mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
a tiny optimisation to use less registers
This commit is contained in:
parent
9c27cea403
commit
b781547956
@ -95,6 +95,14 @@ alloc_vreg() {
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case 5: _vtregs_used += 1; return (char*)"TEXCOORD5";
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case 6: _vtregs_used += 1; return (char*)"TEXCOORD6";
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case 7: _vtregs_used += 1; return (char*)"TEXCOORD7";
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}
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switch (_vcregs_used) {
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case 0: _vcregs_used += 1; return (char*)"COLOR0";
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case 1: _vcregs_used += 1; return (char*)"COLOR1";
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}
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// These don't exist in arbvp1, though they're reportedly
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// supported by other profiles.
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switch (_vtregs_used) {
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case 8: _vtregs_used += 1; return (char*)"TEXCOORD8";
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case 9: _vtregs_used += 1; return (char*)"TEXCOORD9";
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case 10: _vtregs_used += 1; return (char*)"TEXCOORD10";
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@ -104,24 +112,6 @@ alloc_vreg() {
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case 14: _vtregs_used += 1; return (char*)"TEXCOORD14";
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case 15: _vtregs_used += 1; return (char*)"TEXCOORD15";
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}
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switch (_vcregs_used) {
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case 0: _vcregs_used += 1; return (char*)"COLOR0";
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case 1: _vcregs_used += 1; return (char*)"COLOR1";
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case 2: _vcregs_used += 1; return (char*)"COLOR2";
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case 3: _vcregs_used += 1; return (char*)"COLOR3";
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case 4: _vcregs_used += 1; return (char*)"COLOR4";
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case 5: _vcregs_used += 1; return (char*)"COLOR5";
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case 6: _vcregs_used += 1; return (char*)"COLOR6";
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case 7: _vcregs_used += 1; return (char*)"COLOR7";
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case 8: _vcregs_used += 1; return (char*)"COLOR8";
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case 9: _vcregs_used += 1; return (char*)"COLOR9";
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case 10: _vcregs_used += 1; return (char*)"COLOR10";
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case 11: _vcregs_used += 1; return (char*)"COLOR11";
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case 12: _vcregs_used += 1; return (char*)"COLOR12";
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case 13: _vcregs_used += 1; return (char*)"COLOR13";
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case 14: _vcregs_used += 1; return (char*)"COLOR14";
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case 15: _vcregs_used += 1; return (char*)"COLOR15";
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}
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return (char*)"UNKNOWN";
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}
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@ -141,6 +131,14 @@ alloc_freg() {
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case 5: _ftregs_used += 1; return (char*)"TEXCOORD5";
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case 6: _ftregs_used += 1; return (char*)"TEXCOORD6";
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case 7: _ftregs_used += 1; return (char*)"TEXCOORD7";
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}
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switch (_fcregs_used) {
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case 0: _fcregs_used += 1; return (char*)"COLOR0";
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case 1: _fcregs_used += 1; return (char*)"COLOR1";
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}
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// These don't exist in arbvp1/arbfp1, though they're
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// reportedly supported by other profiles.
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switch (_ftregs_used) {
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case 8: _ftregs_used += 1; return (char*)"TEXCOORD8";
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case 9: _ftregs_used += 1; return (char*)"TEXCOORD9";
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case 10: _ftregs_used += 1; return (char*)"TEXCOORD10";
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@ -150,24 +148,6 @@ alloc_freg() {
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case 14: _ftregs_used += 1; return (char*)"TEXCOORD14";
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case 15: _ftregs_used += 1; return (char*)"TEXCOORD15";
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}
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switch (_fcregs_used) {
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case 0: _fcregs_used += 1; return (char*)"COLOR0";
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case 1: _fcregs_used += 1; return (char*)"COLOR1";
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case 2: _fcregs_used += 1; return (char*)"COLOR2";
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case 3: _fcregs_used += 1; return (char*)"COLOR3";
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case 4: _fcregs_used += 1; return (char*)"COLOR4";
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case 5: _fcregs_used += 1; return (char*)"COLOR5";
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case 6: _fcregs_used += 1; return (char*)"COLOR6";
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case 7: _fcregs_used += 1; return (char*)"COLOR7";
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case 8: _fcregs_used += 1; return (char*)"COLOR8";
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case 9: _fcregs_used += 1; return (char*)"COLOR9";
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case 10: _fcregs_used += 1; return (char*)"COLOR10";
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case 11: _fcregs_used += 1; return (char*)"COLOR11";
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case 12: _fcregs_used += 1; return (char*)"COLOR12";
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case 13: _fcregs_used += 1; return (char*)"COLOR13";
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case 14: _fcregs_used += 1; return (char*)"COLOR14";
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case 15: _fcregs_used += 1; return (char*)"COLOR15";
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}
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return (char*)"UNKNOWN";
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}
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@ -336,7 +316,6 @@ analyze_renderstate(const RenderState *rs) {
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if (la->get_num_on_lights() > 0) {
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_lighting = true;
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_need_eye_position = true;
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_need_eye_normal = true;
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}
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@ -390,6 +369,13 @@ analyze_renderstate(const RenderState *rs) {
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} else if (_map_index_gloss >= 0) {
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_have_specular = true;
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}
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if (_plights.size() + _slights.size() > 0) {
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_need_eye_position = true;
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} else if (_have_specular && _material->get_local()) {
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_need_eye_position = true;
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}
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}
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// Decide whether to separate ambient and diffuse calculations.
