macOS build fixes

This commit is contained in:
Jack Andersen 2019-05-10 13:08:58 -10:00
parent 4554fc06bc
commit bf3ac9e34b
11 changed files with 688 additions and 17 deletions

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@ -251,9 +251,13 @@ bintoc(CModelShaders.frag.glsl.cpp Shaders/CModelShaders.frag.glsl CMODELSHADERS
bintoc(CModelShaders.common.hlsl.cpp Shaders/CModelShaders.common.hlsl CMODELSHADERS_COMMON_HLSL)
bintoc(CModelShaders.vert.hlsl.cpp Shaders/CModelShaders.vert.hlsl CMODELSHADERS_VERT_HLSL)
bintoc(CModelShaders.frag.hlsl.cpp Shaders/CModelShaders.frag.hlsl CMODELSHADERS_FRAG_HLSL)
bintoc(CModelShaders.common.metal.cpp Shaders/CModelShaders.common.metal CMODELSHADERS_COMMON_METAL)
bintoc(CModelShaders.vert.metal.cpp Shaders/CModelShaders.vert.metal CMODELSHADERS_VERT_METAL)
bintoc(CModelShaders.frag.metal.cpp Shaders/CModelShaders.frag.metal CMODELSHADERS_FRAG_METAL)
add_library(CModelShaders
CModelShaders.common.glsl.cpp CModelShaders.vert.glsl.cpp CModelShaders.frag.glsl.cpp
CModelShaders.common.hlsl.cpp CModelShaders.vert.hlsl.cpp CModelShaders.frag.hlsl.cpp)
CModelShaders.common.hlsl.cpp CModelShaders.vert.hlsl.cpp CModelShaders.frag.hlsl.cpp
CModelShaders.common.metal.cpp CModelShaders.vert.metal.cpp CModelShaders.frag.metal.cpp)
if(NOT TARGET atdna)
# Import native atdna if cross-compiling

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@ -1,4 +1,3 @@
#extension GL_ARB_enhanced_layouts: enable
#extension GL_ARB_shader_image_load_store: enable
struct VertToFrag {

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@ -0,0 +1,21 @@
#include <metal_stdlib>
using namespace metal;
struct VertToFrag {
float4 mvpPos [[ position ]];
float4 mvPos;
float4 mvNorm;
float2 lightmapUv;
float2 diffuseUv;
float2 emissiveUv;
float2 specularUv;
float2 extendedSpecularUv;
float2 reflectionUv;
float2 alphaUv;
float2 extUvs0;
float2 extUvs1;
float2 extUvs2;
float2 dynReflectionUvs0;
float2 dynReflectionUvs1;
float dynReflectionAlpha;
};

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@ -0,0 +1,367 @@
constant float3 kRGBToYPrime = float3(0.257, 0.504, 0.098);
/*
#if defined(ALPHA_%s)
#define SampleTexture_%s() %s.sample(samp, vtf.%sUv).aaa
#define SampleTextureAlpha_%s() %s.sample(samp, vtf.%sUv).a
#else
#define SampleTexture_%s() %s.sample(samp, vtf.%sUv).rgb
#define SampleTextureAlpha_%s() dot(%s.sample(samp, vtf.%sUv).rgb, kRGBToYPrime)
#endif
*/
#if defined(ALPHA_lightmap)
#define SampleTexture_lightmap() lightmap.sample(samp, vtf.lightmapUv).aaa
#define SampleTextureAlpha_lightmap() lightmap.sample(samp, vtf.lightmapUv).a
#else
#define SampleTexture_lightmap() lightmap.sample(samp, vtf.lightmapUv).rgb
#define SampleTextureAlpha_lightmap() dot(lightmap.sample(samp, vtf.lightmapUv).rgb, kRGBToYPrime)
#endif
#if defined(ALPHA_diffuse)
#define SampleTexture_diffuse() diffuse.sample(samp, vtf.diffuseUv).aaa
#define SampleTextureAlpha_diffuse() diffuse.sample(samp, vtf.diffuseUv).a
#else
#define SampleTexture_diffuse() diffuse.sample(samp, vtf.diffuseUv).rgb
#define SampleTextureAlpha_diffuse() dot(diffuse.sample(samp, vtf.diffuseUv).rgb, kRGBToYPrime)
#endif
#if defined(ALPHA_emissive)
#define SampleTexture_emissive() emissive.sample(samp, vtf.emissiveUv).aaa
#define SampleTextureAlpha_emissive() emissive.sample(samp, vtf.emissiveUv).a
#else
#define SampleTexture_emissive() emissive.sample(samp, vtf.emissiveUv).rgb
#define SampleTextureAlpha_emissive() dot(emissive.sample(samp, vtf.emissiveUv).rgb, kRGBToYPrime)
