PrimeWorldEditor/src/Core/OpenGL/CShaderGenerator.cpp

547 lines
19 KiB
C++

#include "CShaderGenerator.h"
#include <Common/Macros.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <GL/glew.h>
const TString gkCoordSrc[] = {
"ModelSpacePos.xyz",
"ModelSpaceNormal.xyz",
"0.0, 0.0, 0.0",
"0.0, 0.0, 0.0",
"RawTex0.xy, 1.0",
"RawTex1.xy, 1.0",
"RawTex2.xy, 1.0",
"RawTex3.xy, 1.0",
"RawTex4.xy, 1.0",
"RawTex5.xy, 1.0",
"RawTex6.xy, 1.0",
"RawTex7.xy, 1.0"
};
const TString gkRasSel[] = {
"vec4(COLOR0A0.rgb, 1.0)",
"vec4(COLOR1A1.rgb, 1.0)",
"vec4(0.0, 0.0, 0.0, COLOR0A0.a)",
"vec4(0.0, 0.0, 0.0, COLOR1A1.a)",
"COLOR0A0",
"COLOR1A1",
"vec4(0.0, 0.0, 0.0, 0.0)"
};
const TString gkKonstColor[] = {
"1.0, 1.0, 1.0",
"0.875, 0.875, 0.875",
"0.75, 0.75, 0.75",
"0.625, 0.625, 0.625",
"0.5, 0.5, 0.5",
"0.375, 0.375, 0.375",
"0.25, 0.25, 0.25",
"0.125, 0.125, 0.125",
"",
"",
"",
"",
"KonstColors[0].rgb",
"KonstColors[1].rgb",
"KonstColors[2].rgb",
"KonstColors[3].rgb",
"KonstColors[0].rrr",
"KonstColors[1].rrr",
"KonstColors[2].rrr",
"KonstColors[3].rrr",
"KonstColors[0].ggg",
"KonstColors[1].ggg",
"KonstColors[2].ggg",
"KonstColors[3].ggg",
"KonstColors[0].bbb",
"KonstColors[1].bbb",
"KonstColors[2].bbb",
"KonstColors[3].bbb",
"KonstColors[0].aaa",
"KonstColors[1].aaa",
"KonstColors[2].aaa",
"KonstColors[3].aaa"
};
const TString gkKonstAlpha[] = {
"1.0",
"0.875",
"0.75",
"0.625",
"0.5",
"0.375",
"0.25",
"0.125",
"",
"",
"",
"",
"",
"",
"",
"",
"KonstColors[0].r",
"KonstColors[1].r",
"KonstColors[2].r",
"KonstColors[3].r",
"KonstColors[0].g",
"KonstColors[1].g",
"KonstColors[2].g",
"KonstColors[3].g",
"KonstColors[0].b",
"KonstColors[1].b",
"KonstColors[2].b",
"KonstColors[3].b",
"KonstColors[0].a",
"KonstColors[1].a",
"KonstColors[2].a",
"KonstColors[3].a"
};
const TString gkTevColor[] = {
"Prev.rgb",
"Prev.aaa",
"C0.rgb",
"C0.aaa",
"C1.rgb",
"C1.aaa",
"C2.rgb",
"C2.aaa",
"Tex.rgb",
"Tex.aaa",
"Ras.rgb",
"Ras.aaa",
"1.0, 1.0, 1.0",
"0.5, 0.5, 0.5",
"Konst.rgb",
"0.0, 0.0, 0.0"
};
const TString gkTevAlpha[] = {
"Prev.a",
"C0.a",
"C1.a",
"C2.a",
"Tex.a",
"Ras.a",
"Konst.a",
"0.0"
};
const TString gkTevRigid[] = {
"Prev",
"C0",
"C1",
"C2"
};
CShaderGenerator::CShaderGenerator()
{
}
CShaderGenerator::~CShaderGenerator()
{
}
bool CShaderGenerator::CreateVertexShader(const CMaterial& rkMat)
{
std::stringstream ShaderCode;
ShaderCode << "#version 330 core\n"
<< "\n";
// Input
ShaderCode << "// Input\n";
FVertexDescription VtxDesc = rkMat.VtxDesc();
ASSERT(VtxDesc & EVertexAttribute::Position);
ShaderCode << "layout(location = 0) in vec3 RawPosition;\n";
if (VtxDesc & EVertexAttribute::Normal) ShaderCode << "layout(location = 1) in vec3 RawNormal;\n";
if (VtxDesc & EVertexAttribute::Color0) ShaderCode << "layout(location = 2) in vec4 RawColor0;\n";
if (VtxDesc & EVertexAttribute::Color1) ShaderCode << "layout(location = 3) in vec4 RawColor1;\n";
if (VtxDesc & EVertexAttribute::Tex0) ShaderCode << "layout(location = 4) in vec2 RawTex0;\n";
if (VtxDesc & EVertexAttribute::Tex1) ShaderCode << "layout(location = 5) in vec2 RawTex1;\n";
if (VtxDesc & EVertexAttribute::Tex2) ShaderCode << "layout(location = 6) in vec2 RawTex2;\n";
