mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-08 15:04:56 +00:00
Convert to pragma once
This commit is contained in:
@@ -1,5 +1,4 @@
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#ifndef __URDE_CBOORENDERER_HPP__
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#define __URDE_CBOORENDERER_HPP__
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#pragma once
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#include <functional>
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#include "IRenderer.hpp"
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@@ -311,4 +310,3 @@ public:
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}
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#endif // __URDE_CBOORENDERER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CDRAWABLE_HPP__
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#define __URDE_CDRAWABLE_HPP__
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#pragma once
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#include "GCNTypes.hpp"
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#include "zeus/CAABox.hpp"
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@@ -34,4 +33,3 @@ public:
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};
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}
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#endif // __URDE_CDRAWABLE_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CDRAWABLEOBJECT_HPP__
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#define __URDE_CDRAWABLEOBJECT_HPP__
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#pragma once
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#include "CDrawable.hpp"
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#include "zeus/CPlane.hpp"
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@@ -23,4 +22,3 @@ public:
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};
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}
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#endif // __URDE_CDRAWABLEOBJECT_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CGRAPHICS_HPP__
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#define __URDE_CGRAPHICS_HPP__
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#pragma once
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "boo/graphicsdev/IGraphicsCommandQueue.hpp"
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@@ -408,4 +407,3 @@ public:
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}
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#endif // __URDE_CGRAPHICS_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CGRAPHICSPALETTE_HPP__
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#define __URDE_CGRAPHICSPALETTE_HPP__
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#pragma once
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#include <memory>
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#include "RetroTypes.hpp"
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@@ -39,4 +38,3 @@ public:
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}
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#endif // __URDE_CGRAPHICSPALETTE_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CLIGHT_HPP__
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#define __URDE_CLIGHT_HPP__
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#pragma once
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#include "zeus/CVector3f.hpp"
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#include "zeus/CColor.hpp"
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@@ -143,4 +142,3 @@ public:
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}
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#endif // __URDE_CLIGHT_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CLINERENDERER_HPP__
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#define __URDE_CLINERENDERER_HPP__
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#pragma once
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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@@ -99,4 +98,3 @@ public:
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}
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#endif // __URDE_CLINERENDERER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CMETROIDMODELINSTANCE_HPP__
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#define __URDE_CMETROIDMODELINSTANCE_HPP__
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#pragma once
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#include <vector>
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#include "RetroTypes.hpp"
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@@ -42,4 +41,3 @@ public:
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}
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#endif // __URDE_CMETROIDMODELINSTANCE_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CMODEL_HPP__
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#define __URDE_CMODEL_HPP__
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#pragma once
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#include "RetroTypes.hpp"
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#include "zeus/CColor.hpp"
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@@ -332,4 +331,3 @@ CFactoryFnReturn FModelFactory(const urde::SObjectTag& tag,
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}
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#endif // __URDE_CMODEL_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CMOVIEPLAYER_HPP__
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#define __URDE_CMOVIEPLAYER_HPP__
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#pragma once
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#include "RetroTypes.hpp"
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#include "CDvdFile.hpp"
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@@ -173,4 +172,3 @@ public:
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}
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#endif // __URDE_CMOVIEPLAYER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CPVSAREASET_HPP__
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#define __URDE_CPVSAREASET_HPP__
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#pragma once
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#include "RetroTypes.hpp"
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#include "CPVSVisOctree.hpp"
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@@ -42,4 +41,3 @@ public:
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}
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#endif // __URDE_CPVSAREASET_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CPVSVISOCTREE_HPP__
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#define __URDE_CPVSVISOCTREE_HPP__
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#pragma once
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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@@ -33,4 +32,3 @@ public:
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}
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#endif // __URDE_CPVSVISOCTREE_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CPVSVISSET_HPP__
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#define __URDE_CPVSVISSET_HPP__
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#pragma once
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#include "RetroTypes.hpp"
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#include "zeus/CAABox.hpp"
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@@ -33,4 +32,3 @@ public:
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}
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#endif // __URDE_CPVSVISSET_HPP__
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@@ -1,5 +1,4 @@
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#ifndef URDE_CRAINSPLASHGENERATOR_HPP
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#define URDE_CRAINSPLASHGENERATOR_HPP
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#pragma once
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#include "RetroTypes.hpp"
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#include "CRandom16.hpp"
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@@ -74,4 +73,3 @@ public:
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}
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#endif // URDE_CRAINSPLASHGENERATOR_HPP
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CSIMPLESHADOW_HPP__
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#define __URDE_CSIMPLESHADOW_HPP__
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#pragma once
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#include "zeus/CAABox.hpp"
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#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
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@@ -36,4 +35,3 @@ public:
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};
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}
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#endif // __URDE_CSIMPLESHADOW_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CSKINNEDMODEL_HPP__
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#define __URDE_CSKINNEDMODEL_HPP__