#endif
#if defined(ALPHA_specular)
#define SampleTexture_specular() specular.sample(samp, vtf.specularUv).aaa
#define SampleTextureAlpha_specular() specular.sample(samp, vtf.specularUv).a
#else
#define SampleTexture_specular() specular.sample(samp, vtf.specularUv).rgb
#define SampleTextureAlpha_specular() dot(specular.sample(samp, vtf.specularUv).rgb, kRGBToYPrime)
#endif
#if defined(ALPHA_extendedSpecular)
#define SampleTexture_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).aaa
#define SampleTextureAlpha_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).a
#else
#define SampleTexture_extendedSpecular() extendedSpecular.sample(samp, vtf.extendedSpecularUv).rgb
#define SampleTextureAlpha_extendedSpecular() dot(extendedSpecular.sample(samp, vtf.extendedSpecularUv).rgb, kRGBToYPrime)
#endif
#if defined(ALPHA_reflection)
#define SampleTexture_reflection() reflection.sample(samp, vtf.reflectionUv).aaa
#define SampleTextureAlpha_reflection() reflection.sample(samp, vtf.reflectionUv).a
#else
#define SampleTexture_reflection() reflection.sample(samp, vtf.reflectionUv).rgb
#define SampleTextureAlpha_reflection() dot(reflection.sample(samp, vtf.reflectionUv).rgb, kRGBToYPrime)
#endif
#if defined(ALPHA_alpha)
#define SampleTexture_alpha() alpha.sample(samp, vtf.alphaUv).aaa
#define SampleTextureAlpha_alpha() alpha.sample(samp, vtf.alphaUv).a
#else
#define SampleTexture_alpha() alpha.sample(samp, vtf.alphaUv).rgb
#define SampleTextureAlpha_alpha() dot(alpha.sample(samp, vtf.alphaUv).rgb, kRGBToYPrime)
#endif
#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_DISINTEGRATE)
struct Fog {
float4 color;
float A;
float B;
float C;
int mode;
};
#endif
#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW)
struct Light {
float4 pos;
float4 dir;
float4 color;
float4 linAtt;
float4 angAtt;
};
struct LightingUniform {
Light lights[URDE_MAX_LIGHTS];
float4 ambient;
float4 colorReg0;
float4 colorReg1;
float4 colorReg2;
float4 mulColor;
float4 addColor;
Fog fog;
};
#define colorReg0 lu.colorReg0
#define colorReg1 lu.colorReg1
#define colorReg2 lu.colorReg2
#else
constant float4 colorReg0 = float4(1.0, 1.0, 1.0, 1.0);
constant float4 colorReg1 = float4(1.0, 1.0, 1.0, 1.0);
constant float4 colorReg2 = float4(1.0, 1.0, 1.0, 1.0);
#endif
#if defined(URDE_LIGHTING)
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
float4 ret = lu.ambient;
for (int i = 0; i < URDE_MAX_LIGHTS; ++i) {
float3 delta = vtf.mvPos.xyz - lu.lights[i].pos.xyz;
float dist = length(delta);
float3 deltaNorm = delta / dist;
float angDot = max(dot(deltaNorm, lu.lights[i].dir.xyz), 0.0);
float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +
lu.lights[i].linAtt[1] * dist +
lu.lights[i].linAtt[0]);
float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +
lu.lights[i].angAtt[1] * angDot +
lu.lights[i].angAtt[0];
ret += lu.lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0);
}
return saturate(ret.rgb);
}
#endif
#if defined(URDE_THERMAL_HOT)
struct LightingUniform {
float4 tmulColor;
float4 taddColor;
};
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
return float3(1.0, 1.0, 1.0);
}
#endif
#if defined(URDE_THERMAL_COLD)
struct LightingUniform {};
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
return float3(1.0, 1.0, 1.0);
}
#endif
#if defined(URDE_SOLID)
struct LightingUniform {
float4 solidColor;
};
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
return float3(1.0, 1.0, 1.0);
}
#endif
#if defined(URDE_MB_SHADOW)
struct LightingUniform {
