446 lines
15 KiB
Plaintext
446 lines
15 KiB
Plaintext
#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <gl/glew.h>
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#include "CShaderGenerator.h"
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const std::string gkCoordSrc[] = {
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"RawPosition.xyz",
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"RawNormal.xyz",
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"0.0, 0.0, 0.0",
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"0.0, 0.0, 0.0",
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"RawTex0.xy, 1.0",
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"RawTex1.xy, 1.0",
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"RawTex2.xy, 1.0",
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"RawTex3.xy, 1.0",
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"RawTex4.xy, 1.0",
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"RawTex5.xy, 1.0",
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"RawTex6.xy, 1.0",
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"RawTex7.xy, 1.0"
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};
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const std::string gkKonstColor[] = {
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"1.0, 1.0, 1.0",
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"0.875, 0.875, 0.875",
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"0.75, 0.75, 0.75",
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"0.625, 0.625, 0.625",
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"0.5, 0.5, 0.5",
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"0.375, 0.375, 0.375",
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"0.25, 0.25, 0.25",
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"0.125, 0.125, 0.125",
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"",
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"",
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"",
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"",
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"KonstColors[0].rgb",
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"KonstColors[1].rgb",
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"KonstColors[2].rgb",
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"KonstColors[3].rgb",
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"KonstColors[0].rrr",
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"KonstColors[1].rrr",
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"KonstColors[2].rrr",
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"KonstColors[3].rrr",
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"KonstColors[0].ggg",
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"KonstColors[1].ggg",
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"KonstColors[2].ggg",
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"KonstColors[3].ggg",
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"KonstColors[0].bbb",
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"KonstColors[1].bbb",
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"KonstColors[2].bbb",
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"KonstColors[3].bbb",
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"KonstColors[0].aaa",
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"KonstColors[1].aaa",
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"KonstColors[2].aaa",
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"KonstColors[3].aaa"
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};
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const std::string gkKonstAlpha[] = {
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"1.0",
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"0.875",
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"0.75",
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"0.625",
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"0.5",
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"0.375",
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"0.25",
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"0.125",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"KonstColors[0].r",
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"KonstColors[1].r",
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"KonstColors[2].r",
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"KonstColors[3].r",
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"KonstColors[0].g",
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"KonstColors[1].g",
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"KonstColors[2].g",
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"KonstColors[3].g",
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"KonstColors[0].b",
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"KonstColors[1].b",
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"KonstColors[2].b",
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"KonstColors[3].b",
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"KonstColors[0].a",
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"KonstColors[1].a",
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"KonstColors[2].a",
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"KonstColors[3].a"
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};
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const std::string gkTevColor[] = {
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"Prev.rgb",
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"Prev.aaa",
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"C0.rgb",
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"C0.aaa",
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"C1.rgb",
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"C1.aaa",
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"C2.rgb",
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"C2.aaa",
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"Tex.rgb",
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"Tex.aaa",
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"Ras.rgb",
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"Ras.aaa",
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"1.0, 1.0, 1.0",
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"0.5, 0.5, 0.5",
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"Konst.rgb",
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"0, 0, 0"
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};
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const std::string gkTevAlpha[] = {
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"Prev.a",
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"C0.a",
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"C1.a",
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"C2.a",
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"Tex.a",
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"Ras.a",
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"Konst.a",
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"0"
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};
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const std::string gkTevRigid[] = {
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"Prev",
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"C0",
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"C1",
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"C2"
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};
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CShaderGenerator::CShaderGenerator()
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{
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}
