#include "CModelShaders.hpp" namespace urde { using namespace std::literals; extern const hecl::Backend::Function ExtensionLightingFuncsMetal[]; extern const hecl::Backend::Function ExtensionPostFuncsMetal[]; #define FOG_STRUCT_METAL \ "struct Fog\n" \ "{\n" \ " float4 color;\n" \ " float A;\n" \ " float B;\n" \ " float C;\n" \ " int mode;\n" \ "};\n" #define FOG_ALGORITHM_METAL \ " float fogZ;\n" \ " float fogF = saturate((lu.fog.A / (lu.fog.B - (1.0 - vtf.mvpPos.z))) - lu.fog.C);\n" \ " switch (lu.fog.mode)\n" \ " {\n" \ " case 2:\n" \ " fogZ = fogF;\n" \ " break;\n" \ " case 4:\n" \ " fogZ = 1.0 - exp2(-8.0 * fogF);\n" \ " break;\n" \ " case 5:\n" \ " fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \ " break;\n" \ " case 6:\n" \ " fogZ = exp2(-8.0 * (1.0 - fogF));\n" \ " break;\n" \ " case 7:\n" \ " fogF = 1.0 - fogF;\n" \ " fogZ = exp2(-8.0 * fogF * fogF);\n" \ " break;\n" \ " default:\n" \ " fogZ = 0.0;\n" \ " break;\n" \ " }\n" \ "#ifdef BLEND_DST_ONE\n" \ " return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);\n" \ "#else\n" \ " return float4(mix(colorIn, lu.fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \ "#endif\n" static std::string_view LightingMetal = "struct Light\n" "{\n" " float4 pos;\n" " float4 dir;\n" " float4 color;\n" " float4 linAtt;\n" " float4 angAtt;\n" "};\n" FOG_STRUCT_METAL "\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" " float4 addColor;\n" " Fog fog;\n" "};\n" "\n" "static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 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 - 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 * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n" " }\n" " \n" " return saturate(ret);\n" "}\n"sv; static std::string_view LightingShadowMetal = "struct Light\n" "{\n" " float4 pos;\n" " float4 dir;\n" " float4 color;\n" " float4 linAtt;\n" " float4 angAtt;\n" "};\n" FOG_STRUCT_METAL "\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" " float4 addColor;\n" " Fog fog;\n" "};\n" "\n" "static float4 EXTLightingShadowFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn,\n" " thread VertToFrag& vtf, sampler samp, sampler clampSamp, texture2d extTex7)\n" "{\n" " float4 ret = lu.ambient;\n" " \n" " float3 delta = mvPosIn - 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)) *\n" " extTex7.sample(clampSamp, vtf.extTcgs0).r;\n" " \n" " for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n" " {\n" " float3 delta = mvPosIn - 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));\n" " }\n" " \n" " return ret;\n" "}\n"sv; static std::string_view MainPostMetal = "float4 MainPostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn)\n" "{\n" FOG_ALGORITHM_METAL "}\n" "\n"sv; static std::string_view ThermalPostMetal = "struct ThermalUniform\n" "{\n" " float4 tmulColor;\n" " float4 taddColor;\n" "};\n" "static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu,\n" " sampler samp, sampler clampSamp, texture2d extTex7, float4 colorIn)\n" "{\n" " return extTex7.sample(samp, vtf.extTcgs0).rrrr * lu.tmulColor + lu.taddColor;\n" "}\n" "\n"sv; static std::string_view 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"sv; static std::string_view MBShadowPostMetal = "struct MBShadowUniform\n" "{\n" " float4 shadowUp;\n" " float shadowId;\n" "};\n" "static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su, sampler samp,\n" " sampler clampSamp, texture2d extTex0, texture2d extTex1,\n" " 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"sv; static std::string_view DisintegratePostMetal = FOG_STRUCT_METAL "struct DisintegrateUniform\n" "{\n" " float4 daddColor;\n" " Fog fog;\n" "};\n" "static float4 EXTDisintegratePostFunc(thread VertToFrag& vtf, constant DisintegrateUniform& lu, sampler samp,\n" " sampler clampSamp, texture2d extTex7, float4 colorIn)\n" "{\n" " float4 texel0 = extTex7.sample(samp, vtf.extTcgs0);\n" " float4 texel1 = extTex7.sample(samp, vtf.extTcgs1);\n" " colorIn = mix(float4(0.0), texel1, texel0);\n" " colorIn.rgb += lu.daddColor.rgb;\n" FOG_ALGORITHM_METAL "}\n" "\n"sv; static std::string_view ThermalColdPostMetal = "static float4 ThermalColdPostFunc(thread 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 ExtensionLightingFuncsMetal[] = {{}, {LightingMetal, "LightingFunc"}, {}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {}, {}, {}, {}, {}, {}, {}, {LightingShadowMetal, "EXTLightingShadowFunc"}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {LightingMetal, "LightingFunc"}, {}, {LightingMetal, "LightingFunc"}, {}, {LightingMetal, "LightingFunc"},}; const hecl::Backend::Function ExtensionPostFuncsMetal[] = { {}, {MainPostMetal, "MainPostFunc"}, {ThermalPostMetal, "EXTThermalPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {SolidPostMetal, "SolidPostFunc"}, {SolidPostMetal, "SolidPostFunc"}, {SolidPostMetal, "SolidPostFunc"}, {SolidPostMetal, "SolidPostFunc"}, {SolidPostMetal, "SolidPostFunc"}, {SolidPostMetal, "SolidPostFunc"}, {MBShadowPostMetal, "EXTMBShadowPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {MainPostMetal, "MainPostFunc"}, {DisintegratePostMetal, "EXTDisintegratePostFunc"}, {MainPostMetal, "MainPostFunc"}, {ThermalColdPostMetal, "ThermalColdPostFunc"}, {MainPostMetal, "MainPostFunc"}, }; } // namespace urde