float4 shadowUp;
float shadowId;
};
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
return float3(1.0, 1.0, 1.0);
}
#endif
#if defined(URDE_LIGHTING_SHADOW)
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
float2 shadowUV = vtf.extUvs0;
shadowUV.y = 1.0 - shadowUV.y;
float4 ret = lu.ambient;
float3 delta = vtf.mvPos.xyz - lu.lights[0].pos.xyz;
float dist = length(delta);
float3 deltaNorm = delta / dist;
float angDot = max(dot(deltaNorm, lu.lights[0].dir.xyz), 0.0);
float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist +
lu.lights[0].linAtt[1] * dist +
lu.lights[0].linAtt[0]);
float angAtt = lu.lights[0].angAtt[2] * angDot * angDot +
lu.lights[0].angAtt[1] * angDot +
lu.lights[0].angAtt[0];
ret += lu.lights[0].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0) *
extTex0.sample(clampSamp, shadowUV).r;
for (int i = 1; i < URDE_MAX_LIGHTS; ++i) {
float3 delta = vtf.mvPos.xyz - lu.lights[i].pos.xyz;
float dist = length(delta);
float3 deltaNorm = delta / dist;
float angDot = max(dot(deltaNorm, lu.lights[i].dir.xyz), 0.0);
float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +
lu.lights[i].linAtt[1] * dist +
lu.lights[i].linAtt[0]);
float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +
lu.lights[i].angAtt[1] * angDot +
lu.lights[i].angAtt[0];
ret += lu.lights[i].color * angAtt * att * max(dot(-deltaNorm, vtf.mvNorm.xyz), 0.0);
}
return saturate(ret.rgb);
}
#endif
#if defined(URDE_DISINTEGRATE)
struct LightingUniform {
float4 daddColor;
Fog fog;
};
float3 LightingFunc(thread VertToFrag& vtf, constant LightingUniform& lu, texture2d<float> extTex0, sampler clampSamp) {
return float3(1.0, 1.0, 1.0);
}
#endif
#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW) || defined(URDE_DISINTEGRATE)
float4 FogFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn) {
float fogZ;
float fogF = saturate((lu.fog.A / (lu.fog.B - (1.0 - vtf.mvpPos.z))) - lu.fog.C);
switch (lu.fog.mode) {
case 2:
fogZ = fogF;
break;
case 4:
fogZ = 1.0 - exp2(-8.0 * fogF);
break;
case 5:
fogZ = 1.0 - exp2(-8.0 * fogF * fogF);
break;
case 6:
fogZ = exp2(-8.0 * (1.0 - fogF));
break;
case 7:
fogF = 1.0 - fogF;
fogZ = exp2(-8.0 * fogF * fogF);
break;
default:
fogZ = 0.0;
break;
}
#ifdef BLEND_DST_ONE
return float4(mix(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);
#else
return float4(mix(colorIn, lu.fog.color, saturate(fogZ)).rgb, colorIn.a);
#endif
}
#endif
#if defined(URDE_LIGHTING) || defined(URDE_LIGHTING_SHADOW)
float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
sampler samp, float4 colorIn) {
return FogFunc(vtf, lu, colorIn) * lu.mulColor + lu.addColor;
}
#endif
#if defined(URDE_THERMAL_HOT)
float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
sampler samp, float4 colorIn) {
return extTex0.sample(samp, vtf.extUvs0).rrrr * lu.tmulColor + lu.taddColor;
}
#endif
#if defined(URDE_THERMAL_COLD)
float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
sampler samp, float4 colorIn) {
return colorIn * float4(0.75, 0.75, 0.75, 0.75);
}
#endif
#if defined(URDE_SOLID)
float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
sampler samp, float4 colorIn) {
return lu.solidColor;
}
#endif
#if defined(URDE_MB_SHADOW)
float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
sampler samp, float4 colorIn) {
float idTexel = extTex0.sample(samp, vtf.extUvs0).a;
float sphereTexel = extTex1.sample(samp, vtf.extUvs1).a;
float fadeTexel = extTex2.sample(samp, vtf.extUvs2).a;
float val = ((abs(idTexel - lu.shadowId) < 0.001) ?
