mirror of https://github.com/AxioDL/metaforce.git
macOS API sync
This commit is contained in:
parent
1851308021
commit
919140c06f
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@ -45,6 +45,12 @@ if(NOT INKSCAPE_BIN)
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add_custom_command(OUTPUT icons.bin COMMAND ${CMAKE_COMMAND} ARGS -P
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${CMAKE_CURRENT_SOURCE_DIR}/IconDownload.cmake)
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else()
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if(APPLE)
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get_filename_component(INKSCAPE_DIR ${INKSCAPE_BIN} DIRECTORY)
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if(EXISTS "${INKSCAPE_DIR}/../Resources/bin/inkscape")
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set(INKSCAPE_BIN "${INKSCAPE_DIR}/../Resources/bin/inkscape")
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endif()
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endif()
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message(STATUS "Inkscape found; will render icons locally")
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add_custom_command(OUTPUT icons.bin COMMAND $<TARGET_FILE:packicons>
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ARGS ${INKSCAPE_BIN} ${CMAKE_CURRENT_SOURCE_DIR}/icons.svg
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@ -71,86 +71,91 @@ static const hecl::Backend::TextureInfo WorldShadowTextures[] =
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{hecl::Backend::TexGenSrc::Position, 7, 0, 7, false} // Shadow tex
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};
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static const char* BlockNames[] = {"LightingUniform"};
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static const char* ThermalBlockNames[] = {"ThermalUniform"};
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static const char* SolidBlockNames[] = {"SolidUniform"};
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static const char* MBShadowBlockNames[] = {"MBShadowUniform"};
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static hecl::Backend::ExtensionSlot g_ExtensionSlots[] =
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{
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/* Default solid shading */
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{},
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/* Normal lit shading */
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{0, nullptr, hecl::Backend::BlendFactor::Original,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true},
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/* Thermal Visor shading */
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{1, ThermalTextures, hecl::Backend::BlendFactor::One,
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{1, ThermalBlockNames, 1, ThermalTextures, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, false, true},
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/* Forced alpha shading */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true},
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/* Forced additive shading */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, true, false, true},
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/* Solid color */
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{0, nullptr, hecl::Backend::BlendFactor::One,
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Backface, false, false, false},
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/* Solid color additive */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Backface, true, false, true},
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/* Alpha-only Solid color frontface cull, LEqual */
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{0, nullptr, hecl::Backend::BlendFactor::Zero,
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Frontface, false, true, false},
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/* Alpha-only Solid color frontface cull, Always, No Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::Zero,
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None,
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hecl::Backend::CullMode::Frontface, true, true, false},
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/* Alpha-only Solid color backface cull, LEqual */
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{0, nullptr, hecl::Backend::BlendFactor::Zero,
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Backface, false, true, false},
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/* Alpha-only Solid color backface cull, Greater, No Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::Zero,
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
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hecl::Backend::CullMode::Backface, true, true, false},
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/* MorphBall shadow shading */
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{3, BallFadeTextures,