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#pragma once
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#include "CToken.hpp"
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#include "CModel.hpp"
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@@ -70,4 +69,3 @@ public:
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}
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#endif // __URDE_CSKINNEDMODEL_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CTEXTURE_HPP__
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#define __URDE_CTEXTURE_HPP__
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#pragma once
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#include "GCNTypes.hpp"
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#include "CFactoryMgr.hpp"
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@@ -83,4 +82,3 @@ CFactoryFnReturn FTextureFactory(const urde::SObjectTag& tag,
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}
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#endif // __URDE_CTEXTURE_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CVERTEXMORPHEFFECT_HPP__
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#define __URDE_CVERTEXMORPHEFFECT_HPP__
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#pragma once
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#include "CToken.hpp"
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#include "Character/CPoseAsTransforms.hpp"
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@@ -22,4 +21,3 @@ public:
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}
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#endif // __URDE_CVERTEXMORPHEFFECT_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_IRENDERER_HPP__
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#define __URDE_IRENDERER_HPP__
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#pragma once
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#include <vector>
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#include "../RetroTypes.hpp"
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@@ -112,4 +111,3 @@ public:
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}
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#endif // __URDE_IRENDERER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_IWEAPONRENDERER_HPP__
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#define __URDE_IWEAPONRENDERER_HPP__
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#pragma once
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namespace urde
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{
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@@ -20,4 +19,3 @@ public:
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}
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#endif // __URDE_IWEAPONRENDERER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CAABOXSHADER_HPP__
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#define __URDE_CAABOXSHADER_HPP__
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#pragma once
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "zeus/CMatrix4f.hpp"
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@@ -31,4 +30,3 @@ public:
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}
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#endif // __URDE_CAABOXSHADER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CCAMERABLURFILTER_HPP__
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#define __URDE_CCAMERABLURFILTER_HPP__
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#pragma once
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "zeus/CMatrix4f.hpp"
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@@ -35,4 +34,3 @@ public:
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}
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#endif // __URDE_CCAMERABLURFILTER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CCOLOREDQUADFILTER_HPP__
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#define __URDE_CCOLOREDQUADFILTER_HPP__
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#pragma once
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#include "zeus/CMatrix4f.hpp"
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#include "zeus/CColor.hpp"
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@@ -50,4 +49,3 @@ public:
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}
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#endif // __URDE_CCOLOREDQUADFILTER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CDECALSHADERS_HPP__
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#define __URDE_CDECALSHADERS_HPP__
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#pragma once
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#include "Graphics/CGraphics.hpp"
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@@ -25,4 +24,3 @@ public:
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}
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#endif // __URDE_CDECALSHADERS_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CELEMENTGENSHADERS_HPP__
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#define __URDE_CELEMENTGENSHADERS_HPP__
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#pragma once
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#include "Graphics/CGraphics.hpp"
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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@@ -56,4 +55,3 @@ public:
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}
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#endif // __URDE_CELEMENTGENSHADERS_HPP__
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@@ -1,5 +1,4 @@
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#ifndef __URDE_CENERGYBARSHADER_HPP__
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#define __URDE_CENERGYBARSHADER_HPP__
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#pragma once
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#include "zeus/CMatrix4f.hpp"
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#include "zeus/CColor.hpp"
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@@ -43,4 +42,3 @@ public:
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}
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#endif // __URDE_CENERGYBARSHADER_HPP__
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@@ -1,5 +1,4 @@
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#ifndef CFLUIDPLANESHADER_HPP
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#define CFLUIDPLANESHADER_HPP
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#pragma once
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#include "RetroTypes.hpp"
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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@@ -199,4 +198,3 @@ public:
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}
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#endif // CFLUIDPLANESHADER_HPP
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@@ -1,958 +0,0 @@
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#include "CFluidPlaneShader.hpp"
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namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 normalIn;\n"
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"layout(location=2) in vec4 binormalIn;\n"
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"layout(location=3) in vec4 tangentIn;\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"UBINDING0 uniform FluidPlaneUniform\n"
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"{\n"
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" mat4 mv;\n"
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" mat4 mvNorm;\n"
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" mat4 proj;\n"
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" mat4 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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" vec4 mvPos;\n"
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" vec4 mvNorm;\n"
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" vec4 mvBinorm;\n"
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" vec4 mvTangent;\n"
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" vec4 color;\n"
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" vec2 uvs[7];\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vec4 pos = vec4(posIn.xyz, 1.0);\n"
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" vtf.mvPos = mv * pos;\n"
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" gl_Position = proj * vtf.mvPos;\n"
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" vtf.mvNorm = mvNorm * normalIn;\n"
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" vtf.mvBinorm = mvNorm * binormalIn;\n"
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" vtf.mvTangent = mvNorm * tangentIn;\n"
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" vtf.color = vec4(colorIn.xyz, 1.0);\n"
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" vtf.uvs[0] = (texMtxs[0] * pos).xy;\n"
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" vtf.uvs[1] = (texMtxs[1] * pos).xy;\n"
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" vtf.uvs[2] = (texMtxs[2] * pos).xy;\n"
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"%s" // Additional TCGs here
|
