#include "Runtime/Graphics/Shaders/CModelShaders.hpp" #include "Runtime/CStopwatch.hpp" #include "Runtime/Graphics/CLight.hpp" //#include //#include namespace metaforce { //std::unordered_map CModelShaders::g_ShaderPipelines; void CModelShaders::LightingUniform::ActivateLights(const std::vector& lts) { ambient = zeus::skClear; size_t curLight = 0; for (const CLight& light : lts) { switch (light.GetType()) { case ELightType::LocalAmbient: ambient += light.GetColor(); break; case ELightType::Point: case ELightType::Spot: case ELightType::Custom: case ELightType::Directional: { if (curLight >= lights.size()) { continue; } CModelShaders::Light& lightOut = lights[curLight++]; lightOut.pos = CGraphics::g_CameraMatrix * light.GetPosition(); lightOut.dir = CGraphics::g_CameraMatrix.basis * light.GetDirection(); lightOut.dir.normalize(); lightOut.color = light.GetColor(); lightOut.linAtt[0] = light.GetAttenuationConstant(); lightOut.linAtt[1] = light.GetAttenuationLinear(); lightOut.linAtt[2] = light.GetAttenuationQuadratic(); lightOut.angAtt[0] = light.GetAngleAttenuationConstant(); lightOut.angAtt[1] = light.GetAngleAttenuationLinear(); lightOut.angAtt[2] = light.GetAngleAttenuationQuadratic(); if (light.GetType() == ELightType::Directional) lightOut.pos = (-lightOut.dir) * 1048576.f; break; } } } for (; curLight < lights.size(); ++curLight) { CModelShaders::Light& lightOut = lights[curLight]; lightOut.pos = zeus::skZero3f; lightOut.dir = zeus::skDown; lightOut.color = zeus::skClear; lightOut.linAtt[0] = 1.f; lightOut.linAtt[1] = 0.f; lightOut.linAtt[2] = 0.f; lightOut.angAtt[0] = 1.f; lightOut.angAtt[1] = 0.f; lightOut.angAtt[2] = 0.f; } } //using TexCoordSource = hecl::Backend::TexCoordSource; // //constexpr std::array ThermalTextures{{ // {TexCoordSource::Normal, 7, true}, //}}; // //constexpr std::array BallFadeTextures{{ // {TexCoordSource::Position, 0, false}, // ID tex // {TexCoordSource::Position, 0, false}, // Sphere ramp // {TexCoordSource::Position, 1, false}, // TXTR_BallFade //}}; // //constexpr std::array WorldShadowTextures{{ // {TexCoordSource::Position, 7, false}, // Shadow tex //}}; // //constexpr std::array DisintegrateTextures{{ // {TexCoordSource::Position, 0, false}, // Ashy tex // {TexCoordSource::Position, 1, false}, // Ashy tex //}}; //static std::array g_ExtensionSlots{{ // /* Default solid shading */ // {}, // /* Normal lit shading */ // {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, // /* Thermal model shading */ // {1, ThermalTextures.data(), hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, false, true}, // /* Thermal model shading without Z-test or Z-write */ // {1, ThermalTextures.data(), hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, // hecl::Backend::ZTest::None, hecl::Backend::CullMode::Backface, true, false, false, true}, // /* Thermal static shading */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, // hecl::Backend::CullMode::Backface, false, false, false, true, false, false, true}, // /* Thermal static shading without Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, // hecl::Backend::CullMode::Backface, true, false, false, true, false, false, false}, // /* Forced alpha shading */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, // /* Forced additive shading */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, // hecl::Backend::CullMode::Backface, false, false, true}, // /* Solid color */ // {0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, // hecl::Backend::CullMode::Backface, false, false, false}, // /* Solid color additive */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual, // hecl::Backend::CullMode::Backface, true, false, true}, // /* Alpha-only Solid color frontface cull, LEqual */ // {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual, // hecl::Backend::CullMode::Frontface, false, true, false}, // /* Alpha-only Solid color frontface cull, Always, No Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None, // hecl::Backend::CullMode::Frontface, true, true, false}, // /* Alpha-only Solid color backface cull, LEqual */ // {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual, // hecl::Backend::CullMode::Backface, false, true, false}, // /* Alpha-only Solid color backface cull, Greater, No Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater, // hecl::Backend::CullMode::Backface, true, true, false}, // /* MorphBall shadow shading */ // {3, BallFadeTextures.data(), hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::Equal, hecl::Backend::CullMode::Backface, false, false, true, false, true}, // /* World shadow shading (modified lighting) */ // {1, WorldShadowTextures.data(), hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, // /* Forced alpha shading without culling */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::None, false, false, true}, // /* Forced additive shading without culling */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, // hecl::Backend::CullMode::None, false, false, true}, // /* Forced alpha shading without Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original, true, false, true}, // /* Forced additive shading without Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, // hecl::Backend::CullMode::Original, true, false, true}, // /* Forced alpha shading without culling or Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::None, true, false, true}, // /* Forced additive shading without culling or Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, // hecl::Backend::CullMode::None, true, false, true}, // /* Depth GEqual no Z-write */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::GEqual, hecl::Backend::CullMode::Backface, true, false, true}, // /* Disintegration */ // {2, DisintegrateTextures.data(), hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, // hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Original, false, false, true, false, false, true}, // /* Forced additive shading without culling or Z-write and greater depth test */ // {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater, // hecl::Backend::CullMode::None, true, false, true}, // /* Thermal cold shading */ // {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original, false, false, true, false, false, false, true}, // /* Normal lit shading with alpha */ // {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface}, // /* Normal lit shading with alpha without Z-write or depth test */ // {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::None, // hecl::Backend::CullMode::Backface, true}, // /* Normal lit shading with cube reflection */ // {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, // /* Normal lit shading with cube reflection and world shadow */ // {1, WorldShadowTextures.data(), hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, // hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, //}}; //constexpr std::array ShaderMacros{ // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_THERMAL_MODEL", // "URDE_THERMAL_MODEL", // "URDE_THERMAL_STATIC", // "URDE_THERMAL_STATIC", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_SOLID", // "URDE_SOLID", // "URDE_SOLID", // "URDE_SOLID", // "URDE_SOLID", // "URDE_SOLID", // "URDE_MB_SHADOW", // "URDE_LIGHTING_SHADOW", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_DISINTEGRATE", // "URDE_LIGHTING", // "URDE_THERMAL_COLD", // "URDE_LIGHTING", // "URDE_LIGHTING", // "URDE_LIGHTING_CUBE_REFLECTION", // "URDE_LIGHTING_CUBE_REFLECTION_SHADOW", //}; void CModelShaders::Initialize() { // for (size_t i = 0; i < g_ExtensionSlots.size(); i++) { // g_ExtensionSlots[i].shaderMacro = ShaderMacros[i]; // } } void CModelShaders::Shutdown() { // g_ShaderPipelines.clear(); } //CModelShaders::ShaderPipelines CModelShaders::BuildExtendedShader(const hecl::Backend::ShaderTag& tag, // const Material& material) { // auto search = g_ShaderPipelines.find(tag.val64()); // if (search != g_ShaderPipelines.cend()) // return search->second; // // ShaderPipelines& newPipelines = g_ShaderPipelines[tag.val64()]; // newPipelines = std::make_shared(); // CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx) { // size_t idx = 0; // for (const auto& ext : g_ExtensionSlots) // (*newPipelines)[idx++] = hecl::conv->convert(ctx, Shader_CModelShaders(SModelShadersInfo(material, tag, ext))); // return true; // } BooTrace); // return newPipelines; //} } // namespace metaforce