(dot(vtf.mvNorm.xyz, lu.shadowUp.xyz) * lu.shadowUp.w) : 0.0) *
sphereTexel * fadeTexel;
return float4(0.0, 0.0, 0.0, val);
}
#endif
#if defined(URDE_DISINTEGRATE)
float4 PostFunc(thread VertToFrag& vtf, constant LightingUniform& lu,
texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2,
sampler samp, float4 colorIn) {
float4 texel0 = extTex0.sample(samp, vtf.extUvs0);
float4 texel1 = extTex0.sample(samp, vtf.extUvs1);
colorIn = mix(float4(0.0, 0.0, 0.0, 0.0), texel1, texel0);
colorIn.rgb += lu.daddColor.rgb;
return FogFunc(vtf, lu, colorIn);
}
#endif
#if defined(URDE_REFLECTION_SIMPLE)
#define ReflectionFunc() \
(reflectionTex.sample(reflectSamp, vtf.dynReflectionUvs1).rgb * vtf.dynReflectionAlpha)
#elif defined(URDE_REFLECTION_INDIRECT)
#define ReflectionFunc() \
(reflectionTex.sample(reflectSamp, (reflectionIndTex.sample(samp, vtf.dynReflectionUvs0).ab - \
float2(0.5, 0.5)) * float2(0.5, 0.5) + vtf.dynReflectionUvs1).rgb * vtf.dynReflectionAlpha)
#else
#define ReflectionFunc() float3(0.0, 0.0, 0.0)
#endif
#if !defined(URDE_ALPHA_TEST)
[[ early_fragment_tests ]]
#endif
fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
sampler samp [[ sampler(0) ]],
sampler clampSamp [[ sampler(1) ]],
sampler reflectSamp [[ sampler(2) ]],
texture2d<float> lightmap [[ texture(0) ]],
texture2d<float> diffuse [[ texture(1) ]],
texture2d<float> emissive [[ texture(2) ]],
texture2d<float> specular [[ texture(3) ]],
texture2d<float> extendedSpecular [[ texture(4) ]],
texture2d<float> reflection [[ texture(5) ]],
texture2d<float> alpha [[ texture(6) ]],
texture2d<float> reflectionIndTex [[ texture(7) ]],
texture2d<float> extTex0 [[ texture(8) ]],
texture2d<float> extTex1 [[ texture(9) ]],
texture2d<float> extTex2 [[ texture(10) ]],
texture2d<float> reflectionTex [[ texture(11) ]],
constant LightingUniform& lu [[ buffer(4) ]]) {
float3 lighting = LightingFunc(vtf, lu, extTex0, clampSamp);
float4 tmp;
#if defined(URDE_DIFFUSE_ONLY)
tmp.rgb = SampleTexture_diffuse();
tmp.a = SampleTextureAlpha_alpha();
#elif defined(RETRO_SHADER)
tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() +
SampleTexture_emissive() + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
SampleTexture_reflection() + ReflectionFunc();
tmp.a = SampleTextureAlpha_alpha();
#elif defined(RETRO_DYNAMIC_SHADER)
tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb +
SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
SampleTexture_reflection() + ReflectionFunc();
tmp.a = SampleTextureAlpha_alpha();
#elif defined(RETRO_DYNAMIC_ALPHA_SHADER)
tmp.rgb = (SampleTexture_lightmap() * colorReg1.rgb + lighting) * SampleTexture_diffuse() * colorReg1.rgb +
SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
SampleTexture_reflection() + ReflectionFunc();
tmp.a = SampleTextureAlpha_alpha() * colorReg1.a;
#elif defined(RETRO_DYNAMIC_CHARACTER_SHADER)
tmp.rgb = (SampleTexture_lightmap() + lighting) * SampleTexture_diffuse() +
SampleTexture_emissive() * colorReg1.rgb + (SampleTexture_specular() + SampleTexture_extendedSpecular() * lighting) *
SampleTexture_reflection() + ReflectionFunc();
tmp.a = SampleTextureAlpha_alpha();
#endif
float4 colorOut = PostFunc(vtf, lu, extTex0, extTex1, extTex2, samp, tmp);
#if defined(URDE_ALPHA_TEST)
if (colorOut.a < 0.25)
discard_fragment();