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{1, MBShadowBlockNames, 3, BallFadeTextures,
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hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha,
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hecl::Backend::ZTest::Equal,
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hecl::Backend::CullMode::Backface, false, false, true, false, true},
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/* World shadow shading (modified lighting) */
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{1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
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{1, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true},
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/* Forced alpha shading without culling */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::None, false, false, true},
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/* Forced additive shading without culling */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::None, false, false, true},
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/* Forced alpha shading without Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Original, true, false, true},
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/* Forced additive shading without Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Original, true, false, true},
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/* Forced alpha shading without culling or Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::None, true, false, true},
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/* Forced additive shading without culling or Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::None, true, false, true},
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/* Depth GEqual no Z-write */
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{0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::GEqual,
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hecl::Backend::CullMode::Backface, true, false, true}
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};
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@ -208,7 +208,7 @@ const hecl::Backend::Function ExtensionLightingFuncsMetal[] =
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{},
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{},
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{},
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{LightingShadowMetal, "LightingShadowFunc"},
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{LightingShadowMetal, "EXTLightingShadowFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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@ -222,7 +222,7 @@ const hecl::Backend::Function ExtensionPostFuncsMetal[] =
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{
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{},
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{MainPostMetal, "MainPostFunc"},
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{ThermalPostMetal, "ThermalPostFunc"},
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{ThermalPostMetal, "EXTThermalPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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@ -231,7 +231,7 @@ const hecl::Backend::Function ExtensionPostFuncsMetal[] =
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{MBShadowPostMetal, "MBShadowPostFunc"},
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{MBShadowPostMetal, "EXTMBShadowPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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@ -109,7 +109,7 @@ vertex VertToFrag vmain(VertData v [[ stage_in ]], constant CAABoxUniform& bu [[
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}
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#fragment metal
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"struct VertToFrag
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struct VertToFrag
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{
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float4 pos [[ position ]];
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float4 color;
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@ -435,7 +435,7 @@ struct VertToFrag
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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sampler samp [[ sampler(0) ]],"
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sampler samp [[ sampler(0) ]],
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texture2d<float> tex0 [[ texture(0) ]],
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texture2d<float> tex1 [[ texture(1) ]],
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texture2d<float> tex2 [[ texture(2) ]])
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@ -444,7 +444,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));
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float4 texrTexel = tex0.sample(samp, vtf.uvTexr);
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float4 colr = vtf.color * float4(sceneTexel.rgb, 1.0) + texrTexel;