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CShaderGenerator::~CShaderGenerator()
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{
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}
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bool CShaderGenerator::CreateVertexShader(const CMaterial& Mat)
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{
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std::stringstream ShaderCode;
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ShaderCode << "#version 330 core\n"
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<< "\n";
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// Input
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ShaderCode << "// Input\n";
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EVertexDescription VtxDesc = Mat.GetVtxDesc();
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if (VtxDesc & ePosition) ShaderCode << "layout(location = 0) in vec3 RawPosition;\n";
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if (VtxDesc & eNormal) ShaderCode << "layout(location = 1) in vec3 RawNormal;\n";
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if (VtxDesc & eColor0) ShaderCode << "layout(location = 2) in vec4 RawColor0;\n";
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if (VtxDesc & eColor1) ShaderCode << "layout(location = 3) in vec4 RawColor1;\n";
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if (VtxDesc & eTex0) ShaderCode << "layout(location = 4) in vec2 RawTex0;\n";
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if (VtxDesc & eTex1) ShaderCode << "layout(location = 5) in vec2 RawTex1;\n";
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if (VtxDesc & eTex2) ShaderCode << "layout(location = 6) in vec2 RawTex2;\n";
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if (VtxDesc & eTex3) ShaderCode << "layout(location = 7) in vec2 RawTex3;\n";
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if (VtxDesc & eTex4) ShaderCode << "layout(location = 8) in vec2 RawTex4;\n";
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if (VtxDesc & eTex5) ShaderCode << "layout(location = 9) in vec2 RawTex5;\n";
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if (VtxDesc & eTex6) ShaderCode << "layout(location = 10) in vec2 RawTex6;\n";
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ShaderCode << "\n";
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// Output
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ShaderCode << "// Output\n";
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if (VtxDesc & eNormal) ShaderCode << "out vec3 Normal;\n";
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if (VtxDesc & eColor0) ShaderCode << "out vec4 Color0;\n";
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if (VtxDesc & eColor1) ShaderCode << "out vec4 Color1;\n";
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for (u32 iPass = 0; iPass < Mat.mPasses.size(); iPass++)
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if (Mat.mPasses[iPass].TexCoordSource != 0xFF)
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ShaderCode << "out vec3 Tex" << iPass << ";\n";
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ShaderCode << "out vec4 COLOR0A0;\n"
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<< "out vec4 COLOR1A1;\n";
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ShaderCode << "\n";
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// Uniforms
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ShaderCode << "// Uniforms\n"
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<< "layout(std140) uniform MVPBlock\n"
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<< "{\n"
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<< " mat4 ModelMtx;\n"
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<< " mat4 ViewMtx;\n"
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<< " mat4 ProjMtx;\n"
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<< "};\n"
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<< "\n"
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<< "layout(std140) uniform VertexBlock\n"
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<< "{\n"
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<< " mat4 TexMtx[10];\n"
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<< " mat4 PostMtx[20];\n"
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<< " vec4 COLOR0_Amb;\n"
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<< " vec4 COLOR0_Mat;\n"
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<< " vec4 COLOR1_Amb;\n"
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<< " vec4 COLOR1_Mat;\n"
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<< "};\n"
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<< "\n"
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<< "struct GXLight\n"
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<< "{\n"
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<< " vec4 Position;\n"
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<< " vec4 Direction;\n"
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<< " vec4 Color;\n"
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<< " vec4 DistAtten;\n"
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<< " vec4 AngleAtten;\n"
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<< "};\n"
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<< "layout(std140) uniform LightBlock {\n"
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<< " GXLight Lights[8];\n"
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<< "};\n"
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<< "uniform int NumLights;\n"
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<< "\n";
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// Main
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ShaderCode << "// Main\n"
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<< "void main()\n"
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<< "{\n"
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<< " mat4 MVP = ModelMtx * ViewMtx * ProjMtx;\n"
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<< " mat4 MV = ModelMtx * ViewMtx;\n";
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if (VtxDesc & ePosition) ShaderCode << " gl_Position = vec4(RawPosition, 1) * MVP;\n";
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if (VtxDesc & eNormal) ShaderCode << " Normal = normalize(RawNormal.xyz * inverse(transpose(mat3(MV))));\n";
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if (VtxDesc & eColor0) ShaderCode << " Color1 = RawColor0;\n";
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if (VtxDesc & eColor1) ShaderCode << " Color2 = RawColor1;\n";
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// Per-vertex lighting
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ShaderCode << "\n"
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<< " // Dynamic Lighting\n";
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// The 0x1 bit on the flag determines whether lighting is enabled for COLOR0
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if (Mat.mChanCtrlFlags & 0x1)
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{
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u8 DiffuseFunction = (Mat.mChanCtrlFlags >> 11) & 0x3;
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if (Mat.mChanCount > 0)
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{
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ShaderCode << " vec4 Illum = vec4(0.0);\n"
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<< " vec3 PositionMV = vec3(vec4(RawPosition, 1.0) * MV);\n"
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<< " \n"
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<< " for (int iLight = 0; iLight < NumLights; iLight++)\n"
