metaforce/Runtime/Graphics/Shaders/CModelShaders.cpp

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#include "CModelShaders.hpp"
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#include "Graphics/CLight.hpp"
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#include "hecl/Pipeline.hpp"
namespace urde
{
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std::unordered_map<uint64_t, CModelShaders::ShaderPipelines> CModelShaders::g_ShaderPipelines;
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void CModelShaders::LightingUniform::ActivateLights(const std::vector<CLight>& lts)
{
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ambient = zeus::CColor::skClear;
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size_t curLight = 0;
for (const CLight& light : lts)
{
switch (light.GetType())
{
case ELightType::LocalAmbient:
ambient += light.GetColor();
break;
case ELightType::Point:
case ELightType::Spot:
case ELightType::Custom:
case ELightType::Directional:
{
if (curLight >= URDE_MAX_LIGHTS)
continue;
CModelShaders::Light& lightOut = lights[curLight++];
lightOut.pos = CGraphics::g_CameraMatrix * light.GetPosition();
lightOut.dir = CGraphics::g_CameraMatrix.basis * light.GetDirection();
lightOut.dir.normalize();
lightOut.color = light.GetColor();
lightOut.linAtt[0] = light.GetAttenuationConstant();
lightOut.linAtt[1] = light.GetAttenuationLinear();
lightOut.linAtt[2] = light.GetAttenuationQuadratic();
lightOut.angAtt[0] = light.GetAngleAttenuationConstant();
lightOut.angAtt[1] = light.GetAngleAttenuationLinear();
lightOut.angAtt[2] = light.GetAngleAttenuationQuadratic();
if (light.GetType() == ELightType::Directional)
lightOut.pos = (-lightOut.dir) * 1048576.f;
break;
}
}
}
for (; curLight<URDE_MAX_LIGHTS ; ++curLight)
{
CModelShaders::Light& lightOut = lights[curLight];
lightOut.color = zeus::CColor::skClear;
lightOut.linAtt[0] = 1.f;
lightOut.angAtt[0] = 1.f;
}
}
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static const hecl::Backend::TextureInfo ThermalTextures[] =
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{
{hecl::Backend::TexGenSrc::Normal, 7, 0, 7, true}
};
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static const hecl::Backend::TextureInfo BallFadeTextures[] =
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{
{hecl::Backend::TexGenSrc::Position, 0, 0, 0, false}, // ID tex
{hecl::Backend::TexGenSrc::Position, 1, 0, 0, false}, // Sphere ramp
{hecl::Backend::TexGenSrc::Position, 2, 0, 1, false} // TXTR_BallFade
};
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static const hecl::Backend::TextureInfo WorldShadowTextures[] =
{
{hecl::Backend::TexGenSrc::Position, 7, 0, 7, false} // Shadow tex
};
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static hecl::Backend::ExtensionSlot g_ExtensionSlots[] =
{
/* Default solid shading */
{},
/* Normal lit shading */
{0, nullptr, hecl::Backend::BlendFactor::Original,
hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Backface, false, false, true},
/* Thermal Visor shading */
{1, ThermalTextures, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Backface, false, false, false, true},
/* Forced alpha shading */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Backface, false, false, true},
/* Forced additive shading */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Backface, true, false, true},
/* Solid color */
{0, nullptr, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual,
hecl::Backend::CullMode::Backface, false, false, false},
/* Solid color additive */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
hecl::Backend::CullMode::Backface, true, false, true},
/* Alpha-only Solid color frontface cull, LEqual */
{0, nullptr, hecl::Backend::BlendFactor::Zero,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
hecl::Backend::CullMode::Frontface, false, true, false},
/* Alpha-only Solid color frontface cull, Always, No Z-write */
{0, nullptr, hecl::Backend::BlendFactor::Zero,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None,
hecl::Backend::CullMode::Frontface, true, true, false},
/* Alpha-only Solid color backface cull, LEqual */
{0, nullptr, hecl::Backend::BlendFactor::Zero,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
hecl::Backend::CullMode::Backface, false, true, false},
/* Alpha-only Solid color backface cull, Greater, No Z-write */
{0, nullptr, hecl::Backend::BlendFactor::Zero,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
hecl::Backend::CullMode::Backface, true, true, false},
/* MorphBall shadow shading */
{3, BallFadeTextures,
hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha,
hecl::Backend::ZTest::Equal,
hecl::Backend::CullMode::Backface, false, false, true, false, true},
/* World shadow shading (modified lighting) */
{1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Backface, false, false, true},
/* Forced alpha shading without culling */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::None, false, false, true},
/* Forced additive shading without culling */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::None, false, false, true},
/* Forced alpha shading without Z-write */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Original, true, false, true},
/* Forced additive shading without Z-write */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Original, true, false, true},
/* Forced alpha shading without culling or Z-write */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::None, true, false, true},
/* Forced additive shading without culling or Z-write */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::None, true, false, true},
/* Depth GEqual no Z-write */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::GEqual,
hecl::Backend::CullMode::Backface, true, false, true}
};
extern const hecl::Backend::Function ExtensionLightingFuncsGLSL[];
extern const hecl::Backend::Function ExtensionPostFuncsGLSL[];
extern const hecl::Backend::Function ExtensionLightingFuncsHLSL[];
extern const hecl::Backend::Function ExtensionPostFuncsHLSL[];
extern const hecl::Backend::Function ExtensionLightingFuncsMetal[];
extern const hecl::Backend::Function ExtensionPostFuncsMetal[];
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void CModelShaders::Initialize()
{
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const hecl::Backend::Function* lightingFuncs;
const hecl::Backend::Function* postFuncs;
switch (CGraphics::g_BooPlatform)
{
case boo::IGraphicsDataFactory::Platform::OpenGL:
case boo::IGraphicsDataFactory::Platform::Vulkan:
case boo::IGraphicsDataFactory::Platform::NX:
default:
lightingFuncs = ExtensionLightingFuncsGLSL;
postFuncs = ExtensionPostFuncsGLSL;
break;
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case boo::IGraphicsDataFactory::Platform::D3D11:
lightingFuncs = ExtensionLightingFuncsHLSL;
postFuncs = ExtensionPostFuncsHLSL;
break;
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case boo::IGraphicsDataFactory::Platform::Metal:
lightingFuncs = ExtensionLightingFuncsMetal;
postFuncs = ExtensionPostFuncsMetal;
break;
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}
for (auto& ext : g_ExtensionSlots)
{
ext.lighting = *lightingFuncs++;
ext.post = *postFuncs++;
}
}
void CModelShaders::Shutdown()
{
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g_ShaderPipelines.clear();
}
CModelShaders::ShaderPipelines CModelShaders::BuildExtendedShader(const hecl::Backend::ShaderTag& tag,
const hecl::Frontend::IR& ir)
{
auto search = g_ShaderPipelines.find(tag.val64());
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if (search != g_ShaderPipelines.cend())
return search->second;
ShaderPipelines& newPipelines = g_ShaderPipelines[tag.val64()];
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newPipelines = std::make_shared<ShaderPipelinesData>();
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size_t idx = 0;
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for (const auto& ext : g_ExtensionSlots)
(*newPipelines)[idx++] = hecl::conv->convert(hecl::HECLIR(ir, tag, ext));
return newPipelines;
}
}