a tiny optimisation to use less registers

This commit is contained in:
rdb 2014-01-11 15:06:22 +00:00
parent 9c27cea403
commit b781547956

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@ -95,6 +95,14 @@ alloc_vreg() {
case 5: _vtregs_used += 1; return (char*)"TEXCOORD5"; case 5: _vtregs_used += 1; return (char*)"TEXCOORD5";
case 6: _vtregs_used += 1; return (char*)"TEXCOORD6"; case 6: _vtregs_used += 1; return (char*)"TEXCOORD6";
case 7: _vtregs_used += 1; return (char*)"TEXCOORD7"; case 7: _vtregs_used += 1; return (char*)"TEXCOORD7";
}
switch (_vcregs_used) {
case 0: _vcregs_used += 1; return (char*)"COLOR0";
case 1: _vcregs_used += 1; return (char*)"COLOR1";
}
// These don't exist in arbvp1, though they're reportedly
// supported by other profiles.
switch (_vtregs_used) {
case 8: _vtregs_used += 1; return (char*)"TEXCOORD8"; case 8: _vtregs_used += 1; return (char*)"TEXCOORD8";
case 9: _vtregs_used += 1; return (char*)"TEXCOORD9"; case 9: _vtregs_used += 1; return (char*)"TEXCOORD9";
case 10: _vtregs_used += 1; return (char*)"TEXCOORD10"; case 10: _vtregs_used += 1; return (char*)"TEXCOORD10";
@ -104,24 +112,6 @@ alloc_vreg() {
case 14: _vtregs_used += 1; return (char*)"TEXCOORD14"; case 14: _vtregs_used += 1; return (char*)"TEXCOORD14";
case 15: _vtregs_used += 1; return (char*)"TEXCOORD15"; case 15: _vtregs_used += 1; return (char*)"TEXCOORD15";
} }
switch (_vcregs_used) {
case 0: _vcregs_used += 1; return (char*)"COLOR0";
case 1: _vcregs_used += 1; return (char*)"COLOR1";
case 2: _vcregs_used += 1; return (char*)"COLOR2";
case 3: _vcregs_used += 1; return (char*)"COLOR3";
case 4: _vcregs_used += 1; return (char*)"COLOR4";
case 5: _vcregs_used += 1; return (char*)"COLOR5";
case 6: _vcregs_used += 1; return (char*)"COLOR6";
case 7: _vcregs_used += 1; return (char*)"COLOR7";
case 8: _vcregs_used += 1; return (char*)"COLOR8";
case 9: _vcregs_used += 1; return (char*)"COLOR9";
case 10: _vcregs_used += 1; return (char*)"COLOR10";
case 11: _vcregs_used += 1; return (char*)"COLOR11";
case 12: _vcregs_used += 1; return (char*)"COLOR12";
case 13: _vcregs_used += 1; return (char*)"COLOR13";
case 14: _vcregs_used += 1; return (char*)"COLOR14";
case 15: _vcregs_used += 1; return (char*)"COLOR15";
}
return (char*)"UNKNOWN"; return (char*)"UNKNOWN";
} }
@ -141,6 +131,14 @@ alloc_freg() {
case 5: _ftregs_used += 1; return (char*)"TEXCOORD5"; case 5: _ftregs_used += 1; return (char*)"TEXCOORD5";
case 6: _ftregs_used += 1; return (char*)"TEXCOORD6"; case 6: _ftregs_used += 1; return (char*)"TEXCOORD6";
case 7: _ftregs_used += 1; return (char*)"TEXCOORD7"; case 7: _ftregs_used += 1; return (char*)"TEXCOORD7";
}
switch (_fcregs_used) {
case 0: _fcregs_used += 1; return (char*)"COLOR0";
case 1: _fcregs_used += 1; return (char*)"COLOR1";
}
// These don't exist in arbvp1/arbfp1, though they're
// reportedly supported by other profiles.