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return float4(colr.rgb, vtf.color.a * texrTexel.a);"
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return float4(colr.rgb, vtf.color.a * texrTexel.a);
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}
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#shader CElementGenShaderIndTexNoZWrite : CElementGenShaderIndTexZWrite
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@ -0,0 +1,769 @@
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#include "shader_CFluidPlaneShader.hpp"
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 normalIn [[ attribute(1) ]];\n"
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" float4 binormalIn [[ attribute(2) ]];\n"
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" float4 tangentIn [[ attribute(3) ]];\n"
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" float4 colorIn [[ attribute(4) ]];\n"
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"};\n"
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"\n"
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"struct FluidPlaneUniform\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 texMtxs[6];\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n"
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" float4 mvBinorm;\n"
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" float4 mvTangent;\n"
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" float4 color;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]],\n"
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" constant FluidPlaneUniform& fu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" float4 pos = float4(v.posIn.xyz, 1.0);\n"
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" float4 normalIn = v.normalIn;\n"
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" vtf.mvPos = fu.mv * pos;\n"
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" vtf.pos = fu.proj * vtf.mvPos;\n"
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" vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
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" vtf.mvBinorm = fu.mvNorm * v.binormalIn;\n"
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" vtf.mvTangent = fu.mvNorm * v.tangentIn;\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uv0 = (fu.texMtxs[0] * pos).xy;\n"
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" vtf.uv1 = (fu.texMtxs[1] * pos).xy;\n"
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" vtf.uv2 = (fu.texMtxs[2] * pos).xy;\n"
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"%s" // Additional TCGs here
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" return vtf;\n"
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"}\n";
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static const char* TessCS =
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"struct VertData\n"
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"{\n"
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" float4 minMaxPos [[ attribute(0) ]];\n"
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" float4 outerLevelsIn [[ attribute(1) ]];\n"
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" float2 innerLevelsIn [[ attribute(2) ]];\n"
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"};\n"
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"\n"
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"struct KernelPatchInfo {\n"
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" uint numPatches; // total number of patches to process.\n"
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" // we need this because this value may\n"
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" // not be a multiple of threadgroup size.\n"
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" ushort numPatchesInThreadGroup; // number of patches processed by a\n"
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" // thread-group\n"
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" ushort numControlPointsPerPatch;\n"
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"};\n"
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"\n"
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"kernel void\n"
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"cmain(VertData v [[ stage_in ]],\n"
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" constant KernelPatchInfo& patchInfo [[ buffer(2) ]],\n"
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" device MTLQuadTessellationFactorsHalf* tessellationFactorBuffer [[ buffer(3) ]],\n"
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" ushort lID [[ thread_position_in_threadgroup ]],\n"
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" ushort groupID [[ threadgroup_position_in_grid ]])\n"
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"{\n"
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" uint patchGroupID = groupID * patchInfo.numPatchesInThreadGroup;\n"
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"\n"