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@ -521,34 +507,34 @@ CPT(RenderAttrib) ShaderGenerator::
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create_shader_attrib(const string &txt) {
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PT(Shader) shader = Shader::make(txt);
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CPT(RenderAttrib) shattr = ShaderAttrib::make();
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shattr=DCAST(ShaderAttrib, shattr)->set_shader(shader);
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shattr = DCAST(ShaderAttrib, shattr)->set_shader(shader);
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if (_lighting) {
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for (int i=0; i<(int)_alights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]);
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for (int i=0; i < (int)_alights.size(); i++) {
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shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("alight", i), _alights_np[i]);
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}
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for (int i=0; i<(int)_dlights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]);
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for (int i=0; i < (int)_dlights.size(); i++) {
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shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlight", i), _dlights_np[i]);
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if (_shadows && _dlights[i]->_shadow_caster) {
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PT(Texture) tex = update_shadow_buffer(_dlights_np[i]);
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if (tex == NULL) {
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pgraph_cat.error() << "Failed to create shadow buffer for DirectionalLight '" << _dlights[i]->get_name() << "'!\n";
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}
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlighttex", i), tex);
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shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("dlighttex", i), tex);
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} else {
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_dlights[i]->clear_shadow_buffers();
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}
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}
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for (int i=0; i<(int)_plights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
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for (int i=0; i < (int)_plights.size(); i++) {
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shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("plight", i), _plights_np[i]);
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}
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for (int i=0; i<(int)_slights.size(); i++) {
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
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for (int i=0; i < (int)_slights.size(); i++) {
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shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slight", i), _slights_np[i]);
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if (_shadows && _slights[i]->_shadow_caster) {
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PT(Texture) tex = update_shadow_buffer(_slights_np[i]);
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if (tex == NULL) {
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pgraph_cat.error() << "Failed to create shadow buffer for Spotlight '" << _slights[i]->get_name() << "'!\n";
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}
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shattr=DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slighttex", i), tex);
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shattr = DCAST(ShaderAttrib, shattr)->set_shader_input(InternalName::make("slighttex", i), tex);
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} else {
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_slights[i]->clear_shadow_buffers();
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}
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@ -634,7 +620,6 @@ synthesize_shader(const RenderState *rs) {
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// These variables will hold the results of register allocation.
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char *normal_vreg = 0;
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char *ntangent_vreg = 0;
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char *ntangent_freg = 0;
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char *nbinormal_vreg = 0;
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@ -652,6 +637,7 @@ synthesize_shader(const RenderState *rs) {
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char *hpos_freg = 0;
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if (_vertex_colors) {
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// Reserve COLOR0
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_vcregs_used = 1;
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_fcregs_used = 1;
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}
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@ -676,8 +662,8 @@ synthesize_shader(const RenderState *rs) {
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text << "\t out float4 l_texcoord" << i << " : " << texcoord_freg[i] << ",\n";
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}
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if (_vertex_colors) {
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text << "\t in float4 vtx_color : COLOR,\n";
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text << "\t out float4 l_color : COLOR,\n";
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text << "\t in float4 vtx_color : COLOR0,\n";
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text << "\t out float4 l_color : COLOR0,\n";
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}
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if (_need_world_position || _need_world_normal) {
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text << "\t uniform float4x4 trans_model_to_world,\n";
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@ -701,8 +687,7 @@ synthesize_shader(const RenderState *rs) {
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text << "\t out float4 l_eye_normal : " << eye_normal_freg << ",\n";
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}
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if (_map_index_height >= 0 || _need_world_normal || _need_eye_normal) {
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normal_vreg = alloc_vreg();
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text << "\t in float4 vtx_normal : " << normal_vreg << ",\n";
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text << "\t in float4 vtx_normal : NORMAL,\n";
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}
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if (_map_index_height >= 0) {
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htangent_vreg = alloc_vreg();
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@ -722,6 +707,7 @@ synthesize_shader(const RenderState *rs) {
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if (_map_index_normal != _map_index_height) {
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ntangent_vreg = alloc_vreg();
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nbinormal_vreg = alloc_vreg();
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// NB. If we used TANGENT and BINORMAL, Cg would have them overlap with TEXCOORD6-7.