#endif
return colorOut;
}

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@ -22,17 +22,7 @@ UBINDING3 uniform URDEReflectMtx {
float reflectAlpha;
};
layout(location=0) in vec3 posIn;
layout(location=1) in vec3 normIn;
#if URDE_COL_SLOTS
layout(location=2) in vec4 colIn[URDE_COL_SLOTS];
#endif
#if URDE_UV_SLOTS
layout(location=2 + URDE_COL_SLOTS) in vec2 uvIn[URDE_UV_SLOTS];
#endif
#if URDE_WEIGHT_SLOTS
layout(location=2 + URDE_COL_SLOTS + URDE_UV_SLOTS) in vec4 weightIn[URDE_WEIGHT_SLOTS];
#endif
URDE_VERT_DATA_DECL
SBINDING(0) out VertToFrag vtf;
void main() {

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@ -0,0 +1,60 @@
struct URDEVertUniform {
#if URDE_SKIN_SLOTS
float4x4 objs[URDE_SKIN_SLOTS];
float4x4 objsInv[URDE_SKIN_SLOTS];
#endif
float4x4 mv;
float4x4 mvInv;
float4x4 proj;
};
struct URDETCGMatrix {
float4x4 mtx;
float4x4 postMtx;
};
struct URDETexMtxUniform {
URDETCGMatrix texMtxs[8];
};
struct URDEReflectMtx {
float4x4 indMtx;
float4x4 reflectMtx;
float reflectAlpha;
};
URDE_VERT_DATA_DECL
vertex VertToFrag vmain(VertData v [[ stage_in ]],
constant URDEVertUniform& vu [[ buffer(2) ]],
constant URDETexMtxUniform& tu [[ buffer(3) ]],
constant URDEReflectMtx& ru [[ buffer(5) ]]) {
VertToFrag vtf;
#if URDE_SKIN_SLOTS
float4 objPos = float4(0.0, 0.0, 0.0, 0.0);
float4 objNorm = float4(0.0, 0.0, 0.0, 0.0);
URDE_WEIGHTING_EXPR
objPos[3] = 1.0;
objNorm = float4(normalize(objNorm.xyz), 0.0);
vtf.mvPos = vu.mv * objPos;
vtf.mvNorm = float4(normalize((vu.mvInv * objNorm).xyz), 0.0);
vtf.mvpPos = vu.proj * vtf.mvPos;
#else
float4 objPos = float4(v.posIn, 1.0);
float4 objNorm = float4(v.normIn, 0.0);
vtf.mvPos = vu.mv * objPos;
vtf.mvNorm = vu.mvInv * objNorm;
vtf.mvpPos = vu.proj * vtf.mvPos;
#endif
vtf.lightmapUv = float2(0.0, 0.0);
vtf.diffuseUv = float2(0.0, 0.0);
vtf.emissiveUv = float2(0.0, 0.0);
vtf.specularUv = float2(0.0, 0.0);
vtf.extendedSpecularUv = float2(0.0, 0.0);
vtf.reflectionUv = float2(0.0, 0.0);
vtf.alphaUv = float2(0.0, 0.0);
float4 tmpProj;
URDE_TCG_EXPR
return vtf;
}

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@ -18,7 +18,7 @@ struct SModelShadersInfo {
const hecl::Backend::ExtensionSlot& extension)
: m_material(material), m_tag(tag), m_extension(extension) {
m_hash = m_tag.val64();
hecl::hash_combine_impl(m_hash, std::hash<uint64_t>()(m_extension.hash()));
hecl::hash_combine_impl<uint64_t>(m_hash, std::hash<uint64_t>()(m_extension.hash()));
m_vtxFmtData = tag.vertexFormat();
m_vtxFmt = boo::VertexFormatInfo(m_vtxFmtData.size(), m_vtxFmtData.data());

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@ -84,8 +84,20 @@ static std::string _BuildVS(const SModelShadersInfo& info) {
vertOut << "#define URDE_UV_SLOTS "sv << unsigned(info.m_tag.getUvCount()) << '\n';
vertOut << "#define URDE_SKIN_SLOTS "sv << unsigned(info.m_tag.getSkinSlotCount()) << '\n';
vertOut << "#define URDE_WEIGHT_SLOTS "sv << unsigned(info.m_tag.getWeightCount()) << '\n';
vertOut << "#define URDE_TCG_EXPR "sv;
vertOut << "#define URDE_VERT_DATA_DECL "
"layout(location=0) in vec3 posIn;"
"layout(location=1) in vec3 normIn;"sv;
if (info.m_tag.getColorCount())
vertOut << "layout(location=2) in vec4 colIn["sv << unsigned(info.m_tag.getColorCount()) << "];"sv;
if (info.m_tag.getUvCount())