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" // execute the per-patch hull function\n"
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" if (lID < patchInfo.numPatchesInThreadGroup)\n"
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" {\n"
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" uint patchID = patchGroupID + lID;\n"
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" device MTLQuadTessellationFactorsHalf& patchOut = tessellationFactorBuffer[patchID];\n"
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" for (int i=0 ; i<4 ; ++i)\n"
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" patchOut.edgeTessellationFactor[i] = v.outerLevelsIn[i];\n"
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" for (int i=0 ; i<2 ; ++i)\n"
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" patchOut.insideTessellationFactor[i] = v.innerLevelsIn[i];\n"
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" }\n"
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"}\n";
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static const char* TessES =
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"struct Ripple\n"
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"{\n"
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" float4 center; // time, distFalloff\n"
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" float4 params; // amplitude, lookupPhase, lookupTime\n"
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"};\n"
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"\n"
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"struct FluidPlaneUniform\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 texMtxs[6];\n"
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" Ripple ripples[20];\n"
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" float4 colorMul;\n"
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" float rippleNormResolution;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n"
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" float4 mvBinorm;\n"
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" float4 mvTangent;\n"
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" float4 color;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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"};\n"
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"\n"
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"struct VertData\n"
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"{\n"
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" float4 minMaxPos [[ attribute(0) ]];\n"
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" float4 outerLevelsIn [[ attribute(1) ]];\n"
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" float2 innerLevelsIn [[ attribute(2) ]];\n"
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"};\n"
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"\n"
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"#define PI_X2 6.283185307179586\n"
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"\n"
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"static void ApplyRipple(constant Ripple& ripple, float2 pos, thread float& height,\n"
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" sampler samp, texture2d<float> RippleMap)\n"
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"{\n"
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" float dist = length(ripple.center.xy - pos);\n"
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" float rippleV = RippleMap.sample(samp, float2(dist * ripple.center.w, ripple.center.z), level(0.0)).r;\n"
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" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
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"}\n"
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"\n"
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"[[ patch(quad, 1) ]]\n"
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"vertex VertToFrag emain(VertData v [[ stage_in ]], float2 TessCoord [[ position_in_patch ]],\n"
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" constant FluidPlaneUniform& fu [[ buffer(2) ]],\n"
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" sampler samp [[ sampler(2) ]],\n"
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" texture2d<float> RippleMap [[ texture(%d) ]])\n"
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"{\n"
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" float2 posIn = float2(mix(v.minMaxPos.x, v.minMaxPos.z, TessCoord.x),\n"
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" mix(v.minMaxPos.y, v.minMaxPos.w, TessCoord.y));\n"
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" float height = 0.0;\n"
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" float upHeight = 0.0;\n"
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" float downHeight = 0.0;\n"
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" float rightHeight = 0.0;\n"
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" float leftHeight = 0.0;\n"
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" for (int i=0 ; i<20 ; ++i)\n"