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<< " {\n"
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<< " vec3 LightPosMV = vec3(Lights[iLight].Position * ViewMtx);\n"
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<< " vec3 LightDirMV = normalize(Lights[iLight].Direction.xyz * inverse(transpose(mat3(ViewMtx))));\n"
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<< " vec3 LightDist = LightPosMV.xyz - PositionMV.xyz;\n"
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<< " float DistSquared = dot(LightDist, LightDist);\n"
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<< " float Dist = sqrt(DistSquared);\n"
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<< " LightDist /= Dist;\n"
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<< " vec3 AngleAtten = Lights[iLight].AngleAtten.xyz;\n"
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<< " AngleAtten = vec3(AngleAtten.x, AngleAtten.y, AngleAtten.z);\n"
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<< " float Atten = max(0, dot(LightDist, LightDirMV.xyz));\n"
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<< " Atten = max(0, dot(AngleAtten, vec3(1.0, Atten, Atten * Atten))) / dot(Lights[iLight].DistAtten.xyz, vec3(1.0, Dist, DistSquared));\n";
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if (DiffuseFunction == 2) ShaderCode << " float DiffuseAtten = max(0, dot(Normal, LightDist));\n";
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else if (DiffuseFunction == 1) ShaderCode << " float DiffuseAtten = dot(Normal, LightDist);\n";
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else ShaderCode << " float DiffuseAtten = 1.0;\n";
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ShaderCode << " Illum += (Atten * DiffuseAtten * Lights[iLight].Color);\n"
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<< " }\n"
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<< " COLOR0A0 = COLOR0_Mat * (Illum + COLOR0_Amb);\n"
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<< " COLOR1A1 = COLOR1_Mat * (Illum + COLOR1_Amb);\n"
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<< " \n";
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}
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else
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{
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ShaderCode << " COLOR0A0 = COLOR0_Mat;\n"
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<< " COLOR1A1 = COLOR1_Mat;\n";
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}
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}
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else
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{
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ShaderCode << " COLOR0A0 = COLOR0_Mat;\n"
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<< " COLOR1A1 = COLOR1_Mat;\n"
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<< "\n";
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}
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// Texture coordinate generation
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ShaderCode << " \n"
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<< " // TexGen\n";
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for (u32 iCoord = 0; iCoord < Mat.mPasses.size(); iCoord++)
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{
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if (Mat.mPasses[iCoord].TexCoordSource == 0xFF) continue;
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s32 AnimType = Mat.mPasses[iCoord].AnimMode;
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// Texture Matrix
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if (AnimType == -1) // No animation
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ShaderCode << " Tex" << iCoord << " = vec3(" << gkCoordSrc[Mat.mPasses[iCoord].TexCoordSource] << ");\n";
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else // Animation used - texture matrix at least, possibly normalization/post-transform
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{
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// Texture Matrix
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ShaderCode << " Tex" << iCoord << " = vec3(vec4(" << gkCoordSrc[Mat.mPasses[iCoord].TexCoordSource] << ", 1.0) * TexMtx[" << iCoord << "]).xyz;\n";
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if ((AnimType < 2) || (AnimType > 5))
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{
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// Normalization + Post-Transform
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ShaderCode << " Tex" << iCoord << " = normalize(Tex" << iCoord << ");\n";
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ShaderCode << " Tex" << iCoord << " = vec3(vec4(Tex" << iCoord << ", 1.0) * PostMtx[" << iCoord << "]).xyz;\n";
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}
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}
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ShaderCode << "\n";
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}
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ShaderCode << "}\n\n";
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// Done!
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return mShader->CompileVertexSource(ShaderCode.str().c_str());
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}
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bool CShaderGenerator::CreatePixelShader(const CMaterial& Mat)
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{
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std::stringstream ShaderCode;
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ShaderCode << "#version 330 core\n"
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<< "\n"
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<< "#extension GL_ARB_shading_language_420pack : enable\n" // Needed to set texture binding layouts
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<< "\n";
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EVertexDescription VtxDesc = Mat.GetVtxDesc();
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if (VtxDesc & ePosition) ShaderCode << "in vec3 Position;\n";
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if (VtxDesc & eNormal) ShaderCode << "in vec3 Normal;\n";
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if (VtxDesc & eColor0) ShaderCode << "in vec4 Color0;\n";
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if (VtxDesc & eColor1) ShaderCode << "in vec4 Color1;\n";
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for (u32 iPass = 0; iPass < Mat.mPasses.size(); iPass++)
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if (Mat.mPasses[iPass].TexCoordSource != 0xFF)
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ShaderCode << "in vec3 Tex" << iPass << ";\n";
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ShaderCode << "in vec4 COLOR0A0;\n"
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<< "in vec4 COLOR1A1;\n"
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<< "\n"
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<< "out vec4 PixelColor;\n"
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<< "\n"
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<< "layout(std140) uniform PixelBlock {\n"
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<< " vec4 KonstColors[4];\n"
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<< " vec4 TevColor;\n"
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<< " vec4 TintColor;\n"
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<< "};\n\n";
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for (u32 iTex = 0; iTex < Mat.mPasses.size(); iTex++)