switch (_ftregs_used) {
case 8: _ftregs_used += 1; return (char*)"TEXCOORD8"; case 8: _ftregs_used += 1; return (char*)"TEXCOORD8";
case 9: _ftregs_used += 1; return (char*)"TEXCOORD9"; case 9: _ftregs_used += 1; return (char*)"TEXCOORD9";
case 10: _ftregs_used += 1; return (char*)"TEXCOORD10"; case 10: _ftregs_used += 1; return (char*)"TEXCOORD10";
@ -150,24 +148,6 @@ alloc_freg() {
case 14: _ftregs_used += 1; return (char*)"TEXCOORD14"; case 14: _ftregs_used += 1; return (char*)"TEXCOORD14";
case 15: _ftregs_used += 1; return (char*)"TEXCOORD15"; case 15: _ftregs_used += 1; return (char*)"TEXCOORD15";
} }
switch (_fcregs_used) {
case 0: _fcregs_used += 1; return (char*)"COLOR0";
case 1: _fcregs_used += 1; return (char*)"COLOR1";
case 2: _fcregs_used += 1; return (char*)"COLOR2";
case 3: _fcregs_used += 1; return (char*)"COLOR3";
case 4: _fcregs_used += 1; return (char*)"COLOR4";
case 5: _fcregs_used += 1; return (char*)"COLOR5";
case 6: _fcregs_used += 1; return (char*)"COLOR6";
case 7: _fcregs_used += 1; return (char*)"COLOR7";
case 8: _fcregs_used += 1; return (char*)"COLOR8";
case 9: _fcregs_used += 1; return (char*)"COLOR9";
case 10: _fcregs_used += 1; return (char*)"COLOR10";
case 11: _fcregs_used += 1; return (char*)"COLOR11";
case 12: _fcregs_used += 1; return (char*)"COLOR12";
case 13: _fcregs_used += 1; return (char*)"COLOR13";
case 14: _fcregs_used += 1; return (char*)"COLOR14";
case 15: _fcregs_used += 1; return (char*)"COLOR15";
}
return (char*)"UNKNOWN"; return (char*)"UNKNOWN";
} }
@ -230,7 +210,7 @@ analyze_renderstate(const RenderState *rs) {
_out_aux_normal = (outputs & AuxBitplaneAttrib::ABO_aux_normal) ? true:false; _out_aux_normal = (outputs & AuxBitplaneAttrib::ABO_aux_normal) ? true:false;
_out_aux_glow = (outputs & AuxBitplaneAttrib::ABO_aux_glow) ? true:false; _out_aux_glow = (outputs & AuxBitplaneAttrib::ABO_aux_glow) ? true:false;
_out_aux_any = (_out_aux_normal || _out_aux_glow); _out_aux_any = (_out_aux_normal || _out_aux_glow);
if (_out_aux_normal) { if (_out_aux_normal) {
_need_eye_normal = true; _need_eye_normal = true;
} }
@ -285,7 +265,7 @@ analyze_renderstate(const RenderState *rs) {
// See if there is a normal map, height map, gloss map, or glow map. // See if there is a normal map, height map, gloss map, or glow map.
// Also check if anything has TexGen. // Also check if anything has TexGen.
const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot())); const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, rs->get_attrib_def(TexGenAttrib::get_class_slot()));
for (int i=0; i<_num_textures; i++) { for (int i=0; i<_num_textures; i++) {
TextureStage *stage = texture->get_on_stage(i); TextureStage *stage = texture->get_on_stage(i);
@ -336,7 +316,6 @@ analyze_renderstate(const RenderState *rs) {
if (la->get_num_on_lights() > 0) { if (la->get_num_on_lights() > 0) {
_lighting = true; _lighting = true;
_need_eye_position = true;
_need_eye_normal = true; _need_eye_normal = true;
} }
@ -390,6 +369,13 @@ analyze_renderstate(const RenderState *rs) {
} else if (_map_index_gloss >= 0) { } else if (_map_index_gloss >= 0) {
_have_specular = true; _have_specular = true;
} }
if (_plights.size() + _slights.size() > 0) {
_need_eye_position = true;
} else if (_have_specular && _material->get_local()) {
_need_eye_position = true;
}
} }
// Decide whether to separate ambient and diffuse calculations. // Decide whether to separate ambient and diffuse calculations.