vertOut << "layout(location="sv << 2 + info.m_tag.getColorCount() <<
") in vec2 uvIn["sv << unsigned(info.m_tag.getUvCount()) << "];"sv;
if (info.m_tag.getWeightCount())
vertOut << "layout(location="sv << 2 + info.m_tag.getColorCount() + info.m_tag.getUvCount() <<
") in vec4 weightIn["sv << unsigned(info.m_tag.getWeightCount()) << "];"sv;
vertOut << "#define URDE_TCG_EXPR "sv;
using UVAnimType = BlendMaterial::UVAnimType;
using PassType = BlendMaterial::PassType;
int mtxIdx = 0;

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@ -84,8 +84,8 @@ static std::string _BuildVS(const SModelShadersInfo& info) {
vertOut << "#define URDE_UV_SLOTS "sv << unsigned(info.m_tag.getUvCount()) << '\n';
vertOut << "#define URDE_SKIN_SLOTS "sv << unsigned(info.m_tag.getSkinSlotCount()) << '\n';
vertOut << "#define URDE_WEIGHT_SLOTS "sv << unsigned(info.m_tag.getWeightCount()) << '\n';
vertOut << "#define URDE_TCG_EXPR "sv;
vertOut << "#define URDE_TCG_EXPR "sv;
using UVAnimType = BlendMaterial::UVAnimType;
using PassType = BlendMaterial::PassType;
int mtxIdx = 0;

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@ -0,0 +1,218 @@
#include <cstdint>
#include <cstdlib>
#include <sstream>
#include "shader_CModelShaders.hpp"
#include "Runtime/Graphics/Shaders/CModelShaders.hpp"
extern "C" const uint8_t CMODELSHADERS_COMMON_METAL[];
extern "C" size_t CMODELSHADERS_COMMON_METAL_SZ;
static std::string_view CMODELSHADERS_COMMON_METAL_SV((char*)CMODELSHADERS_COMMON_METAL, CMODELSHADERS_COMMON_METAL_SZ);
extern "C" const uint8_t CMODELSHADERS_VERT_METAL[];
extern "C" size_t CMODELSHADERS_VERT_METAL_SZ;
static std::string_view CMODELSHADERS_VERT_METAL_SV((char*)CMODELSHADERS_VERT_METAL, CMODELSHADERS_VERT_METAL_SZ);
extern "C" const uint8_t CMODELSHADERS_FRAG_METAL[];
extern "C" size_t CMODELSHADERS_FRAG_METAL_SZ;
static std::string_view CMODELSHADERS_FRAG_METAL_SV((char*)CMODELSHADERS_FRAG_METAL, CMODELSHADERS_FRAG_METAL_SZ);
using BlendMaterial = SModelShadersInfo::Material::BlendMaterial;
using TexCoordSource = BlendMaterial::TexCoordSource;
static std::string_view EmitTexGenSource2(TexCoordSource src) {
switch (src) {
case TexCoordSource::Position:
return "objPos.xy"sv;
case TexCoordSource::Normal:
return "objNorm.xy"sv;
case TexCoordSource::Tex0:
return "v.uvIn0"sv;
case TexCoordSource::Tex1:
return "v.uvIn1"sv;
case TexCoordSource::Tex2:
return "v.uvIn2"sv;
case TexCoordSource::Tex3:
return "v.uvIn3"sv;
case TexCoordSource::Tex4:
return "v.uvIn4"sv;
case TexCoordSource::Tex5:
return "v.uvIn5"sv;
case TexCoordSource::Tex6:
return "v.uvIn6"sv;
case TexCoordSource::Tex7:
return "v.uvIn7"sv;
default:
assert(false && "Unknown source type");
break;
}
return {};
}
static std::string_view EmitTexGenSource4(TexCoordSource src) {
switch (src) {
case TexCoordSource::Position:
return "float4(objPos.xyz, 1.0)"sv;
case TexCoordSource::Normal:
return "float4(objNorm.xyz, 1.0)"sv;
case TexCoordSource::Tex0:
return "float4(v.uvIn0, 0.0, 1.0)"sv;
case TexCoordSource::Tex1:
return "float4(v.uvIn1, 0.0, 1.0)"sv;
case TexCoordSource::Tex2:
return "float4(v.uvIn2, 0.0, 1.0)"sv;
case TexCoordSource::Tex3:
return "float4(v.uvIn3, 0.0, 1.0)"sv;
case TexCoordSource::Tex4:
return "float4(v.uvIn4, 0.0, 1.0)"sv;
case TexCoordSource::Tex5:
return "float4(v.uvIn5, 0.0, 1.0)"sv;
