metaforce/Runtime/Graphics/Shaders/CFluidPlaneShader.hpp

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#ifndef CFLUIDPLANESHADER_HPP
#define CFLUIDPLANESHADER_HPP
#include "RetroTypes.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
#include "Runtime/World/CFluidPlane.hpp"
#include "CModelShaders.hpp"
#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/graphicsdev/Metal.hpp"
#include "boo/graphicsdev/Vulkan.hpp"
namespace urde
{
struct SFluidPlaneShaderInfo
{
CFluidPlane::EFluidType m_type;
bool m_hasPatternTex1;
bool m_hasPatternTex2;
bool m_hasColorTex;
bool m_hasBumpMap;
bool m_hasEnvMap;
bool m_hasEnvBumpMap;
bool m_hasLightmap;
bool m_doubleLightmapBlend;
bool m_additive;
SFluidPlaneShaderInfo(CFluidPlane::EFluidType type, bool hasPatternTex1, bool hasPatternTex2, bool hasColorTex,
bool hasBumpMap, bool hasEnvMap, bool hasEnvBumpMap, bool hasLightmap,
bool doubleLightmapBlend, bool additive)
: m_type(type), m_hasPatternTex1(hasPatternTex1), m_hasPatternTex2(hasPatternTex2), m_hasColorTex(hasColorTex),
m_hasBumpMap(hasBumpMap), m_hasEnvMap(hasEnvMap), m_hasEnvBumpMap(hasEnvBumpMap), m_hasLightmap(hasLightmap),
m_doubleLightmapBlend(doubleLightmapBlend), m_additive(additive)
{}
};
struct SFluidPlaneDoorShaderInfo
{
bool m_hasPatternTex1;
bool m_hasPatternTex2;
bool m_hasColorTex;
SFluidPlaneDoorShaderInfo(bool hasPatternTex1, bool hasPatternTex2, bool hasColorTex)
: m_hasPatternTex1(hasPatternTex1), m_hasPatternTex2(hasPatternTex2), m_hasColorTex(hasColorTex)
{}
};
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class CFluidPlaneShader
{
public:
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struct Vertex
{
zeus::CVector3f m_pos;
zeus::CVector3f m_norm;
zeus::CVector3f m_binorm;
zeus::CVector3f m_tangent;
zeus::CColor m_color;
Vertex() = default;
Vertex(const zeus::CVector3f& position) : m_pos(position) {}
Vertex(const zeus::CVector3f& position, const zeus::CColor& color)
: m_pos(position), m_color(color) {}
Vertex(const zeus::CVector3f& position, const zeus::CVector3f& normal,
const zeus::CColor& color)
: m_pos(position), m_norm(normal), m_color(color) {}
Vertex(const zeus::CVector3f& position, const zeus::CVector3f& normal,
const zeus::CVector3f& binormal, const zeus::CVector3f& tangent,
const zeus::CColor& color)
: m_pos(position), m_norm(normal), m_binorm(binormal), m_tangent(tangent), m_color(color) {}
};
struct RenderSetupInfo
{
zeus::CMatrix4f texMtxs[6];
zeus::CMatrix4f normMtx;
float indScale = 1.f;
zeus::CColor kColors[4];
std::vector<CLight> lights;
};
private:
class Cache
{
boo::ObjToken<boo::IShaderPipeline> m_cache[1024] = {};
boo::ObjToken<boo::IShaderPipeline> m_doorCache[8] = {};
boo::ObjToken<boo::IShaderPipeline>&
CacheSlot(const SFluidPlaneShaderInfo& info, int i) { return m_cache[i]; }
boo::ObjToken<boo::IShaderPipeline>&
CacheSlot(const SFluidPlaneDoorShaderInfo& info, int i) { return m_doorCache[i]; }
static u16 MakeCacheKey(const SFluidPlaneShaderInfo& info);
static u16 MakeCacheKey(const SFluidPlaneDoorShaderInfo& info);
public:
template<class T>
boo::ObjToken<boo::IShaderPipeline> GetOrBuildShader(const T& info);
void Clear();
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};
static Cache _cache;
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struct Uniform
{
zeus::CMatrix4f m_mv;
zeus::CMatrix4f m_mvNorm;
zeus::CMatrix4f m_proj;
zeus::CMatrix4f m_texMtxs[9]; // Pad out to 768 bytes
CModelShaders::LightingUniform m_lighting;
};
std::experimental::optional<TLockedToken<CTexture>> m_patternTex1;
std::experimental::optional<TLockedToken<CTexture>> m_patternTex2;
std::experimental::optional<TLockedToken<CTexture>> m_colorTex;
std::experimental::optional<TLockedToken<CTexture>> m_bumpMap;
std::experimental::optional<TLockedToken<CTexture>> m_envMap;
std::experimental::optional<TLockedToken<CTexture>> m_envBumpMap;
std::experimental::optional<TLockedToken<CTexture>> m_lightmap;
boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf;
boo::ObjToken<boo::IShaderDataBinding> m_dataBind;
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#if BOO_HAS_GL
static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::GLDataFactory::Context& ctx,
const SFluidPlaneShaderInfo& info);
static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::GLDataFactory::Context& ctx,
const SFluidPlaneDoorShaderInfo& info);
boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::GLDataFactory::Context& ctx,
const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
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#if _WIN32
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::ID3DDataFactory::Context& ctx,
const SFluidPlaneShaderInfo& info);
static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::ID3DDataFactory::Context& ctx,
const SFluidPlaneDoorShaderInfo& info);
boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::ID3DDataFactory::Context& ctx,
const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
#if BOO_HAS_METAL
static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::MetalDataFactory::Context& ctx,
const SFluidPlaneShaderInfo& info);
static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::MetalDataFactory::Context& ctx,
const SFluidPlaneDoorShaderInfo& info);
boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::MetalDataFactory::Context& ctx,
const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
#if BOO_HAS_VULKAN
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::VulkanDataFactory::Context& ctx,
const SFluidPlaneShaderInfo& info);
static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::VulkanDataFactory::Context& ctx,
const SFluidPlaneDoorShaderInfo& info);
boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::VulkanDataFactory::Context& ctx,
const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
void PrepareBinding(const boo::ObjToken<boo::IShaderPipeline>& pipeline, u32 maxVertCount, bool door);
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public:
CFluidPlaneShader(CFluidPlane::EFluidType type,
const std::experimental::optional<TLockedToken<CTexture>>& patternTex1,
const std::experimental::optional<TLockedToken<CTexture>>& patternTex2,
const std::experimental::optional<TLockedToken<CTexture>>& colorTex,
const std::experimental::optional<TLockedToken<CTexture>>& bumpMap,
const std::experimental::optional<TLockedToken<CTexture>>& envMap,
const std::experimental::optional<TLockedToken<CTexture>>& envBumpMap,
const std::experimental::optional<TLockedToken<CTexture>>& lightmap,
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bool doubleLightmapBlend, bool additive, u32 maxVertCount);
CFluidPlaneShader(const std::experimental::optional<TLockedToken<CTexture>>& patternTex1,
const std::experimental::optional<TLockedToken<CTexture>>& patternTex2,
const std::experimental::optional<TLockedToken<CTexture>>& colorTex,
u32 maxVertCount);
void prepareDraw(const RenderSetupInfo& info);
void loadVerts(const std::vector<Vertex>& verts);
static void Shutdown() { _cache.Clear(); }
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};
}
#endif // CFLUIDPLANESHADER_HPP