@ -521,34 +507,34 @@ CPT(RenderAttrib) ShaderGenerator::
create_shader_attrib(const string &txt) { create_shader_attrib(const string &txt) {
PT(Shader) shader = Shader::make(txt); PT(Shader) shader = Shader::make(txt);
CPT(RenderAttrib) shattr = ShaderAttrib::make(); CPT(RenderAttrib) shattr = ShaderAttrib::make();
shattr=DCAST(ShaderAttrib, shattr)->set_shader(shader); shattr = DCAST(ShaderAttrib, shattr)->set_shader(shader);
if (_lighting) { if (_lighting) {
for (int i=0; i<(int)_alights.size(); i++) { for (int i=0; i < (int)_alights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]); shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]);
} }
for (int i=0; i<(int)_dlights.size(); i++) { for (int i=0; i < (int)_dlights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]); shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]);
if (_shadows && _dlights[i]->_shadow_caster) { if (_shadows && _dlights[i]->_shadow_caster) {
PT(Texture) tex = update_shadow_buffer(_dlights_np[i]); PT(Texture) tex = update_shadow_buffer(_dlights_np[i]);
if (tex == NULL) { if (tex == NULL) {
pgraph_cat.error() << "Failed to create shadow buffer for DirectionalLight '" << _dlights[i]->get_name() << "'!\n"; pgraph_cat.error() << "Failed to create shadow buffer for DirectionalLight '" << _dlights[i]->get_name() << "'!\n";
} }
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlighttex", i), tex); shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlighttex", i), tex);
} else { } else {
_dlights[i]->clear_shadow_buffers(); _dlights[i]->clear_shadow_buffers();
} }
} }
for (int i=0; i<(int)_plights.size(); i++) { for (int i=0; i < (int)_plights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]); shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
} }
for (int i=0; i<(int)_slights.size(); i++) { for (int i=0; i < (int)_slights.size(); i++) {
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]); shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
if (_shadows && _slights[i]->_shadow_caster) { if (_shadows && _slights[i]->_shadow_caster) {
PT(Texture) tex = update_shadow_buffer(_slights_np[i]); PT(Texture) tex = update_shadow_buffer(_slights_np[i]);
if (tex == NULL) { if (tex == NULL) {
pgraph_cat.error() << "Failed to create shadow buffer for Spotlight '" << _slights[i]->get_name() << "'!\n"; pgraph_cat.error() << "Failed to create shadow buffer for Spotlight '" << _slights[i]->get_name() << "'!\n";
} }
shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slighttex", i), tex); shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slighttex", i), tex);
} else { } else {
_slights[i]->clear_shadow_buffers(); _slights[i]->clear_shadow_buffers();
} }
@ -574,7 +560,7 @@ update_shadow_buffer(NodePath light_np) {
if (light == NULL || !light->_shadow_caster) { if (light == NULL || !light->_shadow_caster) {
return NULL; return NULL;
} }
// See if we already have a buffer. If not, create one. // See if we already have a buffer. If not, create one.
PT(Texture) tex; PT(Texture) tex;
if (light->_sbuffers.count(_gsg) == 0) { if (light->_sbuffers.count(_gsg) == 0) {
@ -634,7 +620,6 @@ synthesize_shader(const RenderState *rs) {
// These variables will hold the results of register allocation. // These variables will hold the results of register allocation.
char *normal_vreg = 0;
char *ntangent_vreg = 0; char *ntangent_vreg = 0;
char *ntangent_freg = 0; char *ntangent_freg = 0;
char *nbinormal_vreg = 0; char *nbinormal_vreg = 0;
@ -652,6 +637,7 @@ synthesize_shader(const RenderState *rs) {
char *hpos_freg = 0; char *hpos_freg = 0;
if (_vertex_colors) { if (_vertex_colors) {
// Reserve COLOR0
_vcregs_used = 1; _vcregs_used = 1;
_fcregs_used = 1; _fcregs_used = 1;
} }
@ -676,8 +662,8 @@ synthesize_shader(const RenderState *rs) {
text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n"; text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
} }
if (_vertex_colors) { if (_vertex_colors) {
text << "\t in float4 vtx_color : COLOR,\n"; text << "\t in float4 vtx_color : COLOR0,\n";
text << "\t out float4 l_color : COLOR,\n"; text << "\t out float4 l_color : COLOR0,\n";
} }
if (_need_world_position || _need_world_normal) { if (_need_world_position || _need_world_normal) {
text << "\t uniform float4x4 trans_model_to_world,\n"; text << "\t uniform float4x4 trans_model_to_world,\n";
@ -701,8 +687,7 @@ synthesize_shader(const RenderState *rs) {
text << "\t out float4 l_eye_normal : " << eye_normal_freg << ",\n"; text << "\t out float4 l_eye_normal : " << eye_normal_freg << ",\n";
} }
if (_map_index_height >= 0 || _need_world_normal || _need_eye_normal) { if (_map_index_height >= 0 || _need_world_normal || _need_eye_normal) {
normal_vreg = alloc_vreg(); text << "\t in float4 vtx_normal : NORMAL,\n";
text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
} }
if (_map_index_height >= 0) { if (_map_index_height >= 0) {
htangent_vreg = alloc_vreg(); htangent_vreg = alloc_vreg();
@ -722,6 +707,7 @@ synthesize_shader(const RenderState *rs) {
if (_map_index_normal != _map_index_height) { if (_map_index_normal != _map_index_height) {
ntangent_vreg = alloc_vreg(); ntangent_vreg = alloc_vreg();
nbinormal_vreg = alloc_vreg(); nbinormal_vreg = alloc_vreg();
// NB. If we used TANGENT and BINORMAL, Cg would have them overlap with TEXCOORD6-7.