if (VtxDesc & EVertexAttribute::Tex3) ShaderCode << "layout(location = 7) in vec2 RawTex3;\n";
if (VtxDesc & EVertexAttribute::Tex4) ShaderCode << "layout(location = 8) in vec2 RawTex4;\n";
if (VtxDesc & EVertexAttribute::Tex5) ShaderCode << "layout(location = 9) in vec2 RawTex5;\n";
if (VtxDesc & EVertexAttribute::Tex6) ShaderCode << "layout(location = 10) in vec2 RawTex6;\n";
if (VtxDesc & EVertexAttribute::Tex7) ShaderCode << "layout(location = 11) in vec2 RawTex7;\n";
if (VtxDesc & EVertexAttribute::BoneIndices) ShaderCode << "layout(location = 12) in int BoneIndices;\n";
if (VtxDesc & EVertexAttribute::BoneWeights) ShaderCode << "layout(location = 13) in vec4 BoneWeights;\n";
ShaderCode << "\n";
// Output
ShaderCode << "// Output\n";
if (VtxDesc & EVertexAttribute::Normal) ShaderCode << "out vec3 Normal;\n";
if (VtxDesc & EVertexAttribute::Color0) ShaderCode << "out vec4 Color0;\n";
if (VtxDesc & EVertexAttribute::Color1) ShaderCode << "out vec4 Color1;\n";
for (uint32 iPass = 0; iPass < rkMat.PassCount(); iPass++)
if (rkMat.Pass(iPass)->TexCoordSource() != 0xFF)
ShaderCode << "out vec3 Tex" << iPass << ";\n";
ShaderCode << "out vec4 COLOR0A0;\n"
<< "out vec4 COLOR1A1;\n";
ShaderCode << "\n";
// Uniforms
ShaderCode << "// Uniforms\n"
<< "layout(std140) uniform MVPBlock\n"
<< "{\n"
<< " mat4 ModelMtx;\n"
<< " mat4 ViewMtx;\n"
<< " mat4 ProjMtx;\n"
<< "};\n"
<< "\n"
<< "layout(std140) uniform VertexBlock\n"
<< "{\n"
<< " mat4 TexMtx[10];\n"
<< " mat4 PostMtx[20];\n"
<< " vec4 COLOR0_Amb;\n"
<< " vec4 COLOR0_Mat;\n"
<< " vec4 COLOR1_Amb;\n"
<< " vec4 COLOR1_Mat;\n"
<< "};\n"
<< "\n"
<< "struct GXLight\n"
<< "{\n"
<< " vec4 Position;\n"
<< " vec4 Direction;\n"
<< " vec4 Color;\n"
<< " vec4 DistAtten;\n"
<< " vec4 AngleAtten;\n"
<< "};\n"
<< "\n"
<< "layout(std140) uniform LightBlock\n"
<< "{\n"
<< " GXLight Lights[8];\n"
<< "};\n"
<< "uniform int NumLights;\n"
<< "\n";
bool HasSkinning = (rkMat.VtxDesc().HasAnyFlags(EVertexAttribute::BoneIndices | EVertexAttribute::BoneWeights));
if (HasSkinning)
{
ShaderCode << "layout(std140) uniform BoneTransformBlock\n"
<< "{\n"
<< " mat4 BoneTransforms[100];\n"
<< "};\n"
<< "\n";
}
// Main
ShaderCode << "// Main\n"
<< "void main()\n"
<< "{\n"
<< " mat4 MV = ModelMtx * ViewMtx;\n"
<< " mat4 MVP = MV * ProjMtx;\n";
if (VtxDesc & EVertexAttribute::Color0) ShaderCode << " Color0 = RawColor0;\n";
if (VtxDesc & EVertexAttribute::Color1) ShaderCode << " Color1 = RawColor1;\n";
ShaderCode << "\n";
// Skinning
if (HasSkinning)
{
ShaderCode << " // Skinning\n"
<< " vec3 ModelSpacePos = vec3(0,0,0);\n";
if (VtxDesc & EVertexAttribute::Normal)
ShaderCode << " vec3 ModelSpaceNormal = vec3(0,0,0);\n";
ShaderCode << " \n"
<< " for (int iBone = 0; iBone < 4; iBone++)\n"
<< " {\n"
<< " int Shift = (8 * iBone);\n"
<< " int BoneIdx = (BoneIndices >> Shift) & 0xFF;\n"
<< " float Weight = BoneWeights[iBone];\n"
<< " \n"
<< " if (BoneIdx > 0)\n"
<< " {\n"
<< " ModelSpacePos += vec3(vec4(RawPosition, 1) * BoneTransforms[BoneIdx] * Weight);\n";
if (VtxDesc & EVertexAttribute::Normal)
