#pragma once #include "hecl/Runtime.hpp" #include "hecl/Backend/Backend.hpp" #include "optional.hpp" #include "zeus/CVector3f.hpp" #include "zeus/CColor.hpp" #include "Graphics/CGraphics.hpp" #include #define URDE_MAX_LIGHTS 8 namespace urde { enum EExtendedShader : uint8_t { Flat, Lighting, Thermal, ForcedAlpha, ForcedAdditive, SolidColor, SolidColorAdditive, SolidColorFrontfaceCullLEqualAlphaOnly, SolidColorFrontfaceCullAlwaysAlphaOnly, // No Z-write or test SolidColorBackfaceCullLEqualAlphaOnly, SolidColorBackfaceCullGreaterAlphaOnly, // No Z-write MorphBallShadow, WorldShadow, ForcedAlphaNoCull, ForcedAdditiveNoCull, ForcedAlphaNoZWrite, ForcedAdditiveNoZWrite, ForcedAlphaNoCullNoZWrite, ForcedAdditiveNoCullNoZWrite, DepthGEqualNoZWrite, Disintegrate, ForcedAdditiveNoZWriteDepthGreater, MAX }; class CModelShaders { friend class CModel; public: struct Light { zeus::CVector3f pos; zeus::CVector3f dir; zeus::CColor color = zeus::CColor::skClear; float linAtt[4] = {1.f, 0.f, 0.f}; float angAtt[4] = {1.f, 0.f, 0.f}; }; struct LightingUniform { Light lights[URDE_MAX_LIGHTS]; zeus::CColor ambient; zeus::CColor colorRegs[3]; zeus::CColor mulColor; CGraphics::CFogState fog; void ActivateLights(const std::vector& lts); }; struct ThermalUniform { zeus::CColor mulColor; zeus::CColor addColor; }; struct SolidUniform { zeus::CColor solidColor; }; struct MBShadowUniform { zeus::CVector4f shadowUp; float shadowId; }; struct OneTextureUniform { zeus::CColor addColor; CGraphics::CFogState fog; }; static void Initialize(); static void Shutdown(); using ShaderPipelinesData = std::array, EExtendedShader::MAX>; using ShaderPipelines = std::shared_ptr; static ShaderPipelines BuildExtendedShader(const hecl::Backend::ShaderTag& tag, const hecl::Frontend::IR& ir); private: static std::unordered_map g_ShaderPipelines; }; } // namespace urde