text << "\t in float4 vtx_tangent" << _map_index_normal << " : " << ntangent_vreg << ",\n"; text << "\t in float4 vtx_tangent" << _map_index_normal << " : " << ntangent_vreg << ",\n";
text << "\t in float4 vtx_binormal" << _map_index_normal << " : " << nbinormal_vreg << ",\n"; text << "\t in float4 vtx_binormal" << _map_index_normal << " : " << nbinormal_vreg << ",\n";
} }
@ -731,7 +717,7 @@ synthesize_shader(const RenderState *rs) {
text << "\t out float4 l_binormal : " << nbinormal_freg << ",\n"; text << "\t out float4 l_binormal : " << nbinormal_freg << ",\n";
} }
if (_shadows && _auto_shadow_on) { if (_shadows && _auto_shadow_on) {
for (int i=0; i<(int)_dlights.size(); i++) { for (int i=0; i < (int)_dlights.size(); i++) {
if (_dlights[i]->_shadow_caster) { if (_dlights[i]->_shadow_caster) {
dlightcoord_freg.push_back(alloc_freg()); dlightcoord_freg.push_back(alloc_freg());
text << "\t uniform float4x4 trans_model_to_clip_of_dlight" << i << ",\n"; text << "\t uniform float4x4 trans_model_to_clip_of_dlight" << i << ",\n";
@ -740,7 +726,7 @@ synthesize_shader(const RenderState *rs) {
dlightcoord_freg.push_back(NULL); dlightcoord_freg.push_back(NULL);
} }
} }
for (int i=0; i<(int)_slights.size(); i++) { for (int i=0; i < (int)_slights.size(); i++) {
if (_slights[i]->_shadow_caster) { if (_slights[i]->_shadow_caster) {
slightcoord_freg.push_back(alloc_freg()); slightcoord_freg.push_back(alloc_freg());
text << "\t uniform float4x4 trans_model_to_clip_of_slight" << i << ",\n"; text << "\t uniform float4x4 trans_model_to_clip_of_slight" << i << ",\n";
@ -793,12 +779,12 @@ synthesize_shader(const RenderState *rs) {
} }
if (_shadows && _auto_shadow_on) { if (_shadows && _auto_shadow_on) {
text << "\t float4x4 biasmat = {0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f};\n"; text << "\t float4x4 biasmat = {0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f};\n";
for (int i=0; i<(int)_dlights.size(); i++) { for (int i=0; i < (int)_dlights.size(); i++) {
if (_dlights[i]->_shadow_caster) { if (_dlights[i]->_shadow_caster) {
text << "\t l_dlightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_dlight" << i << ", vtx_position));\n"; text << "\t l_dlightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_dlight" << i << ", vtx_position));\n";
} }
} }
for (int i=0; i<(int)_slights.size(); i++) { for (int i=0; i < (int)_slights.size(); i++) {
if (_slights[i]->_shadow_caster) { if (_slights[i]->_shadow_caster) {
text << "\t l_slightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_slight" << i << ", vtx_position));\n"; text << "\t l_slightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_slight" << i << ", vtx_position));\n";
} }
@ -827,7 +813,7 @@ synthesize_shader(const RenderState *rs) {
if (_need_world_normal) { if (_need_world_normal) {
text << "\t in float4 l_world_normal : " << world_normal_freg << ",\n"; text << "\t in float4 l_world_normal : " << world_normal_freg << ",\n";
