metaforce/hecl/lib/Backend/GLSL.cpp

366 lines
13 KiB
C++

#include "hecl/Backend/GLSL.hpp"
#include "hecl/Runtime.hpp"
#include "athena/MemoryReader.hpp"
#include "athena/MemoryWriter.hpp"
#include "boo/graphicsdev/GLSLMacros.hpp"
static logvisor::Module Log("hecl::Backend::GLSL");
namespace hecl::Backend {
std::string GLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const {
switch (src) {
case TexGenSrc::Position:
return "objPos.xy";
case TexGenSrc::Normal:
return "objNorm.xy";
case TexGenSrc::UV:
return hecl::Format("uvIn[%u]", uvIdx);
default:
break;
}
return std::string();
}
std::string GLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const {
switch (src) {
case TexGenSrc::Position:
return "vec4(objPos.xyz, 1.0)";
case TexGenSrc::Normal:
return "vec4(objNorm.xyz, 1.0)";
case TexGenSrc::UV:
return hecl::Format("vec4(uvIn[%u], 0.0, 1.0)", uvIdx);
default:
break;
}
return std::string();
}
std::string GLSL::GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const {
std::string retval =
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec3 normIn;\n";
unsigned idx = 2;
if (col) {
retval += hecl::Format("layout(location=%u) in vec4 colIn[%u];\n", idx, col);
idx += col;
}
if (uv) {
retval += hecl::Format("layout(location=%u) in vec2 uvIn[%u];\n", idx, uv);
idx += uv;
}
if (w) {
retval += hecl::Format("layout(location=%u) in vec4 weightIn[%u];\n", idx, w);
}
return retval;
}
std::string GLSL::GenerateVertToFragStruct(size_t extTexCount, bool reflectionCoords) const {
std::string retval =
"struct VertToFrag\n"
"{\n"
" vec4 mvPos;\n"
" vec4 mvNorm;\n";
if (m_tcgs.size())
retval += hecl::Format(" vec2 tcgs[%u];\n", unsigned(m_tcgs.size()));
if (extTexCount)
retval += hecl::Format(" vec2 extTcgs[%u];\n", unsigned(extTexCount));
if (reflectionCoords)
retval +=
" vec2 reflectTcgs[2];\n"
" float reflectAlpha;\n";
return retval + "};\n";
}
std::string GLSL::GenerateVertUniformStruct(unsigned skinSlots, bool reflectionCoords) const {
std::string retval;
if (skinSlots == 0) {
retval =
"UBINDING0 uniform HECLVertUniform\n"
"{\n"
" mat4 mv;\n"
" mat4 mvInv;\n"
" mat4 proj;\n"
"};\n";
} else {
retval = hecl::Format(
"UBINDING0 uniform HECLVertUniform\n"
"{\n"
" mat4 objs[%u];\n"
" mat4 objsInv[%u];\n"
" mat4 mv;\n"
" mat4 mvInv;\n"
" mat4 proj;\n"
"};\n",
skinSlots, skinSlots);
}
retval +=
"struct HECLTCGMatrix\n"
"{\n"
" mat4 mtx;\n"
" mat4 postMtx;\n"
"};\n"
"UBINDING1 uniform HECLTexMtxUniform\n"
"{\n"
" HECLTCGMatrix texMtxs[8];\n"
"};\n";
if (reflectionCoords)
retval +=
"UBINDING3 uniform HECLReflectMtx\n"
"{\n"
" mat4 indMtx;\n"
" mat4 reflectMtx;\n"
" float reflectAlpha;\n"
"};\n"
"\n";
return retval;
}
std::string GLSL::GenerateAlphaTest() const {
return " if (colorOut.a < 0.01)\n"
" {\n"
" discard;\n"
" }\n";
}
std::string GLSL::GenerateReflectionExpr(ReflectionType type) const {
switch (type) {
case ReflectionType::None:
default:
return "vec3(0.0, 0.0, 0.0)";
case ReflectionType::Simple:
return "texture(reflectionTex, vtf.reflectTcgs[1]).rgb * vtf.reflectAlpha";
case ReflectionType::Indirect:
return "texture(reflectionTex, (texture(reflectionIndTex, vtf.reflectTcgs[0]).rg - "
"vec2(0.5, 0.5)) * vec2(0.5, 0.5) + vtf.reflectTcgs[1]).rgb * vtf.reflectAlpha";
}
}
void GLSL::reset(const IR& ir, Diagnostics& diag) {
/* Common programmable interpretation */
ProgrammableCommon::reset(ir, diag, "GLSL");
}
std::string GLSL::makeVert(unsigned col, unsigned uv, unsigned w, unsigned s, size_t extTexCount,
const TextureInfo* extTexs, ReflectionType reflectionType) const {
extTexCount = std::min(int(extTexCount), BOO_GLSL_MAX_TEXTURE_COUNT - int(m_tcgs.size()));
std::string retval = GenerateVertInStruct(col, uv, w) + "\n" +
GenerateVertToFragStruct(extTexCount, reflectionType != ReflectionType::None) + "\n" +
GenerateVertUniformStruct(s, reflectionType != ReflectionType::None) +
"SBINDING(0) out VertToFrag vtf;\n\n"
"void main()\n{\n";
if (s) {
/* skinned */
retval +=
" vec4 objPos = vec4(0.0,0.0,0.0,0.0);\n"
" vec4 objNorm = vec4(0.0,0.0,0.0,0.0);\n";
for (size_t i = 0; i < s; ++i)
retval += hecl::Format(" objPos += (objs[%" PRISize "] * vec4(posIn, 1.0)) * weightIn[%" PRISize "][%" PRISize
"];\n"
" objNorm += (objsInv[%" PRISize "] * vec4(normIn, 1.0)) * weightIn[%" PRISize
"][%" PRISize "];\n",
i, i / 4