ShaderCode << " ModelSpaceNormal += RawNormal.xyz * inverse(transpose(mat3(BoneTransforms[BoneIdx]))) * Weight;\n";
ShaderCode << " }\n"
<< " }\n"
<< " \n";
if (VtxDesc & EVertexAttribute::Normal)
ShaderCode << " ModelSpaceNormal = normalize(ModelSpaceNormal);\n"
<< " \n";
}
else
{
ShaderCode << " vec3 ModelSpacePos = RawPosition;\n";
if (VtxDesc & EVertexAttribute::Normal)
ShaderCode << " vec3 ModelSpaceNormal = RawNormal.xyz;\n";
ShaderCode << "\n";
}
ShaderCode << " gl_Position = vec4(ModelSpacePos, 1) * MVP;\n";
if (VtxDesc & EVertexAttribute::Normal)
ShaderCode << " Normal = normalize(ModelSpaceNormal * inverse(transpose(mat3(MV))));\n";
// Per-vertex lighting
ShaderCode << "\n"
<< " // Dynamic Lighting\n";
// This bit could do with some cleaning up
// It took a lot of experimentation to get dynamic lights working and I never went back and cleaned it up after
if (rkMat.IsLightingEnabled())
{
ShaderCode << " vec4 Illum = vec4(0.0);\n"
<< " vec3 PositionMV = vec3(vec4(ModelSpacePos, 1.0) * MV);\n"
<< " \n"
<< " for (int iLight = 0; iLight < NumLights; iLight++)\n"
<< " {\n"
<< " vec3 LightPosMV = vec3(Lights[iLight].Position * ViewMtx);\n"
<< " vec3 LightDirMV = normalize(Lights[iLight].Direction.xyz * inverse(transpose(mat3(ViewMtx))));\n"
<< " vec3 LightDist = LightPosMV.xyz - PositionMV.xyz;\n"
<< " float DistSquared = dot(LightDist, LightDist);\n"
<< " float Dist = sqrt(DistSquared);\n"
<< " LightDist /= Dist;\n"
<< " vec3 AngleAtten = Lights[iLight].AngleAtten.xyz;\n"
<< " AngleAtten = vec3(AngleAtten.x, AngleAtten.y, AngleAtten.z);\n"
<< " float Atten = max(0, dot(LightDist, LightDirMV.xyz));\n"
<< " Atten = max(0, dot(AngleAtten, vec3(1.0, Atten, Atten * Atten))) / dot(Lights[iLight].DistAtten.xyz, vec3(1.0, Dist, DistSquared));\n"
<< " float DiffuseAtten = max(0, dot(Normal, LightDist));\n"
<< " Illum += (Atten * DiffuseAtten * Lights[iLight].Color);\n"
<< " }\n"
<< " COLOR0A0 = COLOR0_Mat * (Illum + COLOR0_Amb);\n"
<< " COLOR1A1 = COLOR1_Mat * (Illum + COLOR1_Amb);\n"
<< " \n";
}
else
{
ShaderCode << " COLOR0A0 = COLOR0_Mat;\n"
<< " COLOR1A1 = COLOR1_Mat;\n"
<< "\n";
}
// Texture coordinate generation
ShaderCode << " \n"
<< " // TexGen\n";
uint32 PassCount = rkMat.PassCount();
for (uint32 iPass = 0; iPass < PassCount; iPass++)
{
CMaterialPass *pPass = rkMat.Pass(iPass);
if (pPass->TexCoordSource() == 0xFF) continue;
EUVAnimMode AnimMode = pPass->AnimMode();
if (AnimMode == EUVAnimMode::NoUVAnim) // No animation
ShaderCode << " Tex" << iPass << " = vec3(" << gkCoordSrc[pPass->TexCoordSource()] << ");\n";
else // Animation used - texture matrix at least, possibly normalize/post-transform
{
// Texture Matrix
ShaderCode << " Tex" << iPass << " = vec3(vec4(" << gkCoordSrc[pPass->TexCoordSource()] << ", 1.0) * TexMtx[" << iPass << "]).xyz;\n";
if ((AnimMode < EUVAnimMode::UVScroll) || (AnimMode > EUVAnimMode::VFilmstrip))
{
// Normalization + Post-Transform
ShaderCode << " Tex" << iPass << " = normalize(Tex" << iPass << ");\n"
<< " Tex" << iPass << " = vec3(vec4(Tex" << iPass << ", 1.0) * PostMtx[" << iPass << "]).xyz;\n";
}
}
ShaderCode << "\n";
}
ShaderCode << "}\n\n";
// Done!