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"}\n";
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|
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static const char* TessVS =
|
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"#version 330\n"
|
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BOO_GLSL_BINDING_HEAD
|
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"\n"
|
||||
"layout(location=0) in vec4 posIn;\n"
|
||||
"layout(location=1) in vec4 outerLevelsIn;\n"
|
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"layout(location=2) in vec2 innerLevelsIn;\n"
|
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"\n"
|
||||
"struct VertToControl\n"
|
||||
"{\n"
|
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" vec4 minMaxPos;\n"
|
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" vec4 outerLevels;\n"
|
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" vec2 innerLevels;\n"
|
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"};\n"
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"\n"
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"SBINDING(0) out VertToControl vtc;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vtc.minMaxPos = posIn;\n"
|
||||
" vtc.outerLevels = outerLevelsIn;\n"
|
||||
" vtc.innerLevels = innerLevelsIn;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* TessCS =
|
||||
"#version 330\n"
|
||||
BOO_GLSL_BINDING_HEAD
|
||||
"#extension GL_ARB_tessellation_shader: enable\n"
|
||||
"layout(vertices = 1) out;\n"
|
||||
"\n"
|
||||
"struct VertToControl\n"
|
||||
"{\n"
|
||||
" vec4 minMaxPos;\n"
|
||||
" vec4 outerLevels;\n"
|
||||
" vec2 innerLevels;\n"
|
||||
"};\n"
|
||||
"\n"
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||||
"SBINDING(0) in VertToControl vtc[];\n"
|
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"SBINDING(0) patch out vec4 minMaxPos;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
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||||
" minMaxPos = vtc[gl_InvocationID].minMaxPos;\n"
|
||||
" for (int i=0 ; i<4 ; ++i)\n"
|
||||
" gl_TessLevelOuter[i] = vtc[gl_InvocationID].outerLevels[i];\n"
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||||
" for (int i=0 ; i<2 ; ++i)\n"
|
||||
" gl_TessLevelInner[i] = vtc[gl_InvocationID].innerLevels[i];\n"
|
||||
"}";
|
||||
|
||||
static const char* TessES =
|
||||
"#version 330\n"
|
||||
BOO_GLSL_BINDING_HEAD
|
||||
"#extension GL_ARB_tessellation_shader: enable\n"
|
||||
"layout(quads, equal_spacing) in;\n"
|
||||
"\n"
|
||||
"struct Ripple\n"
|
||||
"{\n"
|
||||
" vec4 center; // time, distFalloff\n"
|
||||
" vec4 params; // amplitude, lookupPhase, lookupTime\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"UBINDING0 uniform FluidPlaneUniform\n"
|
||||
"{\n"
|
||||
" mat4 mv;\n"
|
||||
" mat4 mvNorm;\n"
|
||||
" mat4 proj;\n"
|
||||
" mat4 texMtxs[6];\n"
|
||||
" Ripple ripples[20];\n"
|
||||
" vec4 colorMul;\n"
|
||||
" float rippleNormResolution;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" vec4 mvPos;\n"
|
||||
" vec4 mvNorm;\n"
|
||||
" vec4 mvBinorm;\n"
|
||||
" vec4 mvTangent;\n"
|
||||
" vec4 color;\n"
|
||||
" vec2 uvs[7];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"SBINDING(0) patch in vec4 minMaxPos;\n"
|
||||
"SBINDING(0) out VertToFrag vtf;\n"
|
||||
"\n"
|
||||
"TBINDING%d uniform sampler2D RippleMap;\n"
|
||||
"\n"
|
||||
"const float PI_X2 = 6.283185307179586;\n"
|
||||
"\n"
|
||||
"void ApplyRipple(in Ripple ripple, in vec2 pos, inout float height)\n"
|
||||
"{\n"
|
||||
" float dist = length(ripple.center.xy - pos);\n"
|
||||
" float rippleV = textureLod(RippleMap, vec2(dist * ripple.center.w, ripple.center.z), 0.0).r;\n"
|
||||
" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec2 posIn = vec2(mix(minMaxPos.x, minMaxPos.z, gl_TessCoord.x),\n"
|
||||
" mix(minMaxPos.y, minMaxPos.w, gl_TessCoord.y));\n"
|
||||
" float height = 0.0;\n"
|
||||
" float upHeight = 0.0;\n"
|
||||
" float downHeight = 0.0;\n"
|
||||
" float rightHeight = 0.0;\n"
|
||||
" float leftHeight = 0.0;\n"
|
||||
" for (int i=0 ; i<20 ; ++i)\n"
|
||||
" {\n"
|
||||
" ApplyRipple(ripples[i], posIn, height);\n"
|
||||
" ApplyRipple(ripples[i], posIn + vec2(0.0, rippleNormResolution), upHeight);\n"
|
||||
" ApplyRipple(ripples[i], posIn - vec2(0.0, rippleNormResolution), downHeight);\n"
|
||||
" ApplyRipple(ripples[i], posIn + vec2(rippleNormResolution, 0.0), rightHeight);\n"
|
||||
" ApplyRipple(ripples[i], posIn - vec2(rippleNormResolution, 0.0), leftHeight);\n"
|
||||
" }\n"
|
||||
" vec4 normalIn = vec4(normalize(vec3((leftHeight - rightHeight),\n"
|
||||
" (downHeight - upHeight),\n"
|
||||
" rippleNormResolution)), 1.0);\n"
|
||||
" vec4 binormalIn = vec4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
|
||||
" vec4 tangentIn = vec4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
|
||||
" vec4 pos = vec4(posIn, height, 1.0);\n"
|
||||
" vtf.mvPos = mv * pos;\n"
|
||||
" gl_Position = proj * vtf.mvPos;\n"
|
||||
" vtf.mvNorm = mvNorm * normalIn;\n"
|
||||
" vtf.mvBinorm = mvNorm * binormalIn;\n"
|
||||
" vtf.mvTangent = mvNorm * tangentIn;\n"
|
||||
" vtf.color = max(height, 0.0) * colorMul;\n"
|
||||
" vtf.color.a = 1.0;\n"
|
||||
" vtf.uvs[0] = (texMtxs[0] * pos).xy;\n"
|
||||
" vtf.uvs[1] = (texMtxs[1] * pos).xy;\n"
|
||||
" vtf.uvs[2] = (texMtxs[2] * pos).xy;\n"
|
||||
"%s\n" // Additional TCGs here
|
||||
"}\n";
|
||||
|
||||
static const char* FS =
|
||||
"#version 330\n"
|
||||
BOO_GLSL_BINDING_HEAD
|
||||
"\n"
|
||||
"struct Light\n"
|
||||
"{\n"
|
||||
" vec4 pos;\n"
|
||||
" vec4 dir;\n"
|
||||
" vec4 color;\n"
|
||||
" vec4 linAtt;\n"
|
||||
" vec4 angAtt;\n"
|
||||
"};\n"
|
||||
"struct Fog\n" // Reappropriated for indirect texture scaling
|
||||
"{\n"
|
||||
" int mode;\n"
|
||||
" vec4 color;\n"
|
||||
" float indScale;\n"
|
||||
" float start;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"UBINDING2 uniform LightingUniform\n"
|
||||
"{\n"
|
||||
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
|
||||
" vec4 ambient;\n"
|
||||
" vec4 kColor0;\n"
|
||||
" vec4 kColor1;\n"
|
||||
" vec4 kColor2;\n"
|
||||
" vec4 kColor3;\n"
|
||||
" Fog fog;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"vec4 LightingFunc(vec3 mvPosIn, vec3 mvNormIn)\n"
|
||||
"{\n"
|
||||
" vec4 ret = ambient;\n"
|
||||
" \n"
|
||||
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
|
||||
" {\n"
|
||||
" vec3 delta = mvPosIn - 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), 0.0, 1.0);\n"
|
||||
" }\n"
|
||||
" \n"
|
||||
" return ret;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" vec4 mvPos;\n"
|
||||
" vec4 mvNorm;\n"
|
||||
" vec4 mvBinorm;\n"
|
||||
" vec4 mvTangent;\n"
|
||||
" vec4 color;\n"
|
||||
" vec2 uvs[7];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"SBINDING(0) in VertToFrag vtf;\n"
|
||||
"layout(location=0) out vec4 colorOut;\n"
|
||||
"%s" // Textures here
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec4 lighting = LightingFunc(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
|
||||
"%s" // Combiner expression here
|
||||
"}\n";
|
||||
|
||||
static const char* FSDoor =
|
||||
"#version 330\n"
|
||||
BOO_GLSL_BINDING_HEAD
|
||||
"\n"
|
||||
"struct Light\n"
|
||||
"{\n"
|
||||
" vec4 pos;\n"
|
||||
" vec4 dir;\n"
|
||||
" vec4 color;\n"
|
||||
" vec4 linAtt;\n"
|
||||
" vec4 angAtt;\n"
|
||||
"};\n"
|
||||
"struct Fog\n" // Reappropriated for indirect texture scaling
|
||||
"{\n"
|
||||
" int mode;\n"
|
||||
" vec4 color;\n"
|
||||
" float indScale;\n"
|
||||
" float start;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"UBINDING2 uniform LightingUniform\n"
|
||||
"{\n"
|
||||
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
|
||||
" vec4 ambient;\n"
|
||||
" vec4 kColor0;\n"
|
||||
" vec4 kColor1;\n"
|
||||
" vec4 kColor2;\n"
|
||||
" vec4 kColor3;\n"
|
||||
" Fog fog;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" vec4 mvPos;\n"
|
||||
" vec4 mvNorm;\n"
|
||||
" vec4 mvBinorm;\n"
|
||||
" vec4 mvTangent;\n"
|
||||
" vec4 color;\n"
|
||||
" vec2 uvs[7];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"SBINDING(0) in VertToFrag vtf;\n"
|
||||
"layout(location=0) out vec4 colorOut;\n"
|
||||
"%s" // Textures here
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"%s" // Combiner expression here
|
||||
"}\n";
|
||||
|
||||
static void _BuildFragShader(std::string& finalFS, int& nextTex, const char* texNames[8],
|
||||
const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
std::string textures;
|
||||
std::string combiner;
|
||||
int nextTCG = 3;
|
||||
int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv;
|
||||
|
||||
if (info.m_hasPatternTex1)
|
||||
{
|
||||
texNames[nextTex] = "patternTex1";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D patternTex1;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
texNames[nextTex] = "patternTex2";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D patternTex2;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasColorTex)
|
||||
{
|
||||
texNames[nextTex] = "colorTex";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D colorTex;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
texNames[nextTex] = "bumpMap";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D bumpMap;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasEnvMap)
|
||||
{
|
||||
