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