case TexCoordSource::Tex6:
return "float4(v.uvIn6, 0.0, 1.0)"sv;
case TexCoordSource::Tex7:
return "float4(v.uvIn7, 0.0, 1.0)"sv;
default:
assert(false && "Unknown source type");
break;
}
return {};
}
static std::string _BuildVS(const SModelShadersInfo& info) {
std::stringstream vertOut;
vertOut << CMODELSHADERS_COMMON_METAL_SV;
vertOut << "#define URDE_COL_SLOTS "sv << unsigned(info.m_tag.getColorCount()) << '\n';
vertOut << "#define URDE_UV_SLOTS "sv << unsigned(info.m_tag.getUvCount()) << '\n';
vertOut << "#define URDE_SKIN_SLOTS "sv << unsigned(info.m_tag.getSkinSlotCount()) << '\n';
vertOut << "#define URDE_WEIGHT_SLOTS "sv << unsigned(info.m_tag.getWeightCount()) << '\n';
vertOut << "#define URDE_VERT_DATA_DECL struct VertData {"
"float3 posIn [[ attribute(0) ]];"
"float3 normIn [[ attribute(1) ]];"sv;
for (unsigned i = 0; i < unsigned(info.m_tag.getColorCount()); ++i)
vertOut << "float4 colIn"sv << i << " [[ attribute("sv << 2 + i << ") ]];"sv;
for (unsigned i = 0; i < unsigned(info.m_tag.getUvCount()); ++i)
vertOut << "float2 uvIn"sv << i << " [[ attribute("sv << 2 + info.m_tag.getColorCount() + i << ") ]];"sv;
for (unsigned i = 0; i < unsigned(info.m_tag.getWeightCount()); ++i)
vertOut << "float4 weightIn"sv << i << " [[ attribute("sv <<
2 + info.m_tag.getColorCount() + info.m_tag.getUvCount() + i << ") ]];"sv;
vertOut << "};\n"sv;
if (info.m_tag.getSkinSlotCount()) {
vertOut << "#define URDE_WEIGHTING_EXPR "sv;
for (unsigned i = 0; i < info.m_tag.getSkinSlotCount(); ++i) {
vertOut << "objPos += (vu.objs["sv << i << "] * float4(v.posIn, 1.0)) * v.weightIn"sv << i / 4 << "["sv << i % 4 <<"];"sv;
vertOut << "objNorm += (vu.objsInv["sv << i << "] * float4(v.normIn, 1.0)) * v.weightIn"sv << i / 4 << "["sv << i % 4 <<"];"sv;
}
vertOut << '\n';
}
vertOut << "#define URDE_TCG_EXPR "sv;
using UVAnimType = BlendMaterial::UVAnimType;
using PassType = BlendMaterial::PassType;
int mtxIdx = 0;
for (const auto& chunk : info.m_material.chunks) {
if (auto passChunk = chunk.get_if<SModelShadersInfo::Material::PASS>()) {
if (passChunk->type != PassType::IndirectTex) {
std::string_view tpStr = BlendMaterial::PassTypeToString(passChunk->type);
if (passChunk->uvAnimType == UVAnimType::Invalid) {
vertOut << "vtf."sv << tpStr << "Uv = "sv << EmitTexGenSource2(passChunk->source) << ";"sv;
} else {
vertOut << "tmpProj = tu.texMtxs["sv << mtxIdx << "].postMtx * float4("sv <<
(passChunk->shouldNormalizeUv() ? "normalize"sv : ""sv) << "((tu.texMtxs["sv << mtxIdx << "].mtx * "sv <<
EmitTexGenSource4(passChunk->source) << ").xyz), 1.0);"sv <<
"vtf."sv << tpStr << "Uv = (tmpProj / tmpProj.w).xy;"sv;
}
}
} else if (auto clrChunk = chunk.get_if<SModelShadersInfo::Material::CLR>()) {
std::string_view tpStr = BlendMaterial::PassTypeToString(clrChunk->type);
vertOut << "vtf."sv << tpStr << "Uv = float2(0.0,0.0);"sv;
}
}
if (!info.m_extension.noReflection && info.m_tag.getReflectionType() != hecl::Backend::ReflectionType::None)
vertOut << "vtf.dynReflectionUvs0 = normalize((ru.indMtx * float4(objPos.xyz, 1.0)).xz) * float2(0.5, 0.5) + float2(0.5, 0.5);"
"vtf.dynReflectionUvs1 = (ru.reflectMtx * float4(objPos.xyz, 1.0)).xy;"
"vtf.dynReflectionAlpha = ru.reflectAlpha;";
for (size_t i = 0; i < info.m_extension.texCount; ++i) {