texNames[nextTex] = "envMap";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D envMap;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
texNames[nextTex] = "envBumpMap";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D envBumpMap;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
texNames[nextTex] = "lightMap";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D lightMap;\n", 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(" vec4 lightMapTexel = texture(lightMap, vtf.uvs[%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 * kColor2, lightMapTexel, kColor3);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
// mix(Tex * K2, Tex, K3) + Lighting
|
||||
combiner += " lighting += lightMapTexel * 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 = (texture(patternTex1, vtf.uvs[0]) * kColor0 + lighting) *\n"
|
||||
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = lighting * texture(patternTex2, vtf.uvs[1]) + 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(" vec2 indUvs = (texture(envBumpMap, vtf.uvs[%d]).ra - vec2(0.5, 0.5)) *\n"
|
||||
" vec2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
||||
combiner += " colorOut += texture(colorTex, indUvs + vtf.uvs[2]) * 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 += texture(colorTex, vtf.uvs[2]) * lighting;\n";
|
||||
combiner += hecl::Format(" vec2 indUvs = (texture(envBumpMap, vtf.uvs[%d]).ra - vec2(0.5, 0.5)) *\n"
|
||||
" vec2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
||||
combiner += hecl::Format(" colorOut = mix(colorOut, texture(envMap, indUvs + vtf.uvs[%d]), kColor1);\n",
|
||||
envMapUv);
|
||||
}
|
||||
else if (info.m_hasColorTex)
|
||||
{
|
||||
combiner += " colorOut += texture(colorTex, vtf.uvs[2]) * lighting;\n";
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case EFluidType::PoisonWater:
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
combiner += hecl::Format(" vec4 lightMapTexel = texture(lightMap, vtf.uvs[%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 * kColor2, lightMapTexel, kColor3);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
// mix(Tex * K2, Tex, K3) + Lighting
|
||||
combiner += " lighting += lightMapTexel * 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 = (texture(patternTex1, vtf.uvs[0]) * kColor0 + lighting) *\n"
|
||||
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = lighting * texture(patternTex2, vtf.uvs[1]) + 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(" vec2 indUvs = (texture(envBumpMap, vtf.uvs[%d]).ra - vec2(0.5, 0.5)) *\n"
|
||||
" vec2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
||||
combiner += " colorOut += texture(colorTex, indUvs + vtf.uvs[2]) * lighting;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut += texture(colorTex, vtf.uvs[2]) * 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 = (texture(patternTex1, vtf.uvs[0]) * kColor0 + vtf.color) *\n"
|
||||
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += texture(colorTex, vtf.uvs[2]);\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 += " vec3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;\n"
|
||||
" float lx = dot(vtf.mvTangent, lightVec);\n"
|
||||
" float ly = dot(vtf.mvBinorm, lightVec);\n";
|
||||
combiner += hecl::Format(" vec4 emboss1 = texture(bumpMap, vtf.uvs[%d]) + vec4(0.5);\n"
|
||||
" vec4 emboss2 = texture(bumpMap, vtf.uvs[%d] + vec2(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 + vec4(0.5) - emboss2) * vec4(2.0), vec4(0.0), vec4(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 = (texture(patternTex1, vtf.uvs[0]) * kColor0 + vtf.color) *\n"
|
||||
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += texture(colorTex, vtf.uvs[2]);\n";
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
// 3: bumpMapTCG, bumpMap, NULL
|
||||
// ZERO, TEX, PREV, ZERO
|
||||
// Output reg prev, scale 2
|
||||
combiner += hecl::Format(" vec4 emboss1 = texture(bumpMap, vtf.uvs[%d]) + vec4(0.5);\n", bumpMapUv);
|
||||
combiner += "colorOut *= emboss1 * vec4(2.0);\n";
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = kColor0.a;\n";
|
||||
|
||||
char *finalFSs;
|
||||
asprintf(&finalFSs, FS, textures.c_str(), combiner.c_str());
|
||||
finalFS = finalFSs;
|
||||
free(finalFSs);
|
||||
}
|
||||
|
||||
static std::string _BuildAdditionalTCGs(const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
std::string additionalTCGs;
|
||||
int nextTCG = 3;
|
||||
int nextMtx = 4;
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[0] * pos).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[3] * vec4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvMap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[%d] * pos).xy;\n", nextTCG, nextMtx);
|
||||
}
|
||||
|
||||
return additionalTCGs;
|
||||
}
|
||||
|
||||
static void _BuildShader(std::string& finalVS, std::string& finalFS, int& nextTex, const char* texNames[8],
|
||||
const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
||||
|
||||
char *finalVSs;
|
||||
asprintf(&finalVSs, VS, additionalTCGs.c_str());
|
||||
finalVS = finalVSs;
|
||||
free(finalVSs);
|
||||
|
||||
_BuildFragShader(finalFS, nextTex, texNames, info);
|
||||
}
|
||||
|
||||
static void _BuildTessellationShader(std::string& finalTessES, int& nextTex, const char* texNames[8],
|
||||
const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
||||
|
||||
texNames[nextTex] = "RippleMap";
|
||||
|
||||
char *finalESs;
|
||||
asprintf(&finalESs, TessES, nextTex, additionalTCGs.c_str());
|
||||
finalTessES = finalESs;
|
||||
free(finalESs);
|
||||
|
||||
++nextTex;
|
||||
}
|
||||
|
||||
static void _BuildShader(std::string& finalVS, std::string& finalFS, int& nextTex, const char* texNames[3],
|
||||
const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
std::string additionalTCGs;
|
||||
std::string textures;
|
||||
std::string combiner;
|
||||
|
||||
if (info.m_hasPatternTex1)
|
||||
{
|
||||
texNames[nextTex] = "patternTex1";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D patternTex1;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
texNames[nextTex] = "patternTex2";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D patternTex2;\n", nextTex++);
|
||||
}
|
||||
if (info.m_hasColorTex)
|
||||
{
|
||||
texNames[nextTex] = "colorTex";
|
||||
textures += hecl::Format("TBINDING%d uniform sampler2D colorTex;\n", nextTex++);
|
||||
}
|
||||
|
||||
// Tex0 * kColor0 * Tex1 + Tex2
|
||||
if (info.m_hasPatternTex1 && info.m_hasPatternTex2)
|
||||
{
|
||||
combiner += " colorOut = texture(patternTex1, vtf.uvs[0]) * kColor0 *\n"
|
||||
" texture(patternTex2, vtf.uvs[1]);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vec4(0.0);\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
{
|
||||
combiner += " colorOut += texture(colorTex, vtf.uvs[2]);\n";
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = kColor0.a;\n";
|
||||
|
||||
char *finalVSs, *finalFSs;
|
||||
asprintf(&finalVSs, VS, additionalTCGs.c_str());
|
||||
asprintf(&finalFSs, FSDoor, textures.c_str(), combiner.c_str());
|
||||
|
||||
finalVS = finalVSs;
|
||||
finalFS = finalFSs;
|
||||
|
||||
free(finalVSs);
|
||||
free(finalFSs);
|
||||
}
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::GLDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
int nextTex = 0;
|
||||
const char* texNames[8] = {};
|
||||
std::string finalVS, finalFS;
|
||||
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
||||
const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
|
||||
auto regular = ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(),
|
||||
size_t(nextTex), texNames, 3, uniNames,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
||||
if (info.m_tessellation)
|
||||
{
|
||||
std::string finalTessES;
|
||||
_BuildTessellationShader(finalTessES, nextTex, texNames, info);
|
||||
tessellation = ctx.newTessellationShaderPipeline(
|
||||
TessVS, finalFS.c_str(), TessCS, finalTessES.c_str(),
|
||||
size_t(nextTex), texNames, 3, uniNames,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
1, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
|
||||
}
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::GLDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
int nextTex = 0;
|
||||
const char* texNames[3] = {};
|
||||
std::string finalVS, finalFS;
|
||||
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
||||
const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
|
||||
return {ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), size_t(nextTex), texNames, 3, uniNames,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None), {}};
|
||||
}
|
||||
|
||||
template <>
|
||||
void CFluidPlaneShader::_Shutdown<boo::GLDataFactory>() {}
|
||||
|
||||
#if BOO_HAS_VULKAN
|
||||
static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
|
||||
static boo::ObjToken<boo::IVertexFormat> s_vtxFmtTess;
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx,
|
||||
const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
if (!s_vtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
}
|
||||
|
||||
int nextTex = 0;
|
||||
const char* texNames[8] = {};
|
||||
std::string finalVS, finalFS;
|
||||
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
||||
auto regular = ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
||||
if (info.m_tessellation)
|
||||
{
|
||||
if (!s_vtxFmtTess)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 1}
|
||||
};
|
||||
s_vtxFmtTess = ctx.newVertexFormat(3, elements);