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if (Mat.mPasses[iTex].pTexture != nullptr)
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ShaderCode << "layout(binding = " << iTex << ") uniform sampler2D Texture" << iTex << ";\n";
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ShaderCode <<"\n";
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ShaderCode << "void main()\n"
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<< "{\n"
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<< " 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"
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<< " vec4 Prev = vec4(0, 0, 0, 0), C0 = TevColor, C1 = C0, C2 = C0;\n"
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<< " vec4 Ras = vec4(0, 0, 0, 1), Tex = vec4(0, 0, 0, 0);\n"
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<< " vec4 Konst = vec4(1, 1, 1, 1);\n";
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ShaderCode << " vec2 TevCoord = vec2(0, 0);\n"
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<< " \n";
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for (u32 iPass = 0; iPass < Mat.mPasses.size(); iPass++)
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{
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ShaderCode << " // TEV Stage " << iPass << "\n";
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const CMaterial::SPass *pPass = &Mat.mPasses[iPass];
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if (pPass->Hidden)
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{
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ShaderCode << " // Pass is hidden\n\n";
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continue;
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}
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if (pPass->TexCoordSource != 0xFF)
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ShaderCode << " TevCoord = (Tex" << iPass << ".z == 0.0 ? Tex" << iPass << ".xy : Tex" << iPass << ".xy / Tex" << iPass << ".z);\n";
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if (pPass->pTexture != nullptr)
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ShaderCode << " Tex = texture(Texture" << iPass << ", TevCoord);\n";
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ShaderCode << " Konst = vec4(" << gkKonstColor[pPass->KonstColorSel] << ", " << gkKonstAlpha[pPass->KonstAlphaSel] << ");\n";
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if (pPass->RasSel != 0xFF)
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{
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if (pPass->RasSel == 0x0) ShaderCode << " Ras = vec4(COLOR0A0.xyz, 1.0);\n";
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else if (pPass->RasSel == 0x1) ShaderCode << " Ras = vec4(COLOR1A1.xyz, 1.0);\n";
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else if (pPass->RasSel == 0x2) ShaderCode << " Ras = vec4(0.0, 0.0, 0.0, COLOR0A0.w);\n";
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else if (pPass->RasSel == 0x3) ShaderCode << " Ras = vec4(0.0, 0.0, 0.0, COLOR1A1.w);\n";
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else if (pPass->RasSel == 0x4) ShaderCode << " Ras = COLOR0A0;\n";
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else if (pPass->RasSel == 0x5) ShaderCode << " Ras = COLOR1A1;\n";
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else if (pPass->RasSel == 0x6) ShaderCode << " Ras = vec4(0.0, 0.0, 0.0, 0.0);\n";
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}
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for (u8 iInput = 0; iInput < 4; iInput++)
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{
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u8 TevCharacter = iInput + 0x41; // the current stage number represented as an ASCII letter; eg 0 is 'A'
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ShaderCode << " TevIn" << TevCharacter << " = vec4("
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<< gkTevColor[Mat.GetTevColorIn(iPass, iInput) & 0xF]
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<< ", "
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<< gkTevAlpha[Mat.GetTevAlphaIn(iPass, iInput) & 0x7]
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<< ");\n";
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}
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// Applying TRAN and BLOL (opacity and bloom maps) in Corruption require accessing specific color channels
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// This feels hacky and might not be the best way to implement this
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if (pPass->Type == "TRAN")
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{
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ShaderCode << " // TRAN Combine\n"
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<< " Prev.a = 1.0 - Tex.r;\n\n";
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}
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/*else if (pPass->Type == "BLOL")
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{
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ShaderCode << " // BLOL Combine\n"
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<< " C0.rgb += vec3(Tex.g, Tex.g, Tex.g);\n\n";
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}*/
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else
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{
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ShaderCode << " // RGB Combine\n"
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<< " "
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<< gkTevRigid[pPass->ColorOutputRegister]
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<< ".rgb = ";
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ShaderCode << "clamp(vec3(TevInD.rgb + ((1.0 - TevInC.rgb) * TevInA.rgb + TevInC.rgb * TevInB.rgb)), vec3(0, 0, 0), vec3(1.0, 1.0, 1.0));\n";
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ShaderCode << " // Alpha Combine\n"
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<< " "
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<< gkTevRigid[pPass->AlphaOutputRegister]
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<< ".a = ";
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ShaderCode << "clamp(TevInD.a + ((1.0 - TevInC.a) * TevInA.a + TevInC.a * TevInB.a), 0.0, 1.0);\n\n";
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}
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}
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if (Mat.GetOptions() & ePunchthrough) {
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ShaderCode << " if (Prev.a <= 0.25) discard;\n"
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<< " else Prev.a = 1.0;\n";
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}
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ShaderCode << " PixelColor = Prev.rgba * TintColor;\n"
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<< "}\n\n";
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// Done!
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return mShader->CompilePixelSource(ShaderCode.str().c_str());
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}
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CShader* CShaderGenerator::GenerateShader(const CMaterial& Mat)
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{
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CShaderGenerator Generator;
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Generator.mShader = new CShader();
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bool success = Generator.CreateVertexShader(Mat);
|
|
if (success) success = Generator.CreatePixelShader(Mat);
|
|
|
|
Generator.mShader->LinkShaders();
|
|
return Generator.mShader;
|
|
}
|