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text << "\t in float4 vtx_tangent" << _map_index_normal << " : " << ntangent_vreg << ",\n";
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text << "\t in float4 vtx_binormal" << _map_index_normal << " : " << nbinormal_vreg << ",\n";
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}
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@ -731,7 +717,7 @@ synthesize_shader(const RenderState *rs) {
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text << "\t out float4 l_binormal : " << nbinormal_freg << ",\n";
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}
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if (_shadows && _auto_shadow_on) {
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for (int i=0; i<(int)_dlights.size(); i++) {
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for (int i=0; i < (int)_dlights.size(); i++) {
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if (_dlights[i]->_shadow_caster) {
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dlightcoord_freg.push_back(alloc_freg());
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text << "\t uniform float4x4 trans_model_to_clip_of_dlight" << i << ",\n";
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@ -740,7 +726,7 @@ synthesize_shader(const RenderState *rs) {
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dlightcoord_freg.push_back(NULL);
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}
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}
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for (int i=0; i<(int)_slights.size(); i++) {
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for (int i=0; i < (int)_slights.size(); i++) {
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if (_slights[i]->_shadow_caster) {
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slightcoord_freg.push_back(alloc_freg());
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text << "\t uniform float4x4 trans_model_to_clip_of_slight" << i << ",\n";
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@ -793,12 +779,12 @@ synthesize_shader(const RenderState *rs) {
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}
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if (_shadows && _auto_shadow_on) {
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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";
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for (int i=0; i<(int)_dlights.size(); i++) {
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for (int i=0; i < (int)_dlights.size(); i++) {
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if (_dlights[i]->_shadow_caster) {
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text << "\t l_dlightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_dlight" << i << ", vtx_position));\n";
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}
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}
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for (int i=0; i<(int)_slights.size(); i++) {
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for (int i=0; i < (int)_slights.size(); i++) {
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if (_slights[i]->_shadow_caster) {
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text << "\t l_slightcoord" << i << " = mul(biasmat, mul(trans_model_to_clip_of_slight" << i << ", vtx_position));\n";
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}
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@ -851,10 +837,10 @@ synthesize_shader(const RenderState *rs) {
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text << "\t in float3 l_binormal : " << nbinormal_freg << ",\n";
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}
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if (_lighting) {
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for (int i=0; i<(int)_alights.size(); i++) {
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for (int i=0; i < (int)_alights.size(); i++) {
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text << "\t uniform float4 alight_alight" << i << ",\n";
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}
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for (int i=0; i<(int)_dlights.size(); i++) {
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for (int i=0; i < (int)_dlights.size(); i++) {
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text << "\t uniform float4x4 dlight_dlight" << i << "_rel_view,\n";
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if (_shadows && _dlights[i]->_shadow_caster && _auto_shadow_on) {
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if (_use_shadow_filter) {
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@ -865,10 +851,10 @@ synthesize_shader(const RenderState *rs) {
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text << "\t in float4 l_dlightcoord" << i << " : " << dlightcoord_freg[i] << ",\n";
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}
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}
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for (int i=0; i<(int)_plights.size(); i++) {
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for (int i=0; i < (int)_plights.size(); i++) {
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text << "\t uniform float4x4 plight_plight" << i << "_rel_view,\n";
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}
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for (int i=0; i<(int)_slights.size(); i++) {
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for (int i=0; i < (int)_slights.size(); i++) {
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text << "\t uniform float4x4 slight_slight" << i << "_rel_view,\n";
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text << "\t uniform float4 satten_slight" << i << ",\n";
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if (_shadows && _slights[i]->_shadow_caster && _auto_shadow_on) {
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@ -899,7 +885,7 @@ synthesize_shader(const RenderState *rs) {
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}
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text << "\t out float4 o_color : COLOR0,\n";
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if (_vertex_colors) {
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text << "\t in float4 l_color : COLOR,\n";
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text << "\t in float4 l_color : COLOR0,\n";
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} else {
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text << "\t uniform float4 attr_color,\n";
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}
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@ -917,7 +903,7 @@ synthesize_shader(const RenderState *rs) {
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}
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text << "\t float4 result;\n";
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if (_out_aux_any) {
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text << "\t o_aux = float4(0,0,0,0);\n";
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text << "\t o_aux = float4(0, 0, 0, 0);\n";
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}
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// Now generate any texture coordinates according to TexGenAttrib. If it has a TexMatrixAttrib, also transform them.