return mpShader->CompileVertexSource(ShaderCode.str().c_str());
}
static TString GetColorInputExpression(const CMaterialPass* pPass, ETevColorInput iInput)
{
if (iInput == ETevColorInput::kTextureRGB)
{
TString Ret("Tex.");
for (uint32 i = 0; i < 3; ++i)
Ret += pPass->TexSwapComp(i);
return Ret;
}
else if (iInput == ETevColorInput::kTextureAAA)
{
TString Ret("Tex.");
for (uint32 i = 0; i < 3; ++i)
Ret += pPass->TexSwapComp(3);
return Ret;
}
return gkTevColor[iInput];
}
static TString GetAlphaInputExpression(const CMaterialPass* pPass, ETevAlphaInput iInput)
{
if (iInput == ETevAlphaInput::kTextureAlpha)
{
TString Ret("Tex.");
Ret += pPass->TexSwapComp(3);
return Ret;
}
return gkTevAlpha[iInput];
}
bool CShaderGenerator::CreatePixelShader(const CMaterial& rkMat)
{
std::stringstream ShaderCode;
ShaderCode << "#version 330 core\n"
<< "\n";
FVertexDescription VtxDesc = rkMat.VtxDesc();
if (VtxDesc & EVertexAttribute::Position) ShaderCode << "in vec3 Position;\n";
if (VtxDesc & EVertexAttribute::Normal) ShaderCode << "in vec3 Normal;\n";
if (VtxDesc & EVertexAttribute::Color0) ShaderCode << "in vec4 Color0;\n";
if (VtxDesc & EVertexAttribute::Color1) ShaderCode << "in vec4 Color1;\n";
uint32 PassCount = rkMat.PassCount();
for (uint32 iPass = 0; iPass < PassCount; iPass++)
if (rkMat.Pass(iPass)->TexCoordSource() != 0xFF)
ShaderCode << "in vec3 Tex" << iPass << ";\n";
ShaderCode << "in vec4 COLOR0A0;\n"
<< "in vec4 COLOR1A1;\n"
<< "\n"
<< "out vec4 PixelColor;\n"
<< "\n"
<< "layout(std140) uniform PixelBlock {\n"
<< " vec4 KonstColors[4];\n"
<< " vec4 TevColor[4];\n"
<< " vec4 TintColor;\n"
<< " float LightmapMultiplier;\n"
<< "};\n\n";
for (uint32 iPass = 0; iPass < PassCount; iPass++)
if (rkMat.Pass(iPass)->Texture() != nullptr)
ShaderCode << "uniform sampler2D Texture" << iPass << ";\n";
ShaderCode <<"\n";
ShaderCode << "void main()\n"
<< "{\n"
<< " vec4 TevInA = vec4(0, 0, 0, 0), TevInB = vec4(0, 0, 0, 0), TevInC = vec4(0, 0, 0, 0), TevInD = vec4(0, 0, 0, 0);\n"
<< " vec4 Prev = TevColor[0], C0 = TevColor[1], C1 = TevColor[2], C2 = TevColor[3];\n"
<< " vec4 Ras = vec4(0, 0, 0, 1), Tex = vec4(0, 0, 0, 0);\n"
<< " vec4 Konst = vec4(1, 1, 1, 1);\n";
ShaderCode << " vec2 TevCoord = vec2(0, 0);\n"
<< " \n";
bool Lightmap = false;
for (uint32 iPass = 0; iPass < PassCount; iPass++)
{
const CMaterialPass *pPass = rkMat.Pass(iPass);
CFourCC PassType = pPass->Type();
ShaderCode << " // TEV Stage " << iPass << " - " << PassType.ToString() << "\n";
if (pPass->Type() == "DIFF") Lightmap = true;
if (!pPass->IsEnabled())
{
ShaderCode << " // Pass is disabled\n\n";
continue;
}
if (pPass->TexCoordSource() != 0xFF)
