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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-10 11:47:42 +00:00

Graphics/Shaders: Use std::array where applicable

Makes the arrays strongly typed and impervious to array->pointer decay.
This also allows simplifying some operations (such as being able to call
fill() instead of needing to use std::fill, etc).
This commit is contained in:
Lioncash
2019-09-28 22:22:12 -04:00
parent 417506572c
commit 136a229a1a
36 changed files with 530 additions and 347 deletions

View File

@@ -23,8 +23,9 @@ void CModelShaders::LightingUniform::ActivateLights(const std::vector<CLight>& l
case ELightType::Spot:
case ELightType::Custom:
case ELightType::Directional: {
if (curLight >= URDE_MAX_LIGHTS)
if (curLight >= lights.size()) {
continue;
}
CModelShaders::Light& lightOut = lights[curLight++];
lightOut.pos = CGraphics::g_CameraMatrix * light.GetPosition();
lightOut.dir = CGraphics::g_CameraMatrix.basis * light.GetDirection();
@@ -44,7 +45,7 @@ void CModelShaders::LightingUniform::ActivateLights(const std::vector<CLight>& l
}
}
for (; curLight < URDE_MAX_LIGHTS; ++curLight) {
for (; curLight < lights.size(); ++curLight) {
CModelShaders::Light& lightOut = lights[curLight];
lightOut.pos = zeus::skZero3f;
lightOut.dir = zeus::skDown;
@@ -60,93 +61,94 @@ void CModelShaders::LightingUniform::ActivateLights(const std::vector<CLight>& l
using TexCoordSource = hecl::Backend::TexCoordSource;
static const hecl::Backend::TextureInfo ThermalTextures[] = {{TexCoordSource::Normal, 7, true}};
constexpr std::array<hecl::Backend::TextureInfo, 1> ThermalTextures{{
{TexCoordSource::Normal, 7, true},
}};
static const hecl::Backend::TextureInfo BallFadeTextures[] = {
constexpr std::array<hecl::Backend::TextureInfo, 3> BallFadeTextures{{
{TexCoordSource::Position, 0, false}, // ID tex
{TexCoordSource::Position, 0, false}, // Sphere ramp
{TexCoordSource::Position, 1, false} // TXTR_BallFade
};
{TexCoordSource::Position, 1, false}, // TXTR_BallFade
}};
static const hecl::Backend::TextureInfo WorldShadowTextures[] = {
{TexCoordSource::Position, 7, false} // Shadow tex
};
constexpr std::array<hecl::Backend::TextureInfo, 1> WorldShadowTextures{{
{TexCoordSource::Position, 7, false}, // Shadow tex
}};
static const hecl::Backend::TextureInfo DisintegrateTextures[] = {
constexpr std::array<hecl::Backend::TextureInfo, 2> DisintegrateTextures{{
{TexCoordSource::Position, 0, false}, // Ashy tex
{TexCoordSource::Position, 1, false} // Ashy tex
};
{TexCoordSource::Position, 1, false}, // Ashy tex
}};
static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
static std::array<hecl::Backend::ExtensionSlot, 26> 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,
{1, ThermalTextures.data(), 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, false, false, true},
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
hecl::Backend::CullMode::Backface, false, 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},
{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},
{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},
{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},
{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},
{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},
{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,
{3, BallFadeTextures.data(), 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,
{1, WorldShadowTextures.data(), 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},
{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},
{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},
{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},
/* Disintegration */
{2, DisintegrateTextures, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
{2, DisintegrateTextures.data(), hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Original, false, false, true, false, false, true},
/* Forced additive shading without culling or Z-write and greater depth test */
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One,
hecl::Backend::ZTest::Greater, hecl::Backend::CullMode::None, true, false, true},
{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
hecl::Backend::CullMode::None, true, false, true},
/* Thermal cold shading */
{0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original,
false, false, true, false, false, false, true},
hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original, false, false, true, false, false, false, true},
/* Normal lit shading with alpha */
{0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface},
@@ -154,10 +156,11 @@ static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
{0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
/* Normal lit shading with cube reflection and world shadow */
{1, WorldShadowTextures, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}};
{1, WorldShadowTextures.data(), hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
}};
static const char* ShaderMacros[] = {
constexpr std::array<const char*, 26> ShaderMacros{
"URDE_LIGHTING",
"URDE_LIGHTING",
"URDE_THERMAL_HOT",
@@ -187,9 +190,9 @@ static const char* ShaderMacros[] = {
};
void CModelShaders::Initialize() {
const char** macro = ShaderMacros;
for (auto& ext : g_ExtensionSlots)
ext.shaderMacro = *macro++;
for (size_t i = 0; i < g_ExtensionSlots.size(); i++) {
g_ExtensionSlots[i].shaderMacro = ShaderMacros[i];
}
}
void CModelShaders::Shutdown() { g_ShaderPipelines.clear(); }