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" {\n"
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" ApplyRipple(fu.ripples[i], posIn, height, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn + float2(0.0, fu.rippleNormResolution), upHeight, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn - float2(0.0, fu.rippleNormResolution), downHeight, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn + float2(fu.rippleNormResolution, 0.0), rightHeight, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn - float2(fu.rippleNormResolution, 0.0), leftHeight, samp, RippleMap);\n"
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" }\n"
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" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
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" (downHeight - upHeight),\n"
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" fu.rippleNormResolution)), 1.0);\n"
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" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
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||||
" float4 tangentIn = float4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
|
||||
" float4 pos = float4(posIn, height, 1.0);\n"
|
||||
" VertToFrag vtf;\n"
|
||||
" vtf.mvPos = (fu.mv * pos);\n"
|
||||
" vtf.pos = (fu.proj * vtf.mvPos);\n"
|
||||
" vtf.mvNorm = (fu.mvNorm * normalIn);\n"
|
||||
" vtf.mvBinorm = (fu.mvNorm * binormalIn);\n"
|
||||
" vtf.mvTangent = (fu.mvNorm * tangentIn);\n"
|
||||
" vtf.color = max(height, 0.0) * fu.colorMul;\n"
|
||||
" vtf.color.a = 1.0;\n"
|
||||
" vtf.uv0 = (fu.texMtxs[0] * pos).xy;\n"
|
||||
" vtf.uv1 = (fu.texMtxs[1] * pos).xy;\n"
|
||||
" vtf.uv2 = (fu.texMtxs[2] * pos).xy;\n"
|
||||
"%s\n" // Additional TCGs here
|
||||
" return vtf;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* FS =
|
||||
"struct Light\n"
|
||||
"{\n"
|
||||
" float4 pos;\n"
|
||||
" float4 dir;\n"
|
||||
" float4 color;\n"
|
||||
" float4 linAtt;\n"
|
||||
" float4 angAtt;\n"
|
||||
"};\n"
|
||||
"struct Fog\n" // Reappropriated for indirect texture scaling
|
||||
"{\n"
|
||||
" int mode;\n"
|
||||
" float4 color;\n"
|
||||
" float indScale;\n"
|
||||
" float start;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct LightingUniform\n"
|
||||
"{\n"
|
||||
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
|
||||
" float4 ambient;\n"
|
||||
" float4 kColor0;\n"
|
||||
" float4 kColor1;\n"
|
||||
" float4 kColor2;\n"
|
||||
" float4 kColor3;\n"
|
||||
" Fog fog;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn)\n"
|
||||
"{\n"
|
||||
" float4 ret = lu.ambient;\n"
|
||||
" \n"
|
||||
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
|
||||
" {\n"
|
||||
" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
|
||||
" float dist = length(delta);\n"
|
||||
" float angDot = clamp(dot(normalize(delta), lu.lights[i].dir.xyz), 0.0, 1.0);\n"
|
||||
" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
|
||||
" lu.lights[i].linAtt[1] * dist +\n"
|
||||
" lu.lights[i].linAtt[0]);\n"
|
||||
" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
|
||||
" lu.lights[i].angAtt[1] * angDot +\n"
|
||||
" lu.lights[i].angAtt[0];\n"
|
||||
" ret += lu.lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
|
||||
" }\n"
|
||||
" \n"
|
||||
" return ret;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos [[ position ]];\n"
|
||||
" float4 mvPos;\n"
|
||||
" float4 mvNorm;\n"
|
||||
" float4 mvBinorm;\n"
|
||||
" float4 mvTangent;\n"
|
||||
" float4 color;\n"
|
||||
" float2 uv0;\n"
|
||||
" float2 uv1;\n"
|
||||
" float2 uv2;\n"
|
||||
" float2 uv3;\n"
|
||||
" float2 uv4;\n"
|
||||
" float2 uv5;\n"
|
||||
" float2 uv6;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
|
||||
" sampler samp [[ sampler(0) ]],\n"
|
||||
" constant LightingUniform& lu [[ buffer(4) ]]%s)\n" // Textures here
|
||||
"{\n"
|
||||
" float4 lighting = LightingFunc(lu, vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
|
||||
" float4 colorOut;\n"
|
||||
"%s" // Combiner expression here
|
||||
" return colorOut;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* FSDoor =
|
||||
"struct Light\n"
|
||||
"{\n"
|
||||
" float4 pos;\n"
|
||||
" float4 dir;\n"
|
||||
" float4 color;\n"
|
||||
" float4 linAtt;\n"
|
||||
" float4 angAtt;\n"
|
||||
"};\n"
|
||||
"struct Fog\n" // Reappropriated for indirect texture scaling
|
||||
"{\n"
|
||||
" int mode;\n"
|
||||
" float4 color;\n"
|
||||
" float indScale;\n"
|
||||
" float start;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct LightingUniform\n"
|
||||
"{\n"
|
||||
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
|
||||
" float4 ambient;\n"
|
||||
" float4 kColor0;\n"
|
||||
" float4 kColor1;\n"
|
||||
" float4 kColor2;\n"
|
||||
" float4 kColor3;\n"
|
||||
" Fog fog;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos [[ position ]];\n"
|
||||
" float4 mvPos;\n"
|
||||
" float4 mvNorm;\n"
|
||||
" float4 mvBinorm;\n"
|
||||
" float4 mvTangent;\n"
|
||||
" float4 color;\n"
|
||||
" float2 uv0;\n"
|
||||
" float2 uv1;\n"
|
||||
" float2 uv2;\n"
|
||||
" float2 uv3;\n"
|
||||
" float2 uv4;\n"