|
||||
}
|
||||
|
||||
std::string finalTessES;
|
||||
_BuildTessellationShader(finalTessES, nextTex, texNames, info);
|
||||
tessellation = ctx.newTessellationShaderPipeline(
|
||||
TessVS, finalFS.c_str(), TessCS, finalTessES.c_str(), s_vtxFmtTess,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
1, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
|
||||
}
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
if (!s_vtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
}
|
||||
|
||||
int nextTex = 0;
|
||||
const char* texNames[3] = {};
|
||||
std::string finalVS, finalFS;
|
||||
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
||||
auto regular = ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
return {regular, {}};
|
||||
}
|
||||
|
||||
template <>
|
||||
void CFluidPlaneShader::_Shutdown<boo::VulkanDataFactory>()
|
||||
{
|
||||
s_vtxFmt.reset();
|
||||
s_vtxFmtTess.reset();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
CFluidPlaneShader::BindingPair
|
||||
CFluidPlaneShader::BuildBinding(boo::GLDataFactory::Context& ctx, const ShaderPair& pipeline)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
|
||||
{m_vbo.get(), nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{m_vbo.get(), nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{m_vbo.get(), nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{m_vbo.get(), nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
boo::ObjToken<boo::IVertexFormat> vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
||||
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
||||
boo::PipelineStage::Fragment };
|
||||
size_t ubufOffs[] = {0, 0, 1280};
|
||||
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
||||
size_t texCount = 0;
|
||||
boo::ObjToken<boo::ITexture> texs[8];
|
||||
if (m_patternTex1)
|
||||
texs[texCount++] = m_patternTex1->GetBooTexture();
|
||||
if (m_patternTex2)
|
||||
texs[texCount++] = m_patternTex2->GetBooTexture();
|
||||
if (m_colorTex)
|
||||
texs[texCount++] = m_colorTex->GetBooTexture();
|
||||
if (m_bumpMap)
|
||||
texs[texCount++] = m_bumpMap->GetBooTexture();
|
||||
if (m_envMap)
|
||||
texs[texCount++] = m_envMap->GetBooTexture();
|
||||
if (m_envBumpMap)
|
||||
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
||||
if (m_lightmap)
|
||||
texs[texCount++] = m_lightmap->GetBooTexture();
|
||||
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
|
||||
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
||||
if (pipeline.m_tessellation)
|
||||
{
|
||||
boo::VertexElementDescriptor tessElements[] =
|
||||
{
|
||||
{m_pvbo.get(), nullptr, boo::VertexSemantic::Position4},
|
||||
{m_pvbo.get(), nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{m_pvbo.get(), nullptr, boo::VertexSemantic::UV4, 1}
|
||||
};
|
||||
boo::ObjToken<boo::IVertexFormat> vtxFmtTess = ctx.newVertexFormat(3, tessElements);
|
||||
|
||||
texs[texCount++] = m_rippleMap.get();
|
||||
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, vtxFmtTess, m_pvbo.get(), nullptr, nullptr, 3,
|
||||
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
}
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
#if BOO_HAS_VULKAN
|
||||
CFluidPlaneShader::BindingPair
|
||||
CFluidPlaneShader::BuildBinding(boo::VulkanDataFactory::Context& ctx, const ShaderPair& pipeline)
|
||||
{
|
||||
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
||||
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
||||
boo::PipelineStage::Fragment };
|
||||
size_t ubufOffs[] = {0, 0, 1280};
|
||||
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
||||
size_t texCount = 0;
|
||||
boo::ObjToken<boo::ITexture> texs[8] = {};
|
||||
if (m_patternTex1)
|
||||
texs[texCount++] = m_patternTex1->GetBooTexture();
|
||||
if (m_patternTex2)
|
||||
texs[texCount++] = m_patternTex2->GetBooTexture();
|
||||
if (m_colorTex)
|
||||
texs[texCount++] = m_colorTex->GetBooTexture();
|
||||
if (m_bumpMap)
|
||||
texs[texCount++] = m_bumpMap->GetBooTexture();
|
||||
if (m_envMap)
|
||||
texs[texCount++] = m_envMap->GetBooTexture();
|
||||
if (m_envBumpMap)
|
||||
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
||||
if (m_lightmap)
|
||||
texs[texCount++] = m_lightmap->GetBooTexture();
|
||||
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, s_vtxFmt, m_vbo.get(), nullptr, nullptr,
|
||||
3, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
||||
if (pipeline.m_tessellation)
|
||||
{
|
||||
texs[texCount++] = m_rippleMap.get();
|
||||
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, s_vtxFmtTess, m_pvbo.get(), nullptr, nullptr,
|
||||
3, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
}
|
||||
return {regular, tessellation};
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -1,791 +0,0 @@
|
||||
#include "CFluidPlaneShader.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
|
||||
static boo::ObjToken<boo::IVertexFormat> s_vtxFmtTess;
|
||||
|
||||
static const char* VS =
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 posIn : POSITION;\n"
|
||||
" float4 normalIn : NORMAL0;\n"
|
||||
" float4 binormalIn : NORMAL1;\n"
|
||||
" float4 tangentIn : NORMAL2;\n"
|
||||
" float4 colorIn : COLOR;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"cbuffer FluidPlaneUniform : register(b0)\n"
|
||||
"{\n"
|
||||
" float4x4 mv;\n"
|
||||
" float4x4 mvNorm;\n"
|
||||
" float4x4 proj;\n"
|
||||
" float4x4 texMtxs[6];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos : SV_Position;\n"
|
||||
" float4 mvPos : POSITION;\n"
|
||||
" float4 mvNorm : NORMAL;\n"
|
||||
" float4 mvBinorm : BINORMAL;\n"
|
||||
" float4 mvTangent : TANGENT;\n"
|
||||
" float4 color : COLOR;\n"
|
||||
" float2 uvs[7] : UV;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"VertToFrag main(in VertData v)\n"
|
||||
"{\n"
|
||||
" VertToFrag vtf;\n"
|
||||
" float4 pos = float4(v.posIn.xyz, 1.0);\n"
|
||||
" float4 normalIn = v.normalIn;\n"
|
||||
" vtf.mvPos = mul(mv, pos);\n"
|
||||
" vtf.pos = mul(proj, vtf.mvPos);\n"
|
||||
" vtf.mvNorm = mul(mvNorm, v.normalIn);\n"
|
||||
" vtf.mvBinorm = mul(mvNorm, v.binormalIn);\n"
|
||||
" vtf.mvTangent = mul(mvNorm, v.tangentIn);\n"
|
||||
" vtf.color = float4(v.colorIn.xyz, 1.0);\n"
|
||||
" vtf.uvs[0] = mul(texMtxs[0], pos).xy;\n"
|
||||
" vtf.uvs[1] = mul(texMtxs[1], pos).xy;\n"
|
||||
" vtf.uvs[2] = mul(texMtxs[2], pos).xy;\n"
|
||||
"%s" // Additional TCGs here
|
||||
" return vtf;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* TessVS =
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 posIn : POSITION;\n"
|
||||
" float4 outerLevelsIn : UV0;\n"
|
||||
" float2 innerLevelsIn : UV1;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToControl\n"
|
||||
"{\n"
|
||||
" float4 minMaxPos : POSITION;\n"
|
||||
" float4 outerLevels : OUTERLEVELS;\n"
|
||||
" float2 innerLevels : INNERLEVELS;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"VertToControl main(in VertData v)\n"
|
||||
"{\n"
|
||||
" VertToControl vtc;\n"
|
||||
" vtc.minMaxPos = v.posIn;\n"
|
||||
" vtc.outerLevels = v.outerLevelsIn;\n"
|
||||
" vtc.innerLevels = v.innerLevelsIn;\n"
|
||||
" return vtc;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* TessCS =
|
||||
"struct VertToControl\n"
|
||||
"{\n"
|
||||
" float4 minMaxPos : POSITION;\n"
|
||||
" float4 outerLevels : OUTERLEVELS;\n"
|
||||
" float2 innerLevels : INNERLEVELS;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct ControlToEvaluation\n"
|
||||
"{\n"
|
||||
" float4 minMaxPos : POSITION;\n"
|
||||
" float outerLevels[4] : SV_TessFactor;\n"
|
||||
" float innerLevels[2] : SV_InsideTessFactor;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct ControlPoint\n"
|
||||
"{};\n"
|
||||
"\n"
|
||||
"ControlToEvaluation patchmain(InputPatch<VertToControl, 1> vtc, uint id : SV_PrimitiveID)\n"
|
||||
"{\n"
|
||||
" ControlToEvaluation cte;\n"
|
||||
" cte.minMaxPos = vtc[id].minMaxPos;\n"
|
||||
" for (int i=0 ; i<4 ; ++i)\n"
|
||||
" cte.outerLevels[i] = vtc[id].outerLevels[i];\n"
|
||||
" for (int i=0 ; i<2 ; ++i)\n"
|
||||
" cte.innerLevels[i] = vtc[id].innerLevels[i];\n"
|
||||
" return cte;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"[domain(\"quad\")]\n"
|
||||
"[partitioning(\"integer\")]\n"
|
||||
"[outputtopology(\"triangle_cw\")]\n"
|
||||
"[outputcontrolpoints(1)]\n"
|
||||
"[patchconstantfunc(\"patchmain\")]\n"
|
||||
"ControlPoint main(InputPatch<VertToControl, 1> vtc, uint i : SV_OutputControlPointID, uint id : SV_PrimitiveID)\n"
|
||||
"{\n"
|
||||
" ControlPoint pt;\n"
|
||||
" return pt;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* TessES =
|
||||
"struct Ripple\n"
|
||||
"{\n"
|
||||
" float4 center; // time, distFalloff\n"
|
||||
" float4 params; // amplitude, lookupPhase, lookupTime\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"cbuffer FluidPlaneUniform : register(b0)\n"
|
||||
"{\n"
|
||||
" float4x4 mv;\n"
|
||||
" float4x4 mvNorm;\n"
|
||||
" float4x4 proj;\n"
|
||||
" float4x4 texMtxs[6];\n"
|
||||
" Ripple ripples[20];\n"
|
||||
" float4 colorMul;\n"
|
||||
" float rippleNormResolution;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos : SV_Position;\n"
|
||||
" float4 mvPos : POSITION;\n"
|
||||
" float4 mvNorm : NORMAL;\n"
|
||||
" float4 mvBinorm : BINORMAL;\n"
|
||||
" float4 mvTangent : TANGENT;\n"
|
||||
" float4 color : COLOR;\n"
|
||||
" float2 uvs[7] : UV;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct ControlToEvaluation\n"
