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https://github.com/AxioDL/metaforce.git
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Vertex shaders do rigging computations in object space
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@@ -14,9 +14,9 @@ std::string HLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
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switch (src)
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{
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case TexGenSrc::Position:
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return "vtf.mvPos.xy\n";
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return "objPos.xy\n";
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case TexGenSrc::Normal:
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return "vtf.mvNorm.xy\n";
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return "objNorm.xy\n";
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case TexGenSrc::UV:
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return hecl::Format("v.uvIn[%u]", uvIdx);
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default: break;
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@@ -29,9 +29,9 @@ std::string HLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
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switch (src)
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{
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case TexGenSrc::Position:
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return "float4(vtf.mvPos.xyz, 1.0)\n";
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return "float4(objPos.xyz, 1.0)\n";
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case TexGenSrc::Normal:
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return "float4(vtf.mvNorm.xyz, 1.0)\n";
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return "float4(objNorm.xyz, 1.0)\n";
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case TexGenSrc::UV:
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return hecl::Format("float4(v.uvIn[%u], 0.0, 1.0)", uvIdx);
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default: break;
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@@ -82,15 +82,28 @@ std::string HLSL::GenerateVertToFragStruct(size_t extTexCount, bool reflectionCo
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std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, bool reflectionCoords) const
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{
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std::string retval;
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if (skinSlots == 0)
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skinSlots = 1;
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std::string retval = hecl::Format("cbuffer HECLVertUniform : register(b0)\n"
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"{\n"
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" float4x4 mv[%u];\n"
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" float4x4 mvInv[%u];\n"
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" float4x4 proj;\n"
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"};\n",
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skinSlots, skinSlots);
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{
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retval = "cbuffer HECLVertUniform : register(b0)\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvInv;\n"
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" float4x4 proj;\n"
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"};\n";
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}
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else
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{
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retval = hecl::Format("cbuffer HECLVertUniform : register(b0)\n"
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"{\n"
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" float4x4 objs[%u];\n"
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" float4x4 objsInv[%u];\n"
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" float4x4 mv;\n"
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" float4x4 mvInv;\n"
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" float4x4 proj;\n"
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"};\n",
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skinSlots, skinSlots);
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}
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retval += "struct TCGMtx\n"
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"{\n"
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" float4x4 mtx;\n"
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@@ -157,23 +170,26 @@ std::string HLSL::makeVert(unsigned col, unsigned uv, unsigned w,
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if (s)
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{
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/* skinned */
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retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
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" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
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retval += " float4 objPos = float4(0.0,0.0,0.0,0.0);\n"
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" float4 objNorm = float4(0.0,0.0,0.0,0.0);\n";
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for (size_t i=0 ; i<s ; ++i)
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retval += hecl::Format(" posAccum += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
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" normAccum += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
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retval += hecl::Format(" objPos += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
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" objNorm += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
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i, i/4, i%4, i, i/4, i%4);
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retval += " posAccum[3] = 1.0;\n"
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" vtf.mvPos = posAccum;\n"
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" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
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" vtf.mvpPos = mul(proj, posAccum);\n";
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retval += " objPos[3] = 1.0;\n"
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" objNorm = float4(normalize(objNorm.xyz), 0.0);\n"
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" vtf.mvPos = mul(mv, objPos);\n"
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" vtf.mvNorm = float4(normalize(mul(mvInv, objNorm).xyz), 0.0);\n"
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" vtf.mvpPos = mul(proj, vtf.mvPos);\n";
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}
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else
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{
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/* non-skinned */
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retval += " vtf.mvPos = mul(mv[0], float4(v.posIn, 1.0));\n"
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" vtf.mvNorm = mul(mvInv[0], float4(v.normIn, 0.0));\n"
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" vtf.mvpPos = mul(proj, vtf.mvPos);\n";
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retval += " float4 objPos = float4(posIn, 1.0);\n"
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" float4 objNorm = float4(normIn, 0.0);\n"
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" vtf.mvPos = mul(mv, objPos);\n"
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" vtf.mvNorm = mul(mvInv, objNorm);\n"
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" gl_Position = mul(proj, vtf.mvPos);\n";
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}
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retval += " float4 tmpProj;\n";
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@@ -311,11 +327,16 @@ std::string HLSL::makeFrag(size_t blockCount, const char** blockNames,
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texMapDecl += hecl::Format("Texture2D reflectionTex : register(t%u);\n",
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m_texMapEnd);
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uint32_t extTexBits = 0;
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for (int i=0 ; i<extTexCount ; ++i)
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{
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const TextureInfo& extTex = extTexs[i];
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texMapDecl += hecl::Format("Texture2D extTex%u : register(t%u);\n",
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extTex.mapIdx, extTex.mapIdx);
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if (!(extTexBits & (1 << extTex.mapIdx)))
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{
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texMapDecl += hecl::Format("Texture2D extTex%u : register(t%u);\n",
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extTex.mapIdx, extTex.mapIdx);
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extTexBits |= (1 << extTex.mapIdx);
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}
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}
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std::string retval =
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