#include "CModelShaders.hpp" namespace urde { using namespace std::literals; extern const hecl::Backend::Function ExtensionLightingFuncsHLSL[]; extern const hecl::Backend::Function ExtensionPostFuncsHLSL[]; #define FOG_STRUCT_HLSL \ "struct Fog\n" \ "{\n" \ " int mode;\n" \ " float4 color;\n" \ " float rangeScale;\n" \ " float start;\n" \ "};\n" #define FOG_ALGORITHM_HLSL \ " float fogZ, temp;\n" \ " switch (fog.mode)\n" \ " {\n" \ " case 2:\n" \ " fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \ " break;\n" \ " case 4:\n" \ " fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n" \ " break;\n" \ " case 5:\n" \ " temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \ " fogZ = 1.0 - exp2(-8.0 * temp * temp);\n" \ " break;\n" \ " case 6:\n" \ " fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n" \ " break;\n" \ " case 7:\n" \ " temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n" \ " fogZ = exp2(-8.0 * temp * temp);\n" \ " break;\n" \ " default:\n" \ " fogZ = 0.0;\n" \ " break;\n" \ " }\n" \ "#ifdef BLEND_DST_ONE\n" \ " return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);\n" \ "#else\n" \ " return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \ "#endif\n" static std::string_view LightingHLSL = "struct Light\n" "{\n" " float4 pos;\n" " float4 dir;\n" " float4 color;\n" " float4 linAtt;\n" " float4 angAtt;\n" "};\n" FOG_STRUCT_HLSL "\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" " float4 addColor;\n" " Fog fog;\n" "};\n" "\n" "static float4 LightingFunc(float3 mvPosIn, float3 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 - 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 * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n" " }\n" " \n" " return saturate(ret);\n" "}\n"sv; static std::string_view 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" " int mode;\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" " float4 addColor;\n" " Fog fog;\n" "};\n" "\n" "static float4 LightingShadowFunc(float3 mvPosIn, float3 mvNormIn, in VertToFrag vtf)\n" "{\n" " float4 ret = ambient;\n" " \n" " float3 delta = mvPosIn - lights[0].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = saturate(dot(normalize(delta), lights[0].dir.xyz));\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 * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn)) *\n" " extTex7.Sample(clampSamp, vtf.extTcgs[0]).r;\n" " \n" " for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " float3 delta = mvPosIn - 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));\n" " }\n" " \n" " return ret;\n" "}\n"sv; static std::string_view MainPostHLSL = "static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" FOG_ALGORITHM_HLSL "}\n" "\n"sv; static std::string_view ThermalPostHLSL = "cbuffer ThermalUniform : register(b2)\n" "{\n" " float4 tmulColor;\n" " float4 taddColor;\n" "};\n" "static float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " return extTex7.Sample(samp, vtf.extTcgs[0]).rrrr * tmulColor + taddColor;\n" "}\n" "\n"sv; static std::string_view 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"sv; static std::string_view 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"sv; static std::string_view DisintegratePostHLSL = FOG_STRUCT_HLSL "cbuffer DisintegrateUniform : register(b2)\n" "{\n" " float4 daddColor;\n" " Fog fog;\n" "};\n" "static float4 DisintegratePostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " float4 texel0 = extTex7.Sample(samp, vtf.extTcgs[0]);\n" " float4 texel1 = extTex7.Sample(samp, vtf.extTcgs[1]);\n" " colorIn = lerp(float4(0.0,0.0,0.0,0.0), texel1, texel0);\n" " colorIn.rgb += daddColor.rgb;\n" FOG_ALGORITHM_HLSL "}\n" "\n"sv; static std::string_view ThermalColdPostHLSL = "static float4 ThermalColdPostFunc(in VertToFrag vtf, float4 colorIn)\n" "{\n" " return colorIn * float4(0.75, 0.75, 0.75, 0.75);\n" "}\n" "\n"sv; const hecl::Backend::Function ExtensionLightingFuncsHLSL[] = {{}, {LightingHLSL, "LightingFunc"}, {}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {}, {}, {}, {}, {}, {}, {}, {LightingShadowHLSL, "LightingShadowFunc"}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {LightingHLSL, "LightingFunc"}, {}, {LightingHLSL, "LightingFunc"}, {}, {LightingHLSL, "LightingFunc"},}; const hecl::Backend::Function ExtensionPostFuncsHLSL[] = { {}, {MainPostHLSL, "MainPostFunc"}, {ThermalPostHLSL, "ThermalPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {SolidPostHLSL, "SolidPostFunc"}, {SolidPostHLSL, "SolidPostFunc"}, {SolidPostHLSL, "SolidPostFunc"}, {SolidPostHLSL, "SolidPostFunc"}, {SolidPostHLSL, "SolidPostFunc"}, {SolidPostHLSL, "SolidPostFunc"}, {MBShadowPostHLSL, "MBShadowPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {MainPostHLSL, "MainPostFunc"}, {DisintegratePostHLSL, "DisintegratePostFunc"}, {MainPostHLSL, "MainPostFunc"}, {ThermalColdPostHLSL, "ThermalColdPostFunc"}, {MainPostHLSL, "MainPostFunc"}, }; } // namespace urde