|
||||
"{\n"
|
||||
" float4 minMaxPos : POSITION;\n"
|
||||
" float outerLevels[4] : SV_TessFactor;\n"
|
||||
" float innerLevels[2] : SV_InsideTessFactor;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct ControlPoint\n"
|
||||
"{};\n"
|
||||
"\n"
|
||||
"Texture2D RippleMap : register(t%d);\n"
|
||||
"SamplerState samp : register(s2);\n"
|
||||
"\n"
|
||||
"static const float PI_X2 = 6.283185307179586;\n"
|
||||
"\n"
|
||||
"static void ApplyRipple(in Ripple ripple, in float2 pos, inout float height)\n"
|
||||
"{\n"
|
||||
" float dist = length(ripple.center.xy - pos);\n"
|
||||
" float rippleV = RippleMap.SampleLevel(samp, float2(dist * ripple.center.w, ripple.center.z), 0.0).r;\n"
|
||||
" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"[domain(\"quad\")]\n"
|
||||
"VertToFrag main(in ControlToEvaluation cte, in float2 TessCoord : SV_DomainLocation,\n"
|
||||
" const OutputPatch<ControlPoint, 1> bezpatch)\n"
|
||||
"{\n"
|
||||
" float2 posIn = float2(lerp(cte.minMaxPos.x, cte.minMaxPos.z, TessCoord.x),\n"
|
||||
" lerp(cte.minMaxPos.y, cte.minMaxPos.w, TessCoord.y));\n"
|
||||
" float height = 0.0;\n"
|
||||
" float upHeight = 0.0;\n"
|
||||
" float downHeight = 0.0;\n"
|
||||
" float rightHeight = 0.0;\n"
|
||||
" float leftHeight = 0.0;\n"
|
||||
" for (int i=0 ; i<20 ; ++i)\n"
|
||||
" {\n"
|
||||
" ApplyRipple(ripples[i], posIn, height);\n"
|
||||
" ApplyRipple(ripples[i], posIn + float2(0.0, rippleNormResolution), upHeight);\n"
|
||||
" ApplyRipple(ripples[i], posIn - float2(0.0, rippleNormResolution), downHeight);\n"
|
||||
" ApplyRipple(ripples[i], posIn + float2(rippleNormResolution, 0.0), rightHeight);\n"
|
||||
" ApplyRipple(ripples[i], posIn - float2(rippleNormResolution, 0.0), leftHeight);\n"
|
||||
" }\n"
|
||||
" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
|
||||
" (downHeight - upHeight),\n"
|
||||
" rippleNormResolution)), 1.0);\n"
|
||||
" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
|
||||
" 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 = mul(mv, pos);\n"
|
||||
" vtf.pos = mul(proj, vtf.mvPos);\n"
|
||||
" vtf.mvNorm = mul(mvNorm, normalIn);\n"
|
||||
" vtf.mvBinorm = mul(mvNorm, binormalIn);\n"
|
||||
" vtf.mvTangent = mul(mvNorm, tangentIn);\n"
|
||||
" vtf.color = max(height, 0.0) * colorMul;\n"
|
||||
" vtf.color.a = 1.0;\n"
|
||||
" vtf.uvs[0] = mul(texMtxs[0], pos).xy;\n"
|
||||
" vtf.uvs[1] = mul(texMtxs[1], pos).xy;\n"
|
||||
" vtf.uvs[2] = mul(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"
|
||||
"cbuffer LightingUniform : register(b2)\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(float3 mvPosIn, float3 mvNormIn)\n"
|
||||
"{\n"
|
||||
" float4 ret = ambient;\n"
|
||||
" \n"
|
||||
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
|
||||
" {\n"
|
||||
" float3 delta = mvPosIn - 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), 0.0, 1.0);\n"
|
||||
" }\n"
|
||||
" \n"
|
||||
" return ret;\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos : SV_Position;\n"
|
||||
" float4 mvPos : POSITION;\n"
|
||||
" float4 mvNorm : NORMAL;\n"
|
||||
" float4 mvBinorm : BINORMAL;\n"
|
||||
" float4 mvTangent : TANGENT;\n"
|
||||
" float4 color : COLOR;\n"
|
||||
" float2 uvs[7] : UV;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"SamplerState samp : register(s0);\n"
|
||||
"%s" // Textures here
|
||||
"float4 main(in VertToFrag vtf) : SV_Target0\n"
|
||||
"{\n"
|
||||
" float4 lighting = LightingFunc(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"
|
||||
"cbuffer LightingUniform : register(b2)\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"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos : SV_Position;\n"
|
||||
" float4 mvPos : POSITION;\n"
|
||||
" float4 mvNorm : NORMAL;\n"
|
||||
" float4 mvBinorm : BINORMAL;\n"
|
||||
" float4 mvTangent : TANGENT;\n"
|
||||
" float4 color : COLOR;\n"
|
||||
" float2 uvs[7] : UV;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"SamplerState samp : register(s0);\n"
|
||||
"%s" // Textures here
|
||||
"float4 main(in VertToFrag vtf) : SV_Target0\n"
|
||||
"{\n"
|
||||
" float4 colorOut;\n"
|
||||
"%s" // Combiner expression here
|
||||
" return colorOut;\n"
|
||||
"}\n";
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::D3DDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
if (!s_vtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
}
|
||||
|
||||
std::string additionalTCGs;
|
||||
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("Texture2D patternTex1 : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasPatternTex2)
|
||||
textures += hecl::Format("Texture2D patternTex2 : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasColorTex)
|
||||
textures += hecl::Format("Texture2D colorTex : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasBumpMap)
|
||||
textures += hecl::Format("Texture2D bumpMap : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasEnvMap)
|
||||
textures += hecl::Format("Texture2D envMap : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasEnvBumpMap)
|
||||
textures += hecl::Format("Texture2D envBumpMap : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasLightmap)
|
||||
textures += hecl::Format("Texture2D lightMap : register(t%d);\n", nextTex++);
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
bumpMapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[0], pos).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
envBumpMapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[3], float4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvMap)
|
||||
{
|
||||
envMapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
lightmapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
|
||||
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.uvs[%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 += lerp(lightMapTexel * kColor2, lightMapTexel, kColor3);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
// mix(Tex * K2, Tex, K3) + Lighting
|
||||
combiner += " lighting += lightMapTexel * 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.uvs[0]) * kColor0 + lighting) *\n"
|
||||
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = lighting * patternTex2.Sample(samp, vtf.uvs[1]) + 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.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
|
||||
" float2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
||||
combiner += " colorOut += colorTex.Sample(samp, indUvs + vtf.uvs[2]) * 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.uvs[2]) * lighting;\n";
|
||||
combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
|
||||
" float2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
||||
combiner += hecl::Format(" colorOut = lerp(colorOut, envMap.Sample(samp, indUvs + vtf.uvs[%d]), kColor1);\n",
|
||||
envMapUv);
|
||||
}
|
||||
else if (info.m_hasColorTex)
|
||||
{
|
||||
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case EFluidType::PoisonWater:
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
combiner += hecl::Format(" float4 lightMapTexel = lightMap.Sample(samp, vtf.uvs[%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 += lerp(lightMapTexel * kColor2, lightMapTexel, kColor3);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
// mix(Tex * K2, Tex, K3) + Lighting
|
||||
combiner += " lighting += lightMapTexel * 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.uvs[0]) * kColor0 + lighting) *\n"
|
||||
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = lighting * patternTex2.Sample(samp, vtf.uvs[1]) + 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.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
|
||||
" float2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
||||
combiner += " colorOut += colorTex.Sample(samp, indUvs + vtf.uvs[2]) * lighting;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * 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.uvs[0]) * kColor0 + vtf.color) *\n"
|
||||
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\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.uvs[%d]) + float4(0.5);\n"
|
||||
" float4 emboss2 = bumpMap.Sample(samp, vtf.uvs[%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.uvs[0]) * kColor0 + vtf.color) *\n"
|
||||
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\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.uvs[%d]) + float4(0.5);\n", bumpMapUv);
|
||||
combiner += "colorOut *= emboss1 * float4(2.0);\n";
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = kColor0.a;\n";
|
||||
|
||||
char *finalVS, *finalFS;
|
||||
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
||||
asprintf(&finalFS, FS, textures.c_str(), combiner.c_str());
|
||||
|
||||
auto regular = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, nullptr, s_vtxFmt,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
|
||||
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
||||
if (info.m_tessellation)
|
||||
{
|
||||
if (!s_vtxFmtTess)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 1}
|
||||
};
|
||||
s_vtxFmtTess = ctx.newVertexFormat(3, elements);
|
||||
}
|
||||
|
||||
char *finalESs;
|
||||
asprintf(&finalESs, TessES, nextTex, additionalTCGs.c_str());
|
||||
|
||||
tessellation = ctx.newTessellationShaderPipeline(
|
||||
TessVS, finalFS, TessCS, finalESs,
|
||||
nullptr, nullptr, nullptr, nullptr, nullptr, s_vtxFmtTess,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
1, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
|
||||
|
||||
free(finalESs);
|
||||
}
|
||||
|
||||
free(finalVS);
|
||||
free(finalFS);
|
||||
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::D3DDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
if (!s_vtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
}
|
||||
|
||||
std::string additionalTCGs;
|
||||
std::string textures;
|
||||
std::string combiner;
|
||||
int nextTex = 0;
|
||||
|
||||
if (info.m_hasPatternTex1)
|
||||
textures += hecl::Format("Texture2D patternTex1 : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasPatternTex2)
|
||||
textures += hecl::Format("Texture2D patternTex2 : register(t%d);\n", nextTex++);
|
||||
if (info.m_hasColorTex)
|
||||
textures += hecl::Format("Texture2D colorTex : register(t%d);\n", nextTex++);
|
||||
|
||||
// Tex0 * kColor0 * Tex1 + Tex2
|
||||
if (info.m_hasPatternTex1 && info.m_hasPatternTex2)
|
||||
{
|
||||
combiner += " colorOut = patternTex1.Sample(samp, vtf.uvs[0]) * kColor0 *\n"
|
||||
" patternTex2.Sample(samp, vtf.uvs[1]);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = float4(0.0);\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
{
|
||||
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\n";
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = kColor0.a;\n";
|
||||
|
||||
char *finalVS, *finalFS;
|
||||
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
||||
asprintf(&finalFS, FSDoor, textures.c_str(), combiner.c_str());
|
||||
|
||||
auto ret = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, nullptr, s_vtxFmt,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
|
||||
free(finalVS);
|
||||
free(finalFS);
|
||||
|
||||
return {ret, {}};
|
||||
}
|
||||
|
||||
template <>
|
||||
void CFluidPlaneShader::_Shutdown<boo::D3DDataFactory>()
|
||||
{
|
||||
s_vtxFmt.reset();
|
||||
s_vtxFmtTess.reset();
|
||||
}
|
||||
|
||||
CFluidPlaneShader::BindingPair
|
||||
CFluidPlaneShader::BuildBinding(boo::D3DDataFactory::Context& ctx, const ShaderPair& pipeline)
|
||||
{
|
||||
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
||||
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
||||
boo::PipelineStage::Fragment };
|
||||
size_t ubufOffs[] = {0, 0, 1280};
|
||||
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
||||
size_t texCount = 0;
|
||||
boo::ObjToken<boo::ITexture> texs[8] = {};
|
||||
if (m_patternTex1)
|
||||
texs[texCount++] = m_patternTex1->GetBooTexture();
|
||||
if (m_patternTex2)
|
||||
texs[texCount++] = m_patternTex2->GetBooTexture();
|
||||
if (m_colorTex)
|
||||
texs[texCount++] = m_colorTex->GetBooTexture();
|
||||
if (m_bumpMap)
|
||||
texs[texCount++] = m_bumpMap->GetBooTexture();
|
||||
if (m_envMap)
|
||||
texs[texCount++] = m_envMap->GetBooTexture();
|
||||
if (m_envBumpMap)
|
||||
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
||||
if (m_lightmap)
|
||||
texs[texCount++] = m_lightmap->GetBooTexture();
|
||||
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, s_vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
|
||||
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
||||
if (pipeline.m_tessellation)
|
||||
{
|
||||
texs[texCount++] = m_rippleMap.get();
|
||||
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, s_vtxFmtTess, m_pvbo.get(), nullptr, nullptr,
|
||||
3, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
}
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,799 +0,0 @@
|
||||
#include "CFluidPlaneShader.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
|
||||
static boo::ObjToken<boo::IVertexFormat> s_tessVtxFmt;
|
||||
|
||||
static const char* VS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 posIn [[ attribute(0) ]];\n"
|
||||
" float4 normalIn [[ attribute(1) ]];\n"
|
||||
" float4 binormalIn [[ attribute(2) ]];\n"
|
||||
" float4 tangentIn [[ attribute(3) ]];\n"
|
||||
" float4 colorIn [[ attribute(4) ]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct FluidPlaneUniform\n"
|
||||
"{\n"
|
||||
" float4x4 mv;\n"
|
||||
" float4x4 mvNorm;\n"
|
||||
" float4x4 proj;\n"
|
||||
" float4x4 texMtxs[6];\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"
|
||||
"vertex VertToFrag vmain(VertData v [[ stage_in ]],\n"
|
||||
" constant FluidPlaneUniform& fu [[ buffer(2) ]])\n"
|
||||
"{\n"
|
||||
" VertToFrag vtf;\n"
|
||||
" float4 pos = float4(v.posIn.xyz, 1.0);\n"
|
||||
" float4 normalIn = v.normalIn;\n"
|
||||
" vtf.mvPos = fu.mv * pos;\n"
|
||||
" vtf.pos = fu.proj * vtf.mvPos;\n"
|
||||
" vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
|
||||
" vtf.mvBinorm = fu.mvNorm * v.binormalIn;\n"
|
||||
" vtf.mvTangent = fu.mvNorm * v.tangentIn;\n"
|
||||
" vtf.color = v.colorIn;\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" // Additional TCGs here
|
||||
" return vtf;\n"
|
||||
"}\n";
|
||||
|
||||
static const char* TessCS =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 minMaxPos [[ attribute(0) ]];\n"
|
||||
" float4 outerLevelsIn [[ attribute(1) ]];\n"
|
||||
" float2 innerLevelsIn [[ attribute(2) ]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct KernelPatchInfo {\n"
|
||||
" uint numPatches; // total number of patches to process.\n"
|
||||
" // we need this because this value may\n"
|
||||
" // not be a multiple of threadgroup size.\n"
|
||||
" ushort numPatchesInThreadGroup; // number of patches processed by a\n"
|
||||
" // thread-group\n"
|
||||
" ushort numControlPointsPerPatch;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"kernel void\n"
|
||||
"cmain(VertData v [[ stage_in ]],\n"
|
||||
" constant KernelPatchInfo& patchInfo [[ buffer(2) ]],\n"
|
||||
" device MTLQuadTessellationFactorsHalf* tessellationFactorBuffer [[ buffer(3) ]],\n"
|
||||
" ushort lID [[ thread_position_in_threadgroup ]],\n"
|
||||
" ushort groupID [[ threadgroup_position_in_grid ]])\n"
|
||||
"{\n"
|
||||
" uint patchGroupID = groupID * patchInfo.numPatchesInThreadGroup;\n"
|
||||
"\n"
|
||||
" // execute the per-patch hull function\n"
|
||||
" if (lID < patchInfo.numPatchesInThreadGroup)\n"
|
||||
" {\n"
|
||||
" uint patchID = patchGroupID + lID;\n"
|
||||
" device MTLQuadTessellationFactorsHalf& patchOut = tessellationFactorBuffer[patchID];\n"
|
||||
" for (int i=0 ; i<4 ; ++i)\n"
|
||||
" patchOut.edgeTessellationFactor[i] = v.outerLevelsIn[i];\n"
|
||||
" for (int i=0 ; i<2 ; ++i)\n"
|
||||
" patchOut.insideTessellationFactor[i] = v.innerLevelsIn[i];\n"
|
||||
" }\n"
|
||||
"}\n";
|
||||
|
||||
static const char* TessES =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"struct Ripple\n"
|
||||
"{\n"
|
||||
" float4 center; // time, distFalloff\n"
|
||||
" float4 params; // amplitude, lookupPhase, lookupTime\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct FluidPlaneUniform\n"
|
||||
"{\n"
|
||||
" float4x4 mv;\n"
|
||||
" float4x4 mvNorm;\n"
|
||||
" float4x4 proj;\n"
|
||||
" float4x4 texMtxs[6];\n"
|
||||
" Ripple ripples[20];\n"
|
||||
" float4 colorMul;\n"
|
||||
" float rippleNormResolution;\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"
|
||||
"struct VertData\n"
|
||||
"{\n"
|
||||
" float4 minMaxPos [[ attribute(0) ]];\n"
|
||||
" float4 outerLevelsIn [[ attribute(1) ]];\n"
|
||||
" float2 innerLevelsIn [[ attribute(2) ]];\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"#define PI_X2 6.283185307179586\n"
|
||||
"\n"
|
||||
"static void ApplyRipple(constant Ripple& ripple, float2 pos, thread float& height,\n"
|
||||
" sampler samp, texture2d<float> RippleMap)\n"
|
||||
"{\n"
|
||||
" float dist = length(ripple.center.xy - pos);\n"
|
||||
" float rippleV = RippleMap.sample(samp, float2(dist * ripple.center.w, ripple.center.z), level(0.0)).r;\n"
|
||||
" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"[[ patch(quad, 1) ]]\n"
|
||||
"vertex VertToFrag emain(VertData v [[ stage_in ]], float2 TessCoord [[ position_in_patch ]],\n"
|
||||
" constant FluidPlaneUniform& fu [[ buffer(2) ]],\n"
|
||||
" sampler samp [[ sampler(2) ]],\n"
|
||||
" texture2d<float> RippleMap [[ texture(%d) ]])\n"
|
||||
"{\n"
|
||||
" float2 posIn = float2(mix(v.minMaxPos.x, v.minMaxPos.z, TessCoord.x),\n"
|
||||
" mix(v.minMaxPos.y, v.minMaxPos.w, TessCoord.y));\n"
|
||||
" float height = 0.0;\n"
|
||||
" float upHeight = 0.0;\n"
|
||||
" float downHeight = 0.0;\n"
|
||||
" float rightHeight = 0.0;\n"
|
||||
" float leftHeight = 0.0;\n"
|
||||
" for (int i=0 ; i<20 ; ++i)\n"
|
||||
" {\n"
|
||||
" ApplyRipple(fu.ripples[i], posIn, height, samp, RippleMap);\n"
|
||||
" ApplyRipple(fu.ripples[i], posIn + float2(0.0, fu.rippleNormResolution), upHeight, samp, RippleMap);\n"
|
||||
" ApplyRipple(fu.ripples[i], posIn - float2(0.0, fu.rippleNormResolution), downHeight, samp, RippleMap);\n"
|
||||
" ApplyRipple(fu.ripples[i], posIn + float2(fu.rippleNormResolution, 0.0), rightHeight, samp, RippleMap);\n"
|
||||
" ApplyRipple(fu.ripples[i], posIn - float2(fu.rippleNormResolution, 0.0), leftHeight, samp, RippleMap);\n"
|
||||
" }\n"
|
||||
" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
|
||||
" (downHeight - upHeight),\n"
|
||||
" fu.rippleNormResolution)), 1.0);\n"
|
||||
" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
|
||||
" 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 =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"\n"
|
||||
"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 =