|
||||
" float2 uv5;\n"
|
||||
" float2 uv6;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
|
||||
" sampler samp [[ sampler(0) ]],\n"
|
||||
" constant LightingUniform& lu [[ buffer(4) ]]%s)\n" // Textures here
|
||||
"{\n"
|
||||
" float4 colorOut;\n"
|
||||
"%s" // Combiner expression here
|
||||
" return colorOut;\n"
|
||||
"}\n";
|
||||
|
||||
static std::string _BuildFS(const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
std::string textures;
|
||||
std::string combiner;
|
||||
int nextTex = 0;
|
||||
int nextTCG = 3;
|
||||
int nextMtx = 4;
|
||||
int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv;
|
||||
|
||||
if (info.m_hasPatternTex1)
|
||||
textures += hecl::Format(",\ntexture2d<float> patternTex1 [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasPatternTex2)
|
||||
textures += hecl::Format(",\ntexture2d<float> patternTex2 [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasColorTex)
|
||||
textures += hecl::Format(",\ntexture2d<float> colorTex [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasBumpMap)
|
||||
textures += hecl::Format(",\ntexture2d<float> bumpMap [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasEnvMap)
|
||||
textures += hecl::Format(",\ntexture2d<float> envMap [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasEnvBumpMap)
|
||||
textures += hecl::Format(",\ntexture2d<float> envBumpMap [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasLightmap)
|
||||
textures += hecl::Format(",\ntexture2d<float> lightMap [[ texture(%d) ]]", nextTex++);
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
bumpMapUv = nextTCG;
|
||||
}
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
envBumpMapUv = nextTCG;
|
||||
}
|
||||
if (info.m_hasEnvMap)
|
||||
{
|
||||
envMapUv = nextTCG;
|
||||
}
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
lightmapUv = nextTCG;
|
||||
}
|
||||
|
||||
switch (info.m_type)
|
||||
{
|
||||
case EFluidType::NormalWater:
|
||||
case EFluidType::PhazonFluid:
|
||||
case EFluidType::Four:
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%d);\n", lightmapUv);
|
||||
// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
|
||||
// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
|
||||
// Output reg 2
|
||||
// KColor 2
|
||||
if (info.m_doubleLightmapBlend)
|
||||
{
|
||||
// 1: Tex4TCG2, Tex4, GX_COLOR1A1
|
||||
// C2, TEX, KONST, RAS
|
||||
// Output reg 2
|
||||
// KColor 3
|
||||
// Tex * K2 + Lighting
|
||||
combiner += " lighting += mix(lightMapTexel * lu.kColor2, lightMapTexel, lu.kColor3);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
// mix(Tex * K2, Tex, K3) + Lighting
|
||||
combiner += " lighting += lightMapTexel * lu.kColor2;\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Next: Tex0TCG, Tex0, GX_COLOR1A1
|
||||
// ZERO, TEX, KONST, RAS
|
||||
// Output reg prev
|
||||
// KColor 0
|
||||
|
||||
// Next: Tex1TCG, Tex1, GX_COLOR0A0
|
||||
// ZERO, TEX, PREV, RAS
|
||||
// Output reg prev
|
||||
|
||||
// Next: Tex2TCG, Tex2, GX_COLOR1A1
|
||||
// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
|
||||
// Output reg prev
|
||||
|
||||
// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
if (info.m_hasPatternTex1)
|
||||
combiner += " colorOut = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + lighting) *\n"
|
||||
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = lighting * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
|
||||
if (info.m_hasColorTex && !info.m_hasEnvMap && info.m_hasEnvBumpMap)
|
||||
{
|
||||
// Make previous stage indirect, mtx0
|
||||
combiner += hecl::Format(" float2 indUvs = (envBumpMap.sample(samp, vtf.uv%d).ra - float2(0.5, 0.5)) *\n"
|
||||
" float2(lu.fog.indScale, -lu.fog.indScale);\n", envBumpMapUv);
|
||||
combiner += " colorOut += colorTex.sample(samp, indUvs + vtf.uv2) * lighting;\n";
|
||||
}
|
||||
else if (info.m_hasEnvMap)
|
||||
{
|
||||
// Next: envTCG, envTex, NULL
|
||||
// PREV, TEX, KONST, ZERO
|
||||
// Output reg prev
|
||||
// KColor 1
|
||||
|
||||
// Make previous stage indirect, mtx0
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += colorTex.sample(samp, vtf.uv2) * lighting;\n";
|
||||
combiner += hecl::Format(" float2 indUvs = (envBumpMap.sample(samp, vtf.uv%d).ra - float2(0.5, 0.5)) *\n"
|
||||
" float2(lu.fog.indScale, -lu.fog.indScale);\n", envBumpMapUv);
|
||||
combiner += hecl::Format(" colorOut = mix(colorOut, envMap.sample(samp, indUvs + vtf.uv%d), lu.kColor1);\n",
|
||||
envMapUv);
|
||||
}
|
||||
else if (info.m_hasColorTex)
|
||||
{
|
||||
combiner += " colorOut += colorTex.sample(samp, vtf.uv2) * lighting;\n";
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case EFluidType::PoisonWater:
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%d);\n", lightmapUv);
|
||||
// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
|
||||
// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
|
||||
// Output reg 2
|
||||
// KColor 2
|
||||
if (info.m_doubleLightmapBlend)
|
||||
{
|
||||
// 1: Tex4TCG2, Tex4, GX_COLOR1A1
|
||||
// C2, TEX, KONST, RAS
|
||||
// Output reg 2
|
||||
// KColor 3
|
||||
// Tex * K2 + Lighting
|
||||
