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Work on CMorphBallShadow

This commit is contained in:
Jack Andersen
2017-03-04 21:57:12 -10:00
parent 52fe795407
commit 8ef9ed2c3b
23 changed files with 509 additions and 132 deletions

View File

@@ -72,6 +72,35 @@ static const char* ThermalPostGLSL =
"}\n"
"\n";
static const char* SolidPostGLSL =
"UBINDING2 uniform SolidUniform\n"
"{\n"
" vec4 solidColor;\n"
"};\n"
"vec4 SolidPostFunc(vec4 colorIn)\n"
"{\n"
" return solidColor;\n"
"}\n"
"\n";
static const char* MBShadowPostGLSL =
"UBINDING2 uniform MBShadowUniform\n"
"{\n"
" vec4 shadowUp;\n"
" float shadowId;\n"
"};\n"
"vec4 MBShadowPostFunc(vec4 colorIn)\n"
"{\n"
" float idTexel = texture(tex0, vtf.extTcgs[0]).a;\n"
" float sphereTexel = texture(tex1, vtf.extTcgs[1]).a;\n"
" float fadeTexel = texture(tex2, vtf.extTcgs[2]).a;\n"
" float val = ((abs(idTexel - shadowId) < 0.001) ?\n"
" (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *\n"
" sphereTexel * fadeTexel;\n"
" return vec4(0.0, 0.0, 0.0, val);\n"
"}\n"
"\n";
static const char* BlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
"LightingUniform"};
@@ -80,6 +109,14 @@ static const char* ThermalBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
"ThermalUniform"};
static const char* SolidBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
"SolidUniform"};
static const char* MBShadowBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
"MBShadowUniform"};
hecl::Runtime::ShaderCacheExtensions
CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
{
@@ -105,6 +142,17 @@ CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::One);
/* Solid shading */
ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::Zero);
/* MorphBall shadow shading */
ext.registerExtensionSlot({}, {MBShadowPostGLSL, "MBShadowPostFunc"},
3, MBShadowBlockNames, 3, BallFadeTextures,
hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha);
return ext;
}