const auto& extTex = info.m_extension.texs[i];
if (extTex.mtxIdx == 0xff)
vertOut << "vtf.extUvs"sv << i << " = "sv << EmitTexGenSource2(extTex.src) << ";"sv;
else
vertOut << "tmpProj = tu.texMtxs["sv << unsigned(extTex.mtxIdx) << "].postMtx * float4("sv <<
(extTex.normalize ? "normalize"sv : ""sv) << "((tu.texMtxs["sv << unsigned(extTex.mtxIdx) << "].mtx * "sv <<
EmitTexGenSource4(extTex.src) << ").xyz), 1.0);"sv <<
"vtf.extUvs"sv << i << " = (tmpProj / tmpProj.w).xy;"sv;
}
vertOut << '\n';
vertOut << CMODELSHADERS_VERT_METAL_SV;
return vertOut.str();
}
static std::string _BuildFS(const SModelShadersInfo& info) {
std::stringstream fragOut;
fragOut << CMODELSHADERS_COMMON_METAL_SV;
fragOut << "#define URDE_MAX_LIGHTS " _XSTR(URDE_MAX_LIGHTS) "\n";
fragOut << "#define " << info.m_extension.shaderMacro << "\n";
using ShaderType = BlendMaterial::ShaderType;
switch (info.m_material.shaderType) {
case ShaderType::RetroShader:
fragOut << "#define RETRO_SHADER\n"; break;
case ShaderType::RetroDynamicShader:
fragOut << "#define RETRO_DYNAMIC_SHADER\n"; break;
case ShaderType::RetroDynamicAlphaShader:
fragOut << "#define RETRO_DYNAMIC_ALPHA_SHADER\n"; break;
case ShaderType::RetroDynamicCharacterShader:
fragOut << "#define RETRO_DYNAMIC_CHARACTER_SHADER\n"; break;
default:
assert(false && "Unknown shader type");
break;
}
fragOut << "#define BLEND_SRC_"sv << hecl::Backend::BlendFactorToDefine(
hecl::Backend::BlendFactor(info.m_additionalInfo.srcFac), hecl::Backend::BlendFactor::One) << '\n';
fragOut << "#define BLEND_DST_"sv << hecl::Backend::BlendFactorToDefine(
hecl::Backend::BlendFactor(info.m_additionalInfo.dstFac), hecl::Backend::BlendFactor::Zero) << '\n';
using PassType = BlendMaterial::PassType;
for (const auto& chunk : info.m_material.chunks) {
if (auto passChunk = chunk.get_if<SModelShadersInfo::Material::PASS>()) {
if (passChunk->alpha) {
std::string_view tpStr = BlendMaterial::PassTypeToString(passChunk->type);
fragOut << "#define ALPHA_" << tpStr << '\n';
}
} else if (auto clrChunk = chunk.get_if<SModelShadersInfo::Material::CLR>()) {
if (clrChunk->type == PassType::Alpha)
fragOut << "#define ALPHA_alpha\n";
}
}
if (info.m_tag.getAlphaTest() || info.m_extension.forceAlphaTest)
fragOut << "#define URDE_ALPHA_TEST\n";
if (info.m_extension.diffuseOnly)
fragOut << "#define URDE_DIFFUSE_ONLY\n";
if (!info.m_extension.noReflection) {
if (info.m_tag.getReflectionType() == hecl::Backend::ReflectionType::Indirect)
fragOut << "#define URDE_REFLECTION_INDIRECT\n"sv;
else if (info.m_tag.getReflectionType() == hecl::Backend::ReflectionType::Simple)
fragOut << "#define URDE_REFLECTION_SIMPLE\n"sv;
}
fragOut << CMODELSHADERS_FRAG_METAL_SV;
return fragOut.str();
}
template <>
std::string StageObject_CModelShaders<hecl::PlatformType::Metal, hecl::PipelineStage::Vertex>::BuildShader(
const SModelShadersInfo& in) {
return _BuildVS(in);
}
template <>
std::string StageObject_CModelShaders<hecl::PlatformType::Metal, hecl::PipelineStage::Fragment>::BuildShader(
const SModelShadersInfo& in) {
return _BuildFS(in);
}

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hecl

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Subproject commit 4d0c69b261948114dcb971b9f1ec9cec58bd194c
Subproject commit 4c65ccf85be21b9869dcdaea09692ca6677f3204