#include "CModelShaders.hpp" #include "hecl/Backend/GLSL.hpp" namespace urde { static const char* LightingGLSL = "struct Light\n" "{\n" " vec4 pos;\n" " vec4 dir;\n" " vec4 color;\n" " vec4 linAtt;\n" " vec4 angAtt;\n" "};\n" "struct Fog\n" "{\n" " vec4 color;\n" " float rangeScale;\n" " float start;\n" "};\n" "\n" "UBINDING2 uniform LightingUniform\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " vec4 ambient;\n" " vec4 colorReg0;\n" " vec4 colorReg1;\n" " vec4 colorReg2;\n" " vec4 mulColor;\n" " Fog fog;\n" "};\n" "\n" "vec4 LightingFunc(vec4 mvPosIn, vec4 mvNormIn)\n" "{\n" " vec4 ret = ambient;\n" " \n" " for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\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 * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n" " }\n" " \n" " return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n" "}\n"; static const char* LightingShadowGLSL = "struct Light\n" "{\n" " vec4 pos;\n" " vec4 dir;\n" " vec4 color;\n" " vec4 linAtt;\n" " vec4 angAtt;\n" "};\n" "struct Fog\n" "{\n" " vec4 color;\n" " float rangeScale;\n" " float start;\n" "};\n" "\n" "UBINDING2 uniform LightingUniform\n" "{\n" " Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n" " vec4 ambient;\n" " vec4 colorReg0;\n" " vec4 colorReg1;\n" " vec4 colorReg2;\n" " vec4 mulColor;\n" " Fog fog;\n" "};\n" "\n" "vec4 LightingShadowFunc(vec4 mvPosIn, vec4 mvNormIn)\n" "{\n" " vec4 ret = ambient;\n" " \n" " vec3 delta = mvPosIn.xyz - lights[0].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = clamp(dot(normalize(delta), lights[0].dir.xyz), 0.0, 1.0);\n" " float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n" " lights[0].linAtt[1] * dist +\n" " lights[0].linAtt[0]);\n" " float angAtt = lights[0].angAtt[2] * angDot * angDot +\n" " lights[0].angAtt[1] * angDot +\n" " lights[0].angAtt[0];\n" " ret += lights[0].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0) *\n" " texture(extTex7, vtf.extTcgs[0]).r;\n" " \n" " for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\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 * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n" " }\n" " \n" " return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n" "}\n"; static const char* MainPostGLSL = "vec4 MainPostFunc(vec4 colorIn)\n" "{\n" " float fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" " return mix(fog.color, colorIn, clamp(exp2(-8.0 * fogZ), 0.0, 1.0));\n" "}\n" "\n"; static const char* ThermalPostGLSL = "UBINDING2 uniform ThermalUniform\n" "{\n" " vec4 tmulColor;\n" " vec4 addColor;\n" "};\n" "vec4 ThermalPostFunc(vec4 colorIn)\n" "{\n" " return vec4(texture(extTex7, vtf.extTcgs[0]).rrr * tmulColor.rgb + addColor.rgb, 1.0);\n" "}\n" "\n"; static const char* SolidPostGLSL = "UBINDING2 uniform SolidUniform\n" "{\n" " vec4 solidColor;\n" "};\n" "vec4 SolidPostFunc(vec4 colorIn)\n" "{\n" " return solidColor;\n" "}\n" "\n"; static const char* MBShadowPostGLSL = "UBINDING2 uniform MBShadowUniform\n" "{\n" " vec4 shadowUp;\n" " float shadowId;\n" "};\n" "vec4 MBShadowPostFunc(vec4 colorIn)\n" "{\n" " float idTexel = texture(extTex0, vtf.extTcgs[0]).a;\n" " float sphereTexel = texture(extTex1, vtf.extTcgs[1]).a;\n" " float fadeTexel = texture(extTex2, 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 vec4(0.0, 0.0, 0.0, val);\n" "}\n" "\n"; static const char* BlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME, HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME, "LightingUniform"}; static const char* ThermalBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME, HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME, "ThermalUniform"}; static const char* SolidBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME, HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME, "SolidUniform"}; static const char* MBShadowBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME, HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME, "MBShadowUniform"}; hecl::Runtime::ShaderCacheExtensions CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat) { hecl::Runtime::ShaderCacheExtensions ext(plat); /* Normal lit shading */ ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"}, 3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, false, false, false, true); /* Thermal Visor shading */ ext.registerExtensionSlot({}, {ThermalPostGLSL, "ThermalPostFunc"}, 3, ThermalBlockNames, 1, ThermalTextures, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, false, false, false, true); /* Forced alpha shading */ ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"}, 3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original, false, false, false, true); /* Forced additive shading */ ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"}, 3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, false, true, false, true); /* Solid color */ ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"}, 3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, false, false, false, false); /* Solid color additive */ ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"}, 3, SolidBlockNames, 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({}, {SolidPostGLSL, "SolidPostFunc"}, 3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual, true, false, true, false); /* Alpha-only Solid color frontface cull, Always, No Z-write */ ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"}, 3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None, true, true, true, false); /* Alpha-only Solid color backface cull, LEqual */ ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"}, 3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual, false, false, true, false); /* Alpha-only Solid color backface cull, Greater, No Z-write */ ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"}, 3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater, false, true, true, false); /* MorphBall shadow shading */ ext.registerExtensionSlot({}, {MBShadowPostGLSL, "MBShadowPostFunc"}, 3, MBShadowBlockNames, 3, BallFadeTextures, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Equal, false, false, false, true, true); /* World shadow shading (modified lighting) */ ext.registerExtensionSlot({LightingShadowGLSL, "LightingShadowFunc"}, {MainPostGLSL, "MainPostFunc"}, 3, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, false, false, false, true); return ext; } }