#include "CModelShaders.hpp" namespace urde { static const char* LightingHLSL = "struct Light\n" "{\n" " float4 pos;\n" " float4 dir;\n" " float4 color;\n" " float4 linAtt;\n" " float4 angAtt;\n" "};\n" "struct Fog\n" "{\n" " float4 color;\n" " float rangeScale;\n" " float start;\n" "};\n" "\n" "cbuffer LightingUniform : register(b2)\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " float4 ambient;\n" " float4 colorReg0;\n" " float4 colorReg1;\n" " float4 colorReg2;\n" " float4 mulColor;\n" " Fog fog;\n" "};\n" "\n" "static float4 LightingFunc(float4 mvPosIn, float4 mvNormIn, in VertToFrag vtf)\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 = saturate(dot(normalize(delta), lights[i].dir.xyz));\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 * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n" " }\n" " \n" " return saturate(ret);\n" "}\n"; static const char* LightingShadowHLSL = "struct Light\n" "{\n" " float4 pos;\n" " float4 dir;\n" " float4 color;\n" " float4 linAtt;\n" " float4 angAtt;\n" "};\n" "struct Fog\n" "{\n" " float4 color;\n" " float rangeScale;\n" " float start;\n" "};\n" "\n" "cbuffer LightingUniform : register(b2)\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " float4 ambient;\n" " float4 colorReg0;\n" " float4 colorReg1;\n" " float4 colorReg2;\n" " float4 mulColor;\n" " Fog fog;\n" "};\n" "\n" "static float4 LightingShadowFunc(float4 mvPosIn, float4 mvNormIn, in VertToFrag vtf)\n" "{\n" " float4 ret = ambient;\n" " \n" " float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = saturate(dot(normalize(delta), lights[i].dir.xyz));\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 * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz)) *\n" " extTex0.Sample(clampSamp, vtf.extTcgs[0]).r;\n" " \n" " for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = saturate(dot(normalize(delta), lights[i].dir.xyz));\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 * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n" " }\n" " \n" " return saturate(ret);\n" "}\n"; static const char* MainPostHLSL = "static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " float fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" " return lerp(fog.color, colorIn, saturate(exp2(-8.0 * fogZ)));\n" "}\n" "\n"; static const char* ThermalPostHLSL = "cbuffer ThermalUniform : register(b2)\n" "{\n" " float4 tmulColor;\n" " float4 addColor;\n" "};\n" "static float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " return float4(extTex7.Sample(samp, vtf.extTcgs[0]).rrr * tmulColor.rgb + addColor.rgb, 1.0);\n" "}\n" "\n"; static const char* SolidPostHLSL = "cbuffer SolidUniform : register(b2)\n" "{\n" " float4 solidColor;\n" "};\n" "static float4 SolidPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " return solidColor;\n" "}\n" "\n"; static const char* MBShadowPostHLSL = "cbuffer MBShadowUniform : register(b2)\n" "{\n" " float4 shadowUp;\n" " float shadowId;\n" "};\n" "static float4 MBShadowPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " float idTexel = extTex0.Sample(samp, vtf.extTcgs[0]).a;\n" " float sphereTexel = extTex1.Sample(samp, vtf.extTcgs[1]).a;\n" " float fadeTexel = extTex2.Sample(samp, vtf.extTcgs[2]).a;\n" " float val = ((abs(idTexel - shadowId) < 0.001) ?\n" " (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *\n" " sphereTexel * fadeTexel;\n" " return float4(0.0, 0.0, 0.0, val);\n" "}\n" "\n"; hecl::Runtime::ShaderCacheExtensions CModelShaders::GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat) { hecl::Runtime::ShaderCacheExtensions ext(plat); /* Normal lit shading */ ext.registerExtensionSlot({LightingHLSL, "LightingFunc"}, {MainPostHLSL, "MainPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, false, false, false, true); /* Thermal Visor shading */ ext.registerExtensionSlot({}, {ThermalPostHLSL, "ThermalPostFunc"}, 0, nullptr, 1, ThermalTextures, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, false, false, false, true); /* Forced alpha shading */ ext.registerExtensionSlot({LightingHLSL, "LightingFunc"}, {MainPostHLSL, "MainPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original, false, false, false, true); /* Forced additive shading */ ext.registerExtensionSlot({LightingHLSL, "LightingFunc"}, {MainPostHLSL, "MainPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, false, false, false, true); /* Solid color */ ext.registerExtensionSlot({}, {SolidPostHLSL, "SolidPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, false, false, false, false); /* Solid color additive */ ext.registerExtensionSlot({}, {SolidPostHLSL, "SolidPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual, false, true, false, true); /* Alpha-only Solid color frontface cull, LEqual */ ext.registerExtensionSlot({}, {SolidPostHLSL, "SolidPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, true, false, true, false); /* Alpha-only Solid color frontface cull, Always, No Z-write */ ext.registerExtensionSlot({}, {SolidPostHLSL, "SolidPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::None, true, true, true, false); /* Alpha-only Solid color backface cull, LEqual */ ext.registerExtensionSlot({}, {SolidPostHLSL, "SolidPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, false, false, true, false); /* Alpha-only Solid color backface cull, Greater, No Z-write */ ext.registerExtensionSlot({}, {SolidPostHLSL, "SolidPostFunc"}, 0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::Greater, false, true, true, false); /* MorphBall shadow shading */ ext.registerExtensionSlot({}, {MBShadowPostHLSL, "MBShadowPostFunc"}, 0, nullptr, 3, BallFadeTextures, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Equal, false, false, false, true); /* World shadow shading (modified lighting) */ ext.registerExtensionSlot({LightingShadowHLSL, "LightingShadowFunc"}, {MainPostHLSL, "MainPostFunc"}, 0, nullptr, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, false, false, false, true); return ext; } }