2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-13 18:46:09 +00:00

Implement CWorldShadow and texture clamp mode

This commit is contained in:
Jack Andersen
2017-09-30 18:26:46 -10:00
parent 484a4900a0
commit 30ae347420
38 changed files with 915 additions and 110 deletions

View File

@@ -52,6 +52,66 @@ static const char* LightingGLSL =
" return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n"
"}\n";
static const char* LightingShadowGLSL =
"struct Light\n"
"{\n"
" vec4 pos;\n"
" vec4 dir;\n"
" vec4 color;\n"
" vec4 linAtt;\n"
" vec4 angAtt;\n"
"};\n"
"struct Fog\n"
"{\n"
" vec4 color;\n"
" float rangeScale;\n"
" float start;\n"
"};\n"
"\n"
"UBINDING2 uniform LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" vec4 ambient;\n"
" vec4 colorReg0;\n"
" vec4 colorReg1;\n"
" vec4 colorReg2;\n"
" vec4 mulColor;\n"
" Fog fog;\n"
"};\n"
"\n"
"vec4 LightingShadowFunc(vec4 mvPosIn, vec4 mvNormIn)\n"
"{\n"
" vec4 ret = ambient;\n"
" \n"
" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0) *\n"
" texture(extTex0, vtf.extTcgs[0]).r;\n"
" \n"
" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
" }\n"
" \n"
" return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n"
"}\n";
static const char* MainPostGLSL =
"vec4 MainPostFunc(vec4 colorIn)\n"
"{\n"
@@ -190,6 +250,20 @@ CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
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);
/* World shadow shading (modified lighting) */
ext.registerExtensionSlot({LightingShadowGLSL, "LightingShadowFunc"}, {MainPostGLSL, "MainPostFunc"},
3, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
false, false, false, true);
return ext;
}