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for (int i=0; i<_num_textures; i++) {
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@ -1058,7 +1044,7 @@ synthesize_shader(const RenderState *rs) {
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text << "\t float shininess = 50; // no shininess specified, using default\n";
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}
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}
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for (int i=0; i<(int)_alights.size(); i++) {
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for (int i=0; i < (int)_alights.size(); i++) {
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text << "\t // Ambient Light " << i << "\n";
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text << "\t lcolor = alight_alight" << i << ";\n";
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if (_separate_ambient_diffuse && _have_ambient) {
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@ -1067,7 +1053,7 @@ synthesize_shader(const RenderState *rs) {
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text << "\t tot_diffuse += lcolor;\n";
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}
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}
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for (int i=0; i<(int)_dlights.size(); i++) {
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for (int i=0; i < (int)_dlights.size(); i++) {
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text << "\t // Directional Light " << i << "\n";
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text << "\t lcolor = dlight_dlight" << i << "_rel_view[0];\n";
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text << "\t lspec = dlight_dlight" << i << "_rel_view[1];\n";
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@ -1095,7 +1081,7 @@ synthesize_shader(const RenderState *rs) {
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text << "\t tot_specular += lspec;\n";
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}
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}
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for (int i=0; i<(int)_plights.size(); i++) {
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for (int i=0; i < (int)_plights.size(); i++) {
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text << "\t // Point Light " << i << "\n";
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text << "\t lcolor = plight_plight" << i << "_rel_view[0];\n";
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text << "\t lspec = plight_plight" << i << "_rel_view[1];\n";
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@ -1113,14 +1099,14 @@ synthesize_shader(const RenderState *rs) {
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if (_material->get_local()) {
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text << "\t lhalf = normalize(lvec - normalize(l_eye_position));\n";
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} else {
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text << "\t lhalf = normalize(lvec - float4(0,1,0,0));\n";
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text << "\t lhalf = normalize(lvec - float4(0, 1, 0, 0));\n";
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}
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text << "\t lspec *= lattenv;\n";
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text << "\t lspec *= pow(saturate(dot(l_eye_normal.xyz, lhalf.xyz)), shininess);\n";
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text << "\t tot_specular += lspec;\n";
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}
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}
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for (int i=0; i<(int)_slights.size(); i++) {
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for (int i=0; i < (int)_slights.size(); i++) {
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text << "\t // Spot Light " << i << "\n";
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text << "\t lcolor = slight_slight" << i << "_rel_view[0];\n";
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text << "\t lspec = slight_slight" << i << "_rel_view[1];\n";
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@ -1431,7 +1417,7 @@ synthesize_shader(const RenderState *rs) {
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case Fog::M_linear:
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text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate((attr_fog.z - l_hpos.z) * attr_fog.w));\n";
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break;
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case Fog::M_exponential:
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case Fog::M_exponential: // 1.442695f = 1 / log(2)
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text << "\t result.rgb = lerp(attr_fogcolor.rgb, result.rgb, saturate(exp2(attr_fog.x * l_hpos.z * -1.442695f)));\n";
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break;
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case Fog::M_exponential_squared:
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@ -1454,10 +1440,10 @@ synthesize_shader(const RenderState *rs) {
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// Insert the shader into the shader attrib.
|
||||
CPT(RenderAttrib) shattr = create_shader_attrib(text.str());
|
||||
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) {
|
||||
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();
|
||||
reset_register_allocator();
|
||||
|
Loading…
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Reference in New Issue
Block a user