#include "CModelShaders.hpp" #include "Graphics/CLight.hpp" #include "hecl/Pipeline.hpp" namespace urde { std::unordered_map CModelShaders::g_ShaderPipelines; void CModelShaders::LightingUniform::ActivateLights(const std::vector& lts) { ambient = zeus::CColor::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 >= URDE_MAX_LIGHTS) 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 < URDE_MAX_LIGHTS; ++curLight) { CModelShaders::Light& lightOut = lights[curLight]; lightOut.pos = zeus::CVector3f::skZero; lightOut.dir = zeus::CVector3f::skDown; lightOut.color = zeus::CColor::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; } } static const hecl::Backend::TextureInfo ThermalTextures[] = {{hecl::Backend::TexGenSrc::Normal, 7, 0, 7, true}}; static const hecl::Backend::TextureInfo BallFadeTextures[] = { {hecl::Backend::TexGenSrc::Position, 0, 0, 0, false}, // ID tex {hecl::Backend::TexGenSrc::Position, 1, 0, 0, false}, // Sphere ramp {hecl::Backend::TexGenSrc::Position, 2, 0, 1, false} // TXTR_BallFade }; static const hecl::Backend::TextureInfo WorldShadowTextures[] = { {hecl::Backend::TexGenSrc::Position, 7, 0, 7, false} // Shadow tex }; static const hecl::Backend::TextureInfo DisintegrateTextures[] = { {hecl::Backend::TexGenSrc::Position, 7, 0, 0, false}, // Ashy tex {hecl::Backend::TexGenSrc::Position, 7, 0, 1, false} // Ashy tex }; static const char* BlockNames[] = {"LightingUniform"}; static const char* ThermalBlockNames[] = {"ThermalUniform"}; static const char* SolidBlockNames[] = {"SolidUniform"}; static const char* MBShadowBlockNames[] = {"MBShadowUniform"}; static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = { /* Default solid shading */ {}, /* Normal lit shading */ {1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, /* Thermal Visor shading */ {1, ThermalBlockNames, 1, ThermalTextures, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, false, true}, /* Forced alpha shading */ {1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, /* Forced additive shading */ {1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, true, false, true}, /* Solid color */ {1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Backface, false, false, false}, /* Solid color additive */ {1, SolidBlockNames, 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 */ {1, SolidBlockNames, 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 */ {1, SolidBlockNames, 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 */ {1, SolidBlockNames, 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 */ {1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater, hecl::Backend::CullMode::Backface, true, true, false}, /* MorphBall shadow shading */ {1, MBShadowBlockNames, 3, BallFadeTextures, 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, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true}, /* Forced alpha shading without culling */ {1, BlockNames, 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 */ {1, BlockNames, 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 */ {1, BlockNames, 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 */ {1, BlockNames, 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 */ {1, BlockNames, 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 */ {1, BlockNames, 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 */ {1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::GEqual, hecl::Backend::CullMode::Backface, true, false, true}, /* Disintegration */ {1, BlockNames, 2, DisintegrateTextures, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Original, false, false, true, false, false, true}}; extern const hecl::Backend::Function ExtensionLightingFuncsGLSL[]; extern const hecl::Backend::Function ExtensionPostFuncsGLSL[]; extern const hecl::Backend::Function ExtensionLightingFuncsHLSL[]; extern const hecl::Backend::Function ExtensionPostFuncsHLSL[]; extern const hecl::Backend::Function ExtensionLightingFuncsMetal[]; extern const hecl::Backend::Function ExtensionPostFuncsMetal[]; void CModelShaders::Initialize() { const hecl::Backend::Function* lightingFuncs; const hecl::Backend::Function* postFuncs; switch (CGraphics::g_BooPlatform) { case boo::IGraphicsDataFactory::Platform::OpenGL: case boo::IGraphicsDataFactory::Platform::Vulkan: case boo::IGraphicsDataFactory::Platform::NX: default: lightingFuncs = ExtensionLightingFuncsGLSL; postFuncs = ExtensionPostFuncsGLSL; break; case boo::IGraphicsDataFactory::Platform::D3D11: lightingFuncs = ExtensionLightingFuncsHLSL; postFuncs = ExtensionPostFuncsHLSL; break; case boo::IGraphicsDataFactory::Platform::Metal: lightingFuncs = ExtensionLightingFuncsMetal; postFuncs = ExtensionPostFuncsMetal; break; } for (auto& ext : g_ExtensionSlots) { ext.lighting = *lightingFuncs++; ext.post = *postFuncs++; } } void CModelShaders::Shutdown() { g_ShaderPipelines.clear(); } CModelShaders::ShaderPipelines CModelShaders::BuildExtendedShader(const hecl::Backend::ShaderTag& tag, const hecl::Frontend::IR& ir) { 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(); size_t idx = 0; for (const auto& ext : g_ExtensionSlots) (*newPipelines)[idx++] = hecl::conv->convert(hecl::HECLIR(ir, tag, ext)); return newPipelines; } } // namespace urde