#ifndef __URDE_CMODELSHADERS_HPP__ #define __URDE_CMODELSHADERS_HPP__ #include "hecl/Runtime.hpp" #include "optional.hpp" #include "zeus/CVector3f.hpp" #include "zeus/CColor.hpp" #include "Graphics/CGraphics.hpp" #define URDE_MAX_LIGHTS 8 namespace urde { enum EExtendedShader : uint8_t { Flat, Lighting, Thermal, ForcedAlpha, ForcedAdditive, SolidColor, SolidColorAdditive, SolidColorFrontfaceCullLEqualAlphaOnly, SolidColorFrontfaceCullAlwaysAlphaOnly, // No Z-write or test SolidColorBackfaceCullLEqualAlphaOnly, SolidColorBackfaceCullGreaterAlphaOnly, // No Z-write MorphBallShadow, WorldShadow, ForcedAlphaNoCull, ForcedAdditiveNoCull, ForcedAlphaNoZWrite, ForcedAdditiveNoZWrite, ForcedAlphaNoCullNoZWrite, ForcedAdditiveNoCullNoZWrite, DepthGEqualNoZWrite }; class CModelShaders { friend class CModel; hecl::Runtime::ShaderCacheManager m_shaderCache; static hecl::Runtime::ShaderCacheExtensions GetShaderExtensions(boo::IGraphicsDataFactory::Platform plat); static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat); static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat); static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat); static const hecl::Backend::TextureInfo ThermalTextures[]; static const hecl::Backend::TextureInfo BallFadeTextures[]; static const hecl::Backend::TextureInfo WorldShadowTextures[]; public: static std::experimental::optional g_ModelShaders; struct Light { zeus::CVector3f pos; zeus::CVector3f dir; zeus::CColor color = zeus::CColor::skClear; float linAtt[4] = {1.f, 0.f, 0.f}; float angAtt[4] = {1.f, 0.f, 0.f}; }; struct LightingUniform { Light lights[URDE_MAX_LIGHTS]; zeus::CColor ambient; zeus::CColor colorRegs[3]; zeus::CColor mulColor; CGraphics::CFogState fog; void ActivateLights(const std::vector& lts); }; struct ThermalUniform { zeus::CColor mulColor; zeus::CColor addColor; }; struct SolidUniform { zeus::CColor solidColor; }; struct MBShadowUniform { zeus::CVector4f shadowUp; float shadowId; }; static void Initialize(const hecl::Runtime::FileStoreManager& storeMgr, boo::IGraphicsDataFactory* gfxFactory); static void Shutdown(); CModelShaders(const hecl::Runtime::FileStoreManager& storeMgr, boo::IGraphicsDataFactory* gfxFactory); std::shared_ptr buildShader(const hecl::Runtime::ShaderTag& tag, std::string_view source, std::string_view diagName, boo::IGraphicsDataFactory& factory) { return m_shaderCache.buildShader(tag, source, diagName, factory); } std::shared_ptr buildShader(const hecl::Runtime::ShaderTag& tag, const hecl::Frontend::IR& ir, std::string_view diagName, boo::IGraphicsDataFactory& factory) { return m_shaderCache.buildShader(tag, ir, diagName, factory); } std::shared_ptr buildExtendedShader(const hecl::Runtime::ShaderTag& tag, std::string_view source, std::string_view diagName, boo::IGraphicsDataFactory& factory) { return m_shaderCache.buildExtendedShader(tag, source, diagName, factory); } std::shared_ptr buildExtendedShader(const hecl::Runtime::ShaderTag& tag, const hecl::Frontend::IR& ir, std::string_view diagName, boo::IGraphicsDataFactory& factory) { return m_shaderCache.buildExtendedShader(tag, ir, diagName, factory); } }; } #endif // __URDE_CMODELSHADERS_HPP__