#include "CModelShaders.hpp" namespace urde { static const char* LightingMetal = "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" "struct LightingUniform\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(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn, thread VertToFrag& vtf)\n" "{\n" " float4 ret = lu.ambient;\n" " \n" " for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " float3 delta = mvPosIn.xyz - lu.lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n" " float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n" " lu.lights[i].linAtt[1] * dist +\n" " lu.lights[i].linAtt[0]);\n" " float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n" " lu.lights[i].angAtt[1] * angDot +\n" " lu.lights[i].angAtt[0];\n" " ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n" " }\n" " \n" " return saturate(ret);\n" "}\n"; static const char* LightingShadowMetal = "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" "struct LightingUniform\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 EXTLightingShadowFunc(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn,\n" " thread VertToFrag& vtf, texture2d extTex7)\n" "{\n" " float4 ret = lu.ambient;\n" " \n" " float3 delta = mvPosIn.xyz - lu.lights[0].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = saturate(dot(normalize(delta), lu.lights[0].dir.xyz));\n" " float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist +\n" " lu.lights[0].linAtt[1] * dist +\n" " lu.lights[0].linAtt[0]);\n" " float angAtt = lu.lights[0].angAtt[2] * angDot * angDot +\n" " lu.lights[0].angAtt[1] * angDot +\n" " lu.lights[0].angAtt[0];\n" " ret += lu.lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz)) *\n" " extTex7.sample(clampSamp, vtf.extTcgs0);\n" " \n" " for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " float3 delta = mvPosIn.xyz - lu.lights[i].pos.xyz;\n" " float dist = length(delta);\n" " float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n" " float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n" " lu.lights[i].linAtt[1] * dist +\n" " lu.lights[i].linAtt[0]);\n" " float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n" " lu.lights[i].angAtt[1] * angDot +\n" " lu.lights[i].angAtt[0];\n" " ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n" " }\n" " \n" " return saturate(ret);\n" "}\n"; static const char* MainPostMetal = "float4 MainPostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn)\n" "{\n" " float fogZ = (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale;\n" " return mix(lu.fog.color, colorIn, saturate(exp2(-8.0 * fogZ)));\n" "}\n" "\n"; static const char* ThermalPostMetal = "struct ThermalUniform\n" "{\n" " float4 tmulColor;\n" " float4 addColor;\n" "};\n" "static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d extTex7, float4 colorIn)\n" "{\n" " return float4(extTex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb, 1.0);\n" "}\n" "\n"; static const char* SolidPostMetal = "struct SolidUniform\n" "{\n" " float4 solidColor;\n" "};\n" "static float4 SolidPostFunc(thread VertToFrag& vtf, constant SolidUniform& lu, float4 colorIn)\n" "{\n" " return lu.solidColor;\n" "}\n" "\n"; static const char* MBShadowPostMetal = "struct MBShadowUniform\n" "{\n" " float4 shadowUp;\n" " float shadowId;\n" "};\n" "static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n" " texture2d extTex0, texture2d extTex1, texture2d extTex2, float4 colorIn)\n" "{\n" " float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n" " float sphereTexel = extTex1.sample(samp, vtf.extTcgs1).a;\n" " float fadeTexel = extTex2.sample(samp, vtf.extTcgs2).a;\n" " float val = ((fabs(idTexel - su.shadowId) < 0.001) ?\n" " (dot(vtf.mvNorm.xyz, su.shadowUp.xyz) * su.shadowUp.w) : 0.0) *\n" " sphereTexel * fadeTexel;\n" " return float4(0.0, 0.0, 0.0, val);\n" "}\n" "\n"; static const char* BlockNames[] = {"LightingUniform"}; static const char* ThermalBlockNames[] = {"ThermalUniform"}; static const char* SolidBlockNames[] = {"SolidUniform"}; static const char* MBShadowBlockNames[] = {"MBShadowUniform"}; hecl::Runtime::ShaderCacheExtensions CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat) { hecl::Runtime::ShaderCacheExtensions ext(plat); /* Normal lit shading */ ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"}, 1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, false, false, false, true); /* Thermal Visor shading */ ext.registerExtensionSlot({}, {ThermalPostMetal, "EXTThermalPostFunc"}, 1, ThermalBlockNames, 1, ThermalTextures, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, false, false, false, true); /* Forced alpha shading */ ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"}, 1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original, false, false, false, true); /* Forced additive shading */ ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"}, 1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, false, false, false, true); /* Solid color */ ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"}, 1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, false, false, false, false); /* Solid color additive */ ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"}, 1, 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({}, {SolidPostMetal, "SolidPostFunc"}, 1, 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({}, {SolidPostMetal, "SolidPostFunc"}, 1, 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({}, {SolidPostMetal, "SolidPostFunc"}, 1, 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({}, {SolidPostMetal, "SolidPostFunc"}, 1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater, false, true, true, false); /* MorphBall shadow shading */ ext.registerExtensionSlot({}, {MBShadowPostMetal, "EXTMBShadowPostFunc"}, 1, 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({LightingShadowMetal, "EXTLightingShadowFunc"}, {MainPostMetal, "MainPostFunc"}, 1, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, false, false, false, true); return ext; } }