} }
if (_need_eye_position) { if (_need_eye_position) {
text << "\t in float4 l_eye_position : " << eye_position_freg << ",\n"; text << "\t in float4 l_eye_position : " << eye_position_freg << ",\n";
} }
if (_need_eye_normal) { if (_need_eye_normal) {
@ -851,10 +837,10 @@ synthesize_shader(const RenderState *rs) {
text << "\t in float3 l_binormal : " << nbinormal_freg << ",\n"; text << "\t in float3 l_binormal : " << nbinormal_freg << ",\n";
} }
if (_lighting) { if (_lighting) {
for (int i=0; i<(int)_alights.size(); i++) { for (int i=0; i < (int)_alights.size(); i++) {
text << "\t uniform float4 alight_alight" << i << ",\n"; text << "\t uniform float4 alight_alight" << i << ",\n";
} }
for (int i=0; i<(int)_dlights.size(); i++) { for (int i=0; i < (int)_dlights.size(); i++) {
text << "\t uniform float4x4 dlight_dlight" << i << "_rel_view,\n"; text << "\t uniform float4x4 dlight_dlight" << i << "_rel_view,\n";
if (_shadows && _dlights[i]->_shadow_caster && _auto_shadow_on) { if (_shadows && _dlights[i]->_shadow_caster && _auto_shadow_on) {
if (_use_shadow_filter) { if (_use_shadow_filter) {
@ -865,10 +851,10 @@ synthesize_shader(const RenderState *rs) {
text << "\t in float4 l_dlightcoord" << i << " : " << dlightcoord_freg[i] << ",\n"; text << "\t in float4 l_dlightcoord" << i << " : " << dlightcoord_freg[i] << ",\n";
} }
} }
for (int i=0; i<(int)_plights.size(); i++) { for (int i=0; i < (int)_plights.size(); i++) {
text << "\t uniform float4x4 plight_plight" << i << "_rel_view,\n"; text << "\t uniform float4x4 plight_plight" << i << "_rel_view,\n";
} }
for (int i=0; i<(int)_slights.size(); i++) { for (int i=0; i < (int)_slights.size(); i++) {
text << "\t uniform float4x4 slight_slight" << i << "_rel_view,\n"; text << "\t uniform float4x4 slight_slight" << i << "_rel_view,\n";
text << "\t uniform float4 satten_slight" << i << ",\n"; text << "\t uniform float4 satten_slight" << i << ",\n";
if (_shadows && _slights[i]->_shadow_caster && _auto_shadow_on) { if (_shadows && _slights[i]->_shadow_caster && _auto_shadow_on) {
@ -899,7 +885,7 @@ synthesize_shader(const RenderState *rs) {
} }
text << "\t out float4 o_color : COLOR0,\n"; text << "\t out float4 o_color : COLOR0,\n";
if (_vertex_colors) { if (_vertex_colors) {
text << "\t in float4 l_color : COLOR,\n"; text << "\t in float4 l_color : COLOR0,\n";
} else { } else {
text << "\t uniform float4 attr_color,\n"; text << "\t uniform float4 attr_color,\n";
} }
@ -917,7 +903,7 @@ synthesize_shader(const RenderState *rs) {
} }
text << "\t float4 result;\n"; text << "\t float4 result;\n";
if (_out_aux_any) { if (_out_aux_any) {
text << "\t o_aux = float4(0,0,0,0);\n"; text << "\t o_aux = float4(0, 0, 0, 0);\n";
} }
// Now generate any texture coordinates according to TexGenAttrib. If it has a TexMatrixAttrib, also transform them. // Now generate any texture coordinates according to TexGenAttrib. If it has a TexMatrixAttrib, also transform them.