combiner += " lighting += mix(lightMapTexel * lu.kColor2, lightMapTexel, lu.kColor3);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
// mix(Tex * K2, Tex, K3) + Lighting
|
||||
combiner += " lighting += lightMapTexel * lu.kColor2;\n";
|
||||
}
|
||||
}
|
||||
|
||||
// Next: Tex0TCG, Tex0, GX_COLOR1A1
|
||||
// ZERO, TEX, KONST, RAS
|
||||
// Output reg prev
|
||||
// KColor 0
|
||||
|
||||
// Next: Tex1TCG, Tex1, GX_COLOR0A0
|
||||
// ZERO, TEX, PREV, RAS
|
||||
// Output reg prev
|
||||
|
||||
// Next: Tex2TCG, Tex2, GX_COLOR1A1
|
||||
// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
|
||||
// Output reg prev
|
||||
|
||||
// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
if (info.m_hasPatternTex1)
|
||||
combiner += " colorOut = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + lighting) *\n"
|
||||
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = lighting * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
{
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
// Make previous stage indirect, mtx0
|
||||
combiner += hecl::Format(" float2 indUvs = (envBumpMap.sample(samp, vtf.uv%d).ra - float2(0.5, 0.5)) *\n"
|
||||
" float2(lu.fog.indScale, -lu.fog.indScale);\n", envBumpMapUv);
|
||||
combiner += " colorOut += colorTex.sample(samp, indUvs + vtf.uv2) * lighting;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut += colorTex.sample(samp, vtf.uv2) * lighting;\n";
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case EFluidType::Lava:
|
||||
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
||||
// ZERO, TEX, KONST, RAS
|
||||
// Output reg prev
|
||||
// KColor 0
|
||||
|
||||
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
||||
// ZERO, TEX, PREV, RAS
|
||||
// Output reg prev
|
||||
|
||||
// 2: Tex2TCG, Tex2, NULL
|
||||
// ZERO, TEX, ONE, PREV
|
||||
// Output reg prev
|
||||
|
||||
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
if (info.m_hasPatternTex1)
|
||||
combiner += " colorOut = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + vtf.color) *\n"
|
||||
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += colorTex.sample(samp, vtf.uv2);\n";
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
// 3: bumpMapTCG, bumpMap, NULL
|
||||
// ZERO, TEX, ONE, HALF
|
||||
// Output reg 0, no clamp, no bias
|
||||
|
||||
// 4: bumpMapTCG2, bumpMap, NULL
|
||||
// ZERO, TEX, ONE, C0
|
||||
// Output reg 0, subtract, clamp, no bias
|
||||
|
||||
combiner += " float3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;\n"
|
||||
" float lx = dot(vtf.mvTangent.xyz, lightVec);\n"
|
||||
" float ly = dot(vtf.mvBinorm.xyz, lightVec);\n";
|
||||
combiner += hecl::Format(" float4 emboss1 = bumpMap.sample(samp, vtf.uv%d) + float4(0.5);\n"
|
||||
" float4 emboss2 = bumpMap.sample(samp, vtf.uv%d + float2(lx, ly));\n",
|
||||
bumpMapUv, bumpMapUv);
|
||||
|
||||
// 5: NULL, NULL, NULL
|
||||
// ZERO, PREV, C0, ZERO
|
||||
// Output reg prev, scale 2, clamp
|
||||
|
||||
// colorOut * clamp(emboss1 + 0.5 - emboss2, 0.0, 1.0) * 2.0
|
||||
combiner += "colorOut *= clamp((emboss1 + float4(0.5) - emboss2) * float4(2.0), float4(0.0), float4(1.0));\n";
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case EFluidType::ThickLava:
|
||||
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
||||
// ZERO, TEX, KONST, RAS
|
||||
// Output reg prev
|
||||
// KColor 0
|
||||
|
||||
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
||||
// ZERO, TEX, PREV, RAS
|
||||
// Output reg prev
|
||||
|
||||
// 2: Tex2TCG, Tex2, NULL
|
||||
// ZERO, TEX, ONE, PREV
|
||||
// Output reg prev
|
||||
|
||||
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
if (info.m_hasPatternTex1)
|
||||
combiner += " colorOut = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + vtf.color) *\n"
|
||||
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += colorTex.sample(samp, vtf.uv2);\n";
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
// 3: bumpMapTCG, bumpMap, NULL
|
||||
// ZERO, TEX, PREV, ZERO
|
||||
// Output reg prev, scale 2
|
||||
combiner += hecl::Format(" float4 emboss1 = bumpMap.sample(samp, vtf.uv%d) + float4(0.5);\n", bumpMapUv);
|
||||
combiner += "colorOut *= emboss1 * float4(2.0);\n";
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = lu.kColor0.a;\n";
|
||||
|
||||
char *finalFS;
|
||||
asprintf(&finalFS, FS, textures.c_str(), combiner.c_str());
|
||||
std::string ret(finalFS);
|
||||
free(finalFS);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static std::string _BuildAdditionalTCGs(const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
std::string additionalTCGs;
|
||||
int nextTCG = 3;
|
||||
int nextMtx = 4;
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[0] * pos).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvMap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
|
||||
return additionalTCGs;
|
||||
}
|
||||
|
||||
static std::string _BuildVS(const SFluidPlaneShaderInfo& info, bool tessellation)
|
||||
{
|
||||
if (tessellation)
|
||||
return TessCS;
|
||||
|
||||
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
||||
|
||||
char *finalVSs;
|
||||
