangentS )
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{
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dcl_tangent $vTangentS;
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}
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if( $g_usesTangentT )
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{
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dcl_binormal0 $vTangentT;
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}
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if( $g_usesUserData )
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{
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dcl_tangent $vUserData;
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}
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}
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# NOTE: These should match g_LightCombinations in vertexshaderdx8.cpp!
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# NOTE: Leave this on single lines or shit might blow up.
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@g_staticLightTypeArray = ( "none", "static", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none", "static", "static", "static", "static", "static", "static", "static", "static", "static", "static" );
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@g_ambientLightTypeArray = ( "none", "none", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient", "ambient" );
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@g_localLightType1Array = ( "none", "none", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional", "none", "spot", "point", "directional", "spot", "spot", "spot", "point", "point", "directional" );
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@g_localLightType2Array = ( "none", "none", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional", "none", "none", "none", "none", "spot", "point", "directional", "point", "directional", "directional" );
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$cConstants0 = "c0";
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$cZero = "c0.x";
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$cOne = "c0.y";
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$cTwo = "c0.z";
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$cHalf = "c0.w";
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$cConstants1 = "c1";
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$cOOGamma = "c1.x"; # 1/2.2
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$cOtherOverbrightFactor = "c1.y"; # overbright
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$cOneThird = "c1.z"; # 1/3
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$cOverbrightFactor = "c1.w"; # 1/overbright
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$cEyePos = "c2";
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$cWaterZ = "c2.w";
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$cEyePosWaterZ = "c2";
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$cLightIndex = "c3";
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$cLight0Offset = "c3.x"; # 27
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$cLight1Offset = "c3.y"; # 32
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$cColorToIntScale = "c3.z"; # matrix array offset = 3.0f * 255.0f + 0.01 (epsilon ensures floor yields desired result)
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$cModel0Index = "c3.w"; # base for start of skinning matrices
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; NOTE: These must match the same values in vsh_prep.pl!
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$cModelViewProj0 = "c4";
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$cModelViewProj1 = "c5";
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$cModelViewProj2 = "c6";
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$cModelViewProj3 = "c7";
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$cViewProj0 = "c8";
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$cViewProj1 = "c9";
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$cViewProj2 = "c10";
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$cViewProj3 = "c11";
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; currently unused
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; c12, c13
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$SHADER_SPECIFIC_CONST_10 = "c14";
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$SHADER_SPECIFIC_CONST_11 = "c15";
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$cFogParams = "c16";
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$cFogEndOverFogRange = "c16.x";
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$cFogOne = "c16.y";
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$cFogMaxDensity = "c16.z";
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$cOOFogRange = "c16.w"; # (1/(fogEnd-fogStart))
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$cViewModel0 = "c17";
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$cViewModel1 = "c18";
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$cViewModel2 = "c19";
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$cViewModel3 = "c20";
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$cAmbientColorPosX = "c21";
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$cAmbientColorNegX = "c22";
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$cAmbientColorPosY = "c23";
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$cAmbientColorNegY = "c24";
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$cAmbientColorPosZ = "c25";
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$cAmbientColorNegZ = "c26";
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$cAmbientColorPosXOffset = "21";
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$cAmbientColorPosYOffset = "23";
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$cAmbientColorPosZOffset = "25";
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$cLight0DiffColor = "c27";
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$cLight0Dir = "c28";
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$cLight0Pos = "c29";
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$cLight0SpotParams = "c30"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
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$cLight0Atten = "c31"; # [ constant, linear, quadratic, 0.0f ]
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$cLight1DiffColor = "c32";
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$cLight1Dir = "c33";
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$cLight1Pos = "c34";
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$cLight1SpotParams = "c35"; # [ exponent, stopdot, stopdot2, 1 / (stopdot - stopdot2)
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$cLight1Atten = "c36"; # [ constant, linear, quadratic, 0.0f ]
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$cModulationColor = "c37";
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$SHADER_SPECIFIC_CONST_0 = "c38";
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$SHADER_SPECIFIC_CONST_1 = "c39";
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$SHADER_SPECIFIC_CONST_2 = "c40";
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$SHADER_SPECIFIC_CONST_3 = "c41";
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$SHADER_SPECIFIC_CONST_4 = "c42";
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$SHADER_SPECIFIC_CONST_5 = "c43";
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$SHADER_SPECIFIC_CONST_6 = "c44";
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$SHADER_SPECIFIC_CONST_7 = "c45";
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$SHADER_SPECIFIC_CONST_8 = "c46";
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$SHADER_SPECIFIC_CONST_9 = "c47";
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; $SHADER_SPECIFIC_CONST_10 is c14
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; $SHADER_SPECIFIC_CONST_11 is c15
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; There are 16 model matrices for skinning
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; NOTE: These must match the same values in vsh_prep.pl!
