Implement HLSL CFluidPlaneShader

This commit is contained in:
Jack Andersen 2017-08-07 20:43:27 -10:00
parent 3650a58a1e
commit d68d3c26b1
3 changed files with 481 additions and 8 deletions

View File

@ -480,8 +480,7 @@ CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx, const SFlui
const char* texNames[7] = {}; const char* texNames[7] = {};
std::string finalVS, finalFS; std::string finalVS, finalFS;
_BuildShader(finalVS, finalFS, nextTex, texNames, info); _BuildShader(finalVS, finalFS, nextTex, texNames, info);
const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"}; return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
return 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::SrcAlpha,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha, info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,

View File

@ -1,4 +1,476 @@
// #include "CFluidPlaneShader.hpp"
// Created by Jack Andersen on 8/6/17.
//
namespace urde
{
static boo::IVertexFormat* s_vtxFmt = nullptr;
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"
" vtf.mvPos = mul(mv, float4(v.posIn.xyz, 1.0));\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 = v.colorIn;\n"
" vtf.uvs[0] = mul(texMtxs[0], v.posIn).xy;\n"
" vtf.uvs[1] = mul(texMtxs[1], v.posIn).xy;\n"
" vtf.uvs[2] = mul(texMtxs[2], v.posIn).xy;\n"
"%s" // 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"
" 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(float4 mvPosIn, float4 mvNormIn)\n"
"{\n"
" float4 ret = ambient;\n"
" \n"
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
" }\n"
" \n"
" return clamp(ret, float4(0.0,0.0,0.0,0.0), float4(1.0,1.0,1.0,1.0));\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)\n"
"{\n"
" float4 lighting = LightingFunc(vtf.mvPos, normalize(vtf.mvNorm));\n"
" float4 colorOut;\n"
"%s" // Combiner expression here
" return colorOut;\n"
"}\n";
boo::IShaderPipeline*
CFluidPlaneShader::BuildShader(boo::ID3DDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
{
if (s_vtxFmt == nullptr)
{
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], v.posIn).xy;\n", nextTCG++);
}
if (info.m_hasEnvBumpMap)
{
envBumpMapUv = nextTCG;
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[3], v.posIn).xy;\n", nextTCG++);
}
if (info.m_hasEnvMap)
{
envMapUv = nextTCG;
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], v.posIn).xy;\n", nextTCG++, nextMtx++);
}
if (info.m_hasLightmap)
{
lightmapUv = nextTCG;
additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], v.posIn).xy;\n", nextTCG++, nextMtx++);
}
switch (info.m_type)
{
case CFluidPlane::EFluidType::NormalWater:
case CFluidPlane::EFluidType::Three:
case CFluidPlane::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 += 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.uvs[0]) * lu.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(lu.fog.indScale, -lu.fog.indScale);", 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(lu.fog.indScale, -lu.fog.indScale);", envBumpMapUv);
combiner += hecl::Format(" colorOut = mix(colorOut, envMap.Sample(samp, indUvs + vtf.uvs[%d]), lu.kColor1);\n",
envMapUv);
}
else if (info.m_hasColorTex)
{
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
}
break;
case CFluidPlane::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 += 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.uvs[0]) * lu.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(lu.fog.indScale, -lu.fog.indScale);", 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 CFluidPlane::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]) * lu.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 CFluidPlane::EFluidType::Five:
// 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]) * lu.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";
std::string finalVS = hecl::Format(VS, additionalTCGs.c_str());
std::string finalFS = hecl::Format(FS, textures.c_str(), combiner.c_str());
return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), 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::IShaderDataBinding* CFluidPlaneShader::BuildBinding(boo::ID3DDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline)
{
boo::IGraphicsBuffer* ubufs[] = { m_uniBuf, m_uniBuf, m_uniBuf };
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
boo::PipelineStage::Fragment };
size_t ubufOffs[] = {0, 0, 768};
size_t ubufSizes[] = {768, 768, 256};
size_t texCount = 0;
boo::ITexture* texs[7] = {};
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();
return ctx.newShaderDataBinding(pipeline, s_vtxFmt, m_vbo, nullptr, nullptr, 1, ubufs, ubufStages, ubufOffs,
ubufSizes, texCount, texs, nullptr, nullptr);
}
}

View File

@ -27,6 +27,7 @@ static const char* VS =
"\n" "\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" float4 pos : [[ position ]];\n"
" float4 mvPos;\n" " float4 mvPos;\n"
" float4 mvNorm;\n" " float4 mvNorm;\n"
" float4 mvBinorm;\n" " float4 mvBinorm;\n"
@ -40,7 +41,7 @@ static const char* VS =
"{\n" "{\n"
" VertToFrag vtf;\n" " VertToFrag vtf;\n"
" vtf.mvPos = fu.mv * float4(v.posIn.xyz, 1.0);\n" " vtf.mvPos = fu.mv * float4(v.posIn.xyz, 1.0);\n"
" gl_Position = fu.proj * vtf.mvPos;\n" " vtf.pos = fu.proj * vtf.mvPos;\n"
" vtf.mvNorm = fu.mvNorm * v.normalIn;\n" " vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
" vtf.mvBinorm = fu.mvNorm * v.binormalIn;\n" " vtf.mvBinorm = fu.mvNorm * v.binormalIn;\n"
" vtf.mvTangent = fu.mvNorm * v.tangentIn;\n" " vtf.mvTangent = fu.mvNorm * v.tangentIn;\n"
@ -106,6 +107,7 @@ static const char* FS =
"\n" "\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" float4 pos : [[ position ]];\n"
" float4 mvPos;\n" " float4 mvPos;\n"
" float4 mvNorm;\n" " float4 mvNorm;\n"
" float4 mvBinorm;\n" " float4 mvBinorm;\n"