asprintf(&finalVSs, VS, additionalTCGs.c_str());
|
||||
std::string ret(finalVSs);
|
||||
free(finalVSs);
|
||||
return ret;
|
||||
}
|
||||
template <>
|
||||
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::Metal, hecl::PipelineStage::Vertex>::BuildShader
|
||||
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
||||
{
|
||||
return _BuildVS(in, tessellation);
|
||||
}
|
||||
|
||||
template <>
|
||||
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::Metal, hecl::PipelineStage::Fragment>::BuildShader
|
||||
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
||||
{
|
||||
return _BuildFS(in);
|
||||
}
|
||||
|
||||
static std::string BuildES(const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
int nextTex = 0;
|
||||
if (info.m_hasPatternTex1)
|
||||
nextTex++;
|
||||
if (info.m_hasPatternTex2)
|
||||
nextTex++;
|
||||
if (info.m_hasColorTex)
|
||||
nextTex++;
|
||||
if (info.m_hasBumpMap)
|
||||
nextTex++;
|
||||
if (info.m_hasEnvMap)
|
||||
nextTex++;
|
||||
if (info.m_hasEnvBumpMap)
|
||||
nextTex++;
|
||||
if (info.m_hasLightmap)
|
||||
nextTex++;
|
||||
|
||||
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
||||
|
||||
char *finalESs;
|
||||
asprintf(&finalESs, TessES, nextTex, additionalTCGs.c_str());
|
||||
std::string ret(finalESs);
|
||||
free(finalESs);
|
||||
|
||||
return ret;
|
||||
}
|
||||
template <>
|
||||
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::Metal, hecl::PipelineStage::Evaluation>::BuildShader
|
||||
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
||||
{
|
||||
return BuildES(in);
|
||||
}
|
||||
|
||||
static std::string _BuildVS(const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
char *finalVSs;
|
||||
asprintf(&finalVSs, VS, "");
|
||||
std::string ret(finalVSs);
|
||||
free(finalVSs);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static std::string _BuildFS(const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
int nextTex = 0;
|
||||
std::string textures;
|
||||
std::string combiner;
|
||||
|
||||
if (info.m_hasPatternTex1)
|
||||
textures += hecl::Format(",\ntexture2d<float> patternTex1 [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasPatternTex2)
|
||||
textures += hecl::Format(",\ntexture2d<float> patternTex2 [[ texture(%d) ]]", nextTex++);
|
||||
if (info.m_hasColorTex)
|
||||
textures += hecl::Format(",\ntexture2d<float> colorTex [[ texture(%d) ]]", nextTex++);
|
||||
|
||||
// Tex0 * kColor0 * Tex1 + Tex2
|
||||
if (info.m_hasPatternTex1 && info.m_hasPatternTex2)
|
||||
{
|
||||
combiner += " colorOut = patternTex1.sample(samp, vtf.uv0) * lu.kColor0 *\n"
|
||||
" patternTex2.sample(samp, vtf.uv1);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = float4(0.0);\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
{
|
||||
combiner += " colorOut += colorTex.sample(samp, vtf.uv2);\n";
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = lu.kColor0.a;\n";
|
||||
|
||||
char *finalFSs;
|
||||
asprintf(&finalFSs, FSDoor, textures.c_str(), combiner.c_str());
|
||||
std::string ret(finalFSs);
|
||||
free(finalFSs);
|
||||
return ret;
|
||||
}
|
||||
|
||||
template <>
|
||||
std::string StageObject_CFluidPlaneDoorShader<hecl::PlatformType::Metal, hecl::PipelineStage::Vertex>::BuildShader
|
||||
(const SFluidPlaneDoorShaderInfo& in)
|
||||
{
|
||||
return _BuildVS(in);
|
||||
}
|
||||
|
||||
template <>
|
||||
std::string StageObject_CFluidPlaneDoorShader<hecl::PlatformType::Metal, hecl::PipelineStage::Fragment>::BuildShader
|
||||
(const SFluidPlaneDoorShaderInfo& in)
|
||||
{
|
||||
return _BuildFS(in);
|
||||
}
|
|
@ -81,7 +81,7 @@ namespace gmm {
|
|||
std::vector<size_type> ns(dim), na(dim), nu(dim);
|
||||
for (size_type i = 0; i < nbpts; ++i) {
|
||||
for (int k = 0; k < dim; ++k) {
|
||||
register double a = (pts[i][k] - pmin[k]) / msize;
|
||||
double a = (pts[i][k] - pmin[k]) / msize;
|
||||
ns[k] = size_type(a) - 1; na[k] = 0;
|
||||
pts1[k] = int(a + overlap); pts2[k] = int(ceil(a-1.0-overlap));
|
||||
}
|
||||
|
|
2
hecl
2
hecl
|
@ -1 +1 @@
|
|||
Subproject commit 012d0a4514fb7b0716ca873b888db651b80f770d
|
||||
Subproject commit 9fe82ea92f5719a698a32dc7bea0fce66d1b3391
|
2
nod
2
nod
|
@ -1 +1 @@
|
|||
Subproject commit f87b286ff3c1f46b4294f15fdc6e849cc4f4d296
|
||||
Subproject commit 3d380fdc3b1b243c057dac13c9019a08b7eb8700
|
2
specter
2
specter
|
@ -1 +1 @@
|
|||
Subproject commit 472852162e34e55a1087ffbd743ccf1885fdc16e
|
||||
Subproject commit 8653be549c224160fe3bc9ad0c41131dd2fe549d
|
|
@ -27,6 +27,11 @@ add_executable(visigen ${PLAT_SRCS}
|
|||
|
||||
set_target_properties(visigen PROPERTIES COMPILE_DEFINITIONS URDE_DLPACKAGE="${URDE_DLPACKAGE}")
|
||||
|
||||
target_link_libraries(visigen logvisor athena-core athena-libyaml zeus glew
|
||||
xxhash ${ZLIB_LIBRARIES} ${LZO_LIB} ${BOO_SYS_LIBS})
|
||||
if(APPLE)
|
||||
find_library(OPENGL_LIBRARY OpenGL)
|
||||
set(PLAT_LIBS ${OPENGL_LIBRARY})
|
||||
endif()
|
||||
|
||||
target_link_libraries(visigen logvisor athena-core athena-libyaml zeus glew
|
||||
xxhash ${ZLIB_LIBRARIES} ${LZO_LIB} ${BOO_SYS_LIBS} ${PLAT_LIBS})
|
||||
endif()
|
||||
|
|
Loading…
Reference in New Issue