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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 15:47:46 +00:00

Lots of bug fixes (Windows still needs some fixes)

This commit is contained in:
Jack Andersen
2017-10-21 20:11:22 -10:00
parent 5e88b99769
commit 15d60493f2
53 changed files with 620 additions and 313 deletions

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@@ -28,7 +28,7 @@ static const char* VS =
"{\n"
" VertToFrag vtf;\n"
" vtf.color = bu.color;\n"
" vtf.pos = bu.xf * vec4(v.posIn.xyz, 1.0);\n"
" vtf.pos = bu.xf * float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";

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@@ -33,7 +33,6 @@ class CModelShaders
{
friend class CModel;
hecl::Runtime::ShaderCacheManager m_shaderCache;
static std::experimental::optional<CModelShaders> g_ModelShaders;
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensions(boo::IGraphicsDataFactory::Platform plat);
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat);
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat);
@@ -42,6 +41,8 @@ class CModelShaders
static const hecl::Backend::TextureInfo BallFadeTextures[];
static const hecl::Backend::TextureInfo WorldShadowTextures[];
public:
static std::experimental::optional<CModelShaders> g_ModelShaders;
struct Light
{
zeus::CVector3f pos;

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@@ -248,15 +248,7 @@ CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha,
hecl::Backend::ZTest::Equal,
false, false, false, true);
/* MorphBall shadow shading */
ext.registerExtensionSlot({}, {MBShadowPostGLSL, "MBShadowPostFunc"},
3, MBShadowBlockNames, 3, BallFadeTextures,
hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha,
hecl::Backend::ZTest::Equal,
false, false, false, true);
false, false, false, true, true);
/* World shadow shading (modified lighting) */
ext.registerExtensionSlot({LightingShadowGLSL, "LightingShadowFunc"}, {MainPostGLSL, "MainPostFunc"},

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@@ -231,7 +231,7 @@ CModelShaders::GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat)
hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha,
hecl::Backend::ZTest::Equal,
false, false, false, true);
false, false, false, true, true);
/* World shadow shading (modified lighting) */
ext.registerExtensionSlot({LightingShadowHLSL, "LightingShadowFunc"}, {MainPostHLSL, "MainPostFunc"},

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@@ -126,7 +126,7 @@ static const char* ThermalPostMetal =
" float4 tmulColor;\n"
" float4 addColor;\n"
"};\n"
"static float4 ThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> extTex7, float4 colorIn)\n"
"static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> extTex7, float4 colorIn)\n"
"{\n"
" return float4(extTex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb, 1.0);\n"
"}\n"
@@ -149,8 +149,8 @@ static const char* MBShadowPostMetal =
" float4 shadowUp;\n"
" float shadowId;\n"
"};\n"
"static float4 MBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n"
" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
"static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n"
" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
"{\n"
" float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n"
" float sphereTexel = extTex1.sample(samp, vtf.extTcgs1).a;\n"
@@ -179,7 +179,7 @@ CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat
false, false, false, true);
/* Thermal Visor shading */
ext.registerExtensionSlot({}, {ThermalPostMetal, "ThermalPostFunc"}, 1, ThermalBlockNames,
ext.registerExtensionSlot({}, {ThermalPostMetal, "EXTThermalPostFunc"}, 1, ThermalBlockNames,
1, ThermalTextures, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
false, false, false, true);
@@ -233,12 +233,12 @@ CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat
false, true, true, false);
/* MorphBall shadow shading */
ext.registerExtensionSlot({}, {MBShadowPostMetal, "MBShadowPostFunc"},
ext.registerExtensionSlot({}, {MBShadowPostMetal, "EXTMBShadowPostFunc"},
1, MBShadowBlockNames, 3, BallFadeTextures,
hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha,
hecl::Backend::ZTest::Equal,
false, false, false, true);
false, false, false, true, true);
/* World shadow shading (modified lighting) */
ext.registerExtensionSlot({LightingShadowMetal, "EXTLightingShadowFunc"}, {MainPostMetal, "MainPostFunc"},

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@@ -73,7 +73,7 @@ struct OGLParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::ID
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ITexture* textures[] = {texr->GetValueTexture(0).GetObj()->GetBooTexture()};
boo::ITexture* textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
const boo::VertexElementDescriptor VtxFmt[] =
{

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@@ -71,7 +71,7 @@ struct D3DParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::ID
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ITexture* textures[] = {texr->GetValueTexture(0).GetObj()->GetBooTexture()};
boo::ITexture* textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat,

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@@ -77,7 +77,7 @@ struct MetalParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ITexture* textures[] = {texr->GetValueTexture(0).GetObj()->GetBooTexture()};
boo::ITexture* textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat,

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@@ -116,9 +116,9 @@ static const char* BlurVS =
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitBlurUniform& psu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" vtf.position = float4(posIn.xyz, 1.0);\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.blurDir = psu.blurDir.xy;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";