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$cModel0 = "c48";
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$cModel1 = "c49";
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$cModel2 = "c50";
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sub OutputUsedRegisters
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{
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local( $i );
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; USED REGISTERS
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for( $i = 0; $i < $g_NumRegisters; $i++ )
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{
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if( $g_allocated[$i] )
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{
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; $g_allocatedname[$i] = r$i
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}
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}
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;
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}
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sub AllocateRegister
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{
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local( *reg ) = shift;
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local( $regname ) = shift;
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local( $i );
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for( $i = 0; $i < $g_NumRegisters; $i++ )
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{
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if( !$g_allocated[$i] )
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{
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$g_allocated[$i] = 1;
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$g_allocatedname[$i] = $regname;
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; AllocateRegister $regname = r$i
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$reg = "r$i";
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&OutputUsedRegisters();
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return;
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}
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}
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; Out of registers allocating $regname!
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$reg = "rERROR_OUT_OF_REGISTERS";
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&OutputUsedRegisters();
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}
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; pass in a reference to a var that contains a register. . ie \$var where var will constain "r1", etc
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sub FreeRegister
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{
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local( *reg ) = shift;
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local( $regname ) = shift;
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; FreeRegister $regname = $reg
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if( $reg =~ m/rERROR_DEALLOCATED/ )
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{
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; $regname already deallocated
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; $reg = "rALREADY_DEALLOCATED";
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&OutputUsedRegisters();
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return;
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}
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; if( $regname ne g_allocatedname[$reg] )
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; {
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; ; Error freeing $reg
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; mov compileerror, freed unallocated register $regname
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; }
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if( ( $reg =~ m/r(.*)/ ) )
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{
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$g_allocated[$1] = 0;
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}
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$reg = "rERROR_DEALLOCATED";
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&OutputUsedRegisters();
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}
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sub CheckUnfreedRegisters()
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{
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local( $i );
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for( $i = 0; $i < $g_NumRegisters; $i++ )
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{
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if( $g_allocated[$i] )
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{
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print "ERROR: r$i allocated to $g_allocatedname[$i] at end of program\n";
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$g_allocated[$i] = 0;
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}
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}
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}
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sub Normalize
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{
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local( $r ) = shift;
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dp3 $r.w, $r, $r
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rsq $r.w, $r.w
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mul $r, $r, $r.w
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}
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sub Cross
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{
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local( $result ) = shift;
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local( $a ) = shift;
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local( $b ) = shift;
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mul $result.xyz, $a.yzx, $b.zxy
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mad $result.xyz, -$b.yzx, $a.zxy, $result
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}
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sub RangeFog
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{
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local( $projPos ) = shift;
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;------------------------------
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; Regular range fog
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;------------------------------
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; oFog.x = 1.0f = no fog
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; oFog.x = 0.0f = full fog
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; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
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; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
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; which can be expressed with a single mad instruction!
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; Compute |projPos|
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local( $tmp );
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&AllocateRegister( \$tmp );
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dp3 $tmp.x, $projPos.xyw, $projPos.xyw
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rsq $tmp.x, $tmp.x
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rcp $tmp.x, $tmp.x
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if( $g_dx9 )
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{
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mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
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min $tmp, $tmp, $cOne
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max oFog, $tmp.x, $cFogMaxDensity
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}
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else
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{
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mad $tmp, -$tmp.x, $cOOFogRange, $cFogEndOverFogRange
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min $tmp, $tmp, $cOne
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max oFog.x, $tmp.x, $cFogMaxDensity
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}
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&FreeRegister( \$tmp );
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}
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sub DepthFog
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{
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local( $projPos ) = shift;
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local( $dest ) = shift;
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if ( $dest eq "" )
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{
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$dest = "oFog";
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}
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;------------------------------
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; Regular range fog
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;------------------------------
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; oFog.x = 1.0f = no fog
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; oFog.x = 0.0f = full fog
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; compute fog factor f = (fog_end - dist)*(1/(fog_end-fog_start))
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; this is == to: (fog_end/(fog_end-fog_start) - dist/(fog_end-fog_start)
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; which can be expressed with a single mad instruction!