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"\n"
|
||||
"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";
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
|
||||
{
|
||||
if (!s_vtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
}
|
||||
|
||||
std::string additionalTCGs;
|
||||
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;
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[0] * pos).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvBumpMap)
|
||||
{
|
||||
envBumpMapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
||||
}
|
||||
if (info.m_hasEnvMap)
|
||||
{
|
||||
envMapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
if (info.m_hasLightmap)
|
||||
{
|
||||
lightmapUv = nextTCG;
|
||||
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
||||
}
|
||||
|
||||
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 *finalVS, *finalFS;
|
||||
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
||||
asprintf(&finalFS, FS, textures.c_str(), combiner.c_str());
|
||||
|
||||
auto regular = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
|
||||
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
||||
if (info.m_tessellation)
|
||||
{
|
||||
if (!s_tessVtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor tessElements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
|
||||
};
|
||||
s_tessVtxFmt = ctx.newVertexFormat(3, tessElements);
|
||||
}
|
||||
|
||||
char *finalES;
|
||||
asprintf(&finalES, TessES, nextTex, additionalTCGs.c_str());
|
||||
|
||||
tessellation = ctx.newTessellationShaderPipeline(TessCS, finalFS, finalES, nullptr, nullptr, nullptr, s_tessVtxFmt,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
1, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
|
||||
free(finalES);
|
||||
}
|
||||
|
||||
free(finalVS);
|
||||
free(finalFS);
|
||||
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
CFluidPlaneShader::ShaderPair
|
||||
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
||||
{
|
||||
if (!s_vtxFmt)
|
||||
{
|
||||
boo::VertexElementDescriptor elements[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color}
|
||||
};
|
||||
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
||||
}
|
||||
|
||||
std::string additionalTCGs;
|
||||
std::string textures;
|
||||
std::string combiner;
|
||||
int nextTex = 0;
|
||||
|
||||
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 *finalVS, *finalFS;
|
||||
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
||||
asprintf(&finalFS, FSDoor, textures.c_str(), combiner.c_str());
|
||||
|
||||
auto ret = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
|
||||
free(finalVS);
|
||||
free(finalFS);
|
||||
|
||||
return {ret, {}};
|
||||
}
|
||||
|
||||
template <>
|
||||
void CFluidPlaneShader::_Shutdown<boo::MetalDataFactory>()
|
||||
{
|
||||
s_vtxFmt.reset();
|
||||
s_tessVtxFmt.reset();
|
||||
}
|
||||
|
||||
CFluidPlaneShader::BindingPair
|
||||
CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::Context& ctx, const ShaderPair& pipeline)
|
||||
{
|
||||
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
||||
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
||||
boo::PipelineStage::Fragment };
|
||||
size_t ubufOffs[] = {0, 0, 1280};
|
||||
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
||||
size_t texCount = 0;
|
||||
boo::ObjToken<boo::ITexture> texs[8];
|
||||
if (m_patternTex1)
|
||||
texs[texCount++] = m_patternTex1->GetBooTexture();
|
||||
if (m_patternTex2)
|
||||
texs[texCount++] = m_patternTex2->GetBooTexture();
|
||||
if (m_colorTex)
|
||||
texs[texCount++] = m_colorTex->GetBooTexture();
|
||||
if (m_bumpMap)
|
||||
texs[texCount++] = m_bumpMap->GetBooTexture();
|
||||
if (m_envMap)
|
||||
texs[texCount++] = m_envMap->GetBooTexture();
|
||||
if (m_envBumpMap)
|
||||
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
||||
if (m_lightmap)
|
||||
texs[texCount++] = m_lightmap->GetBooTexture();
|
||||
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, s_vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
|
||||
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
||||
if (pipeline.m_tessellation)
|
||||
{
|
||||
texs[texCount++] = m_rippleMap.get();
|
||||
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, s_tessVtxFmt, m_pvbo.get(), nullptr, nullptr, 3,
|
||||
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
}
|
||||
return {regular, tessellation};
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CFOGVOLUMEFILTER_HPP__
|
||||
#define __URDE_CFOGVOLUMEFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -26,4 +25,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CFOGVOLUMEFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CFOGVOLUMEPLANESHADER_HPP__
|
||||
#define __URDE_CFOGVOLUMEPLANESHADER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
@@ -30,4 +29,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CFOGVOLUMEPLANESHADER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CLINERENDERERSHADERS_HPP__
|
||||
#define __URDE_CLINERENDERERSHADERS_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "Graphics/CGraphics.hpp"
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
@@ -34,4 +33,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CLINERENDERERSHADERS_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CMAPSURFACESHADER_HPP__
|
||||
#define __URDE_CMAPSURFACESHADER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "RetroTypes.hpp"
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
@@ -32,4 +31,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CMAPSURFACESHADER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CMODELSHADERS_HPP__
|
||||
#define __URDE_CMODELSHADERS_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "hecl/Runtime.hpp"
|
||||
#include "hecl/Backend/Backend.hpp"
|
||||
@@ -94,4 +93,3 @@ private:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CMODELSHADERS_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CPARTICLESWOOSHSHADERS_HPP__
|
||||
#define __URDE_CPARTICLESWOOSHSHADERS_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "Graphics/CGraphics.hpp"
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
@@ -44,4 +43,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CPARTICLESWOOSHSHADERS_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CPHAZONSUITFILTER_HPP__
|
||||
#define __URDE_CPHAZONSUITFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -30,4 +29,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CPHAZONSUITFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CRADARPAINTSHADER_HPP__
|
||||
#define __URDE_CRADARPAINTSHADER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -34,4 +33,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CRADARPAINTSHADER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CRANDOMSTATICFILTER_HPP__
|
||||
#define __URDE_CRANDOMSTATICFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -44,4 +43,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CRANDOMSTATICFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CSCANLINESFILTER_HPP__
|
||||
#define __URDE_CSCANLINESFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -48,4 +47,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CSCANLINESFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CSPACEWARPFILTER_HPP__
|
||||
#define __URDE_CSPACEWARPFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
#include "RetroTypes.hpp"
|
||||
@@ -37,4 +36,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CSPACEWARPFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CTEXTSUPPORTSHADER_HPP__
|
||||
#define __URDE_CTEXTSUPPORTSHADER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "GuiSys/CGuiWidget.hpp"
|
||||
#include "hecl/VertexBufferPool.hpp"
|
||||
@@ -109,4 +108,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CTEXTSUPPORTSHADER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CTEXTUREDQUADFILTER_HPP__
|
||||
#define __URDE_CTEXTUREDQUADFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -72,4 +71,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CTEXTUREDQUADFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CTHERMALCOLDFILTER_HPP__
|
||||
#define __URDE_CTHERMALCOLDFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "RetroTypes.hpp"
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
@@ -44,4 +43,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CTHERMALCOLDFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CTHERMALHOTFILTER_HPP__
|
||||
#define __URDE_CTHERMALHOTFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
#include "zeus/CColor.hpp"
|
||||
@@ -31,4 +30,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CTHERMALHOTFILTER_HPP__
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef URDE_CWORLDSHADOWSHADER_HPP
|
||||
#define URDE_CWORLDSHADOWSHADER_HPP
|
||||
#pragma once
|
||||
|
||||
#include "CColoredQuadFilter.hpp"
|
||||
#include "CTexturedQuadFilter.hpp"
|
||||
@@ -42,4 +41,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // URDE_CWORLDSHADOWSHADER_HPP
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef __URDE_CXRAYBLURFILTER_HPP__
|
||||
#define __URDE_CXRAYBLURFILTER_HPP__
|
||||
#pragma once
|
||||
|
||||
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
|
||||
#include "zeus/CMatrix4f.hpp"
|
||||
@@ -32,4 +31,3 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CXRAYBLURFILTER_HPP__
|
||||
|
||||
Reference in New Issue
Block a user