ShaderCode << " TevCoord = (Tex" << iPass << ".z == 0.0 ? Tex" << iPass << ".xy : Tex" << iPass << ".xy / Tex" << iPass << ".z);\n";
if (pPass->Texture())
ShaderCode << " Tex = texture(Texture" << iPass << ", TevCoord)";
// A couple pass types require special swizzles to access different texture color channels as alpha
if ((PassType == "TRAN") || (PassType == "INCA") || (PassType == "BLOI"))
ShaderCode << ".rgbr";
else if (PassType == "BLOL")
ShaderCode << ".rgbg";
// Apply lightmap multiplier
bool UseLightmapMultiplier = (PassType == "DIFF") ||
(PassType == "CUST" && (rkMat.Options() & EMaterialOption::Lightmap) && iPass == 0);
if (UseLightmapMultiplier && pPass->Texture())
ShaderCode << " * LightmapMultiplier";
ShaderCode << ";\n";
ShaderCode << " Konst = vec4(" << gkKonstColor[pPass->KColorSel()] << ", " << gkKonstAlpha[pPass->KAlphaSel()] << ");\n";
if (pPass->RasSel() != kRasColorNull)
ShaderCode << " Ras = " << gkRasSel[pPass->RasSel()] << ";\n";
for (uint8 iInput = 0; iInput < 4; iInput++)
{
char TevChar = iInput + 0x41; // the current stage number represented as an ASCII letter; eg 0 is 'A'
ShaderCode << " TevIn" << TevChar << " = vec4("
<< GetColorInputExpression(pPass, ETevColorInput(pPass->ColorInput(iInput) & 0xF))
<< ", "
<< GetAlphaInputExpression(pPass, ETevAlphaInput(pPass->AlphaInput(iInput) & 0x7))
<< ")";
if (UseLightmapMultiplier && !pPass->Texture() && iInput == 1)
ShaderCode << " * LightmapMultiplier";
ShaderCode << ";\n";
}
ShaderCode << " // RGB Combine\n"
<< " "
<< gkTevRigid[pPass->ColorOutput()]
<< ".rgb = ";
ShaderCode << "clamp(vec3(TevInD.rgb + ((1.0 - TevInC.rgb) * TevInA.rgb + TevInC.rgb * TevInB.rgb)) * " << pPass->TevColorScale();
ShaderCode << ", vec3(0, 0, 0), vec3(1.0, 1.0, 1.0));\n";
ShaderCode << " // Alpha Combine\n"
<< " "
<< gkTevRigid[pPass->AlphaOutput()]
<< ".a = ";
ShaderCode << "clamp((TevInD.a + ((1.0 - TevInC.a) * TevInA.a + TevInC.a * TevInB.a)) * " << pPass->TevAlphaScale() << ", 0.0, 1.0);\n\n";
}
if (rkMat.Options() & EMaterialOption::Masked)
{
if (rkMat.Version() < EGame::CorruptionProto)
{
ShaderCode << " if (Prev.a <= 0.25) discard;\n"
<< " else Prev.a = 1.0;\n\n";
}
else
{
ShaderCode << " if (Prev.a <= 0.75) discard;\n"
" else Prev.a = 0.0;\n\n";
}
}
ShaderCode << " PixelColor = Prev.rgba * TintColor;\n"
<< "}\n\n";
// Done!
return mpShader->CompilePixelSource(ShaderCode.str().c_str());
}
CShader* CShaderGenerator::GenerateShader(const CMaterial& rkMat)
{
CShaderGenerator Generator;
Generator.mpShader = new CShader();
bool Success = Generator.CreateVertexShader(rkMat);
if (Success) Success = Generator.CreatePixelShader(rkMat);
Generator.mpShader->LinkShaders();
return Generator.mpShader;
}