for (int i=0; i<_num_textures; i++) { for (int i=0; i<_num_textures; i++) {
@ -959,11 +945,11 @@ synthesize_shader(const RenderState *rs) {
case Texture::TT_2d_texture_array: case Texture::TT_2d_texture_array:
text << "xyz"; text << "xyz";
break; break;
case Texture::TT_2d_texture: case Texture::TT_2d_texture:
text << "xy"; text << "xy";
break; break;
case Texture::TT_1d_texture: case Texture::TT_1d_texture:
text << "x"; text << "x";
break; break;
default: default:
break; break;
@ -1058,7 +1044,7 @@ synthesize_shader(const RenderState *rs) {
text << "\t float shininess = 50; // no shininess specified, using default\n"; text << "\t float shininess = 50; // no shininess specified, using default\n";
} }
} }
for (int i=0; i<(int)_alights.size(); i++) { for (int i=0; i < (int)_alights.size(); i++) {
text << "\t // Ambient Light " << i << "\n"; text << "\t // Ambient Light " << i << "\n";
text << "\t lcolor = alight_alight" << i << ";\n"; text << "\t lcolor = alight_alight" << i << ";\n";
if (_separate_ambient_diffuse && _have_ambient) { if (_separate_ambient_diffuse && _have_ambient) {
@ -1067,7 +1053,7 @@ synthesize_shader(const RenderState *rs) {
text << "\t tot_diffuse += lcolor;\n"; text << "\t tot_diffuse += lcolor;\n";
} }
} }
for (int i=0; i<(int)_dlights.size(); i++) { for (int i=0; i < (int)_dlights.size(); i++) {
text << "\t // Directional Light " << i << "\n"; text << "\t // Directional Light " << i << "\n";
text << "\t lcolor = dlight_dlight" << i << "_rel_view[0];\n"; text << "\t lcolor = dlight_dlight" << i << "_rel_view[0];\n";
text << "\t lspec = dlight_dlight" << i << "_rel_view[1];\n"; text << "\t lspec = dlight_dlight" << i << "_rel_view[1];\n";
@ -1095,7 +1081,7 @@ synthesize_shader(const RenderState *rs) {
text << "\t tot_specular += lspec;\n"; text << "\t tot_specular += lspec;\n";
} }
} }
for (int i=0; i<(int)_plights.size(); i++) { for (int i=0; i < (int)_plights.size(); i++) {
text << "\t // Point Light " << i << "\n"; text << "\t // Point Light " << i << "\n";
text << "\t lcolor = plight_plight" << i << "_rel_view[0];\n"; text << "\t lcolor = plight_plight" << i << "_rel_view[0];\n";
text << "\t lspec = plight_plight" << i << "_rel_view[1];\n"; text << "\t lspec = plight_plight" << i << "_rel_view[1];\n";
@ -1113,14 +1099,14 @@ synthesize_shader(const RenderState *rs) {
if (_material->get_local()) { if (_material->get_local()) {
text << "\t lhalf = normalize(lvec - normalize(l_eye_position));\n"; text << "\t lhalf = normalize(lvec - normalize(l_eye_position));\n";
} else { } else {
text << "\t lhalf = normalize(lvec - float4(0,1,0,0));\n"; text << "\t lhalf = normalize(lvec - float4(0, 1, 0, 0));\n";
} }
text << "\t lspec *= lattenv;\n"; text << "\t lspec *= lattenv;\n";
text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf.xyz)), shininess);\n"; text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf.xyz)), shininess);\n";
text << "\t tot_specular += lspec;\n"; text << "\t tot_specular += lspec;\n";
} }
} }
for (int i=0; i<(int)_slights.size(); i++) { for (int i=0; i < (int)_slights.size(); i++) {
text << "\t // Spot Light " << i << "\n"; text << "\t // Spot Light " << i << "\n";
text << "\t lcolor = slight_slight" << i << "_rel_view[0];\n"; text << "\t lcolor = slight_slight" << i << "_rel_view[0];\n";
text << "\t lspec = slight_slight" << i << "_rel_view[1];\n"; text << "\t lspec = slight_slight" << i << "_rel_view[1];\n";
@ -1431,7 +1417,7 @@ synthesize_shader(const RenderState *rs) {
case Fog::M_linear: case Fog::M_linear:
text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate((attr_fog.z - l_hpos.z) * attr_fog.w));\n"; text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate((attr_fog.z - l_hpos.z) * attr_fog.w));\n";
break; break;
case Fog::M_exponential: case Fog::M_exponential: // 1.442695f = 1 / log(2)
text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * l_hpos.z * -1.442695f)));\n"; text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * l_hpos.z * -1.442695f)));\n";
break; break;
case Fog::M_exponential_squared: case Fog::M_exponential_squared:
@ -1454,10 +1440,10 @@ synthesize_shader(const RenderState *rs) {
// Insert the shader into the shader attrib. // Insert the shader into the shader attrib.
CPT(RenderAttrib) shattr = create_shader_attrib(text.str()); CPT(RenderAttrib) shattr = create_shader_attrib(text.str());
if (_subsume_alpha_test) { if (_subsume_alpha_test) {
shattr=DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_subsume_alpha_test, true); shattr = DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_subsume_alpha_test, true);
} }
if (_disable_alpha_write) { if (_disable_alpha_write) {
shattr=DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_disable_alpha_write, true); shattr = DCAST(ShaderAttrib, shattr)->set_flag(ShaderAttrib::F_disable_alpha_write, true);
} }
clear_analysis(); clear_analysis();
reset_register_allocator(); reset_register_allocator();