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; Compute |projPos|
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local( $tmp );
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&AllocateRegister( \$tmp );
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if( $g_dx9 )
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{
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mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
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min $tmp, $tmp, $cOne
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max $dest, $tmp.x, $cFogMaxDensity
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}
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else
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{
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mad $tmp, -$projPos.w, $cOOFogRange, $cFogEndOverFogRange
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min $tmp, $tmp, $cOne
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max $dest.x, $tmp.x, $cFogMaxDensity
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}
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&FreeRegister( \$tmp );
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}
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sub WaterRangeFog
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{
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; oFog.x = 1.0f = no fog
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; oFog.x = 0.0f = full fog
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; only $worldPos.z is used out of worldPos
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local( $worldPos ) = shift;
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local( $projPos ) = shift;
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local( $tmp );
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&AllocateRegister( \$tmp );
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; This is simple similar triangles. Imagine a line passing from the point directly vertically
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; and another line passing from the point to the eye position.
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; Let d = total distance from point to the eye
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; Let h = vertical distance from the point to the eye
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; Let hw = vertical distance from the point to the water surface
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; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
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; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
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; d = |projPos|, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
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; Now, tmp.x = hw, and tmp.y = h
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add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
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; if $tmp.x < 0, then set it to 0
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; This is the equivalent of moving the vert to the water surface if it's above the water surface
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max $tmp.x, $tmp.x, $cZero
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; Compute 1 / |projPos| = 1/d
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dp3 $tmp.z, $projPos.xyw, $projPos.xyw
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rsq $tmp.z, $tmp.z
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; Now we have h/d
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mul $tmp.z, $tmp.z, $tmp.y
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; Now we have d/h
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rcp $tmp.w, $tmp.z
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; We finally have d * hw / h
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; $tmp.w is now the distance that we see through water.
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mul $tmp.w, $tmp.x, $tmp.w
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if( $g_dx9 )
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{
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mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
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min $tmp, $tmp, $cOne
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max oFog, $tmp.x, $cFogMaxDensity
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}
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else
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{
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mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
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min $tmp, $tmp, $cOne
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max oFog.x, $tmp.x, $cFogMaxDensity
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}
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&FreeRegister( \$tmp );
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}
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sub WaterDepthFog
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{
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; oFog.x = 1.0f = no fog
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; oFog.x = 0.0f = full fog
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; only $worldPos.z is used out of worldPos
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local( $worldPos ) = shift;
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local( $projPos ) = shift;
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local( $dest ) = shift;
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if ( $dest eq "" )
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{
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$dest = "oFog";
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}
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local( $tmp );
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&AllocateRegister( \$tmp );
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; This is simple similar triangles. Imagine a line passing from the point directly vertically
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; and another line passing from the point to the eye position.
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; Let d = total distance from point to the eye
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; Let h = vertical distance from the point to the eye
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; Let hw = vertical distance from the point to the water surface
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; Let dw = distance from the point to a point on the water surface that lies along the ray from point to eye
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; Therefore d/h = dw/hw by similar triangles, or dw = d * hw / h.
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; d = projPos.w, h = eyepos.z - worldPos.z, hw = waterheight.z - worldPos.z, dw = what we solve for
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; Now, tmp.x = hw, and tmp.y = h
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add $tmp.xy, $cEyePosWaterZ.wz, -$worldPos.z
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; if $tmp.x < 0, then set it to 0
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; This is the equivalent of moving the vert to the water surface if it's above the water surface
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max $tmp.x, $tmp.x, $cZero
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; Now we have 1/h
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rcp $tmp.z, $tmp.y
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; Now we have d/h
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mul $tmp.w, $projPos.w, $tmp.z
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; We finally have d * hw / h
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; $tmp.w is now the distance that we see through water.
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mul $tmp.w, $tmp.x, $tmp.w
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if( $g_dx9 )
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{
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mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
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min $tmp, $tmp, $cOne
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max $dest, $tmp.x, $cZero
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}
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else
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{
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mad $tmp, -$tmp.w, $cOOFogRange, $cFogOne
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min $tmp, $tmp, $cOne
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max $dest.x, $tmp.x, $cZero
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}
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&FreeRegister( \$tmp );
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}
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;------------------------------------------------------------------------------
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; Main fogging routine
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;------------------------------------------------------------------------------
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sub CalcFog
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{
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if( !defined $DOWATERFOG )
|
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{
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die "CalcFog called without using \$DOWATERFOG\n";
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}
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my $fogType;
|
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if( $DOWATERFOG == 0 )
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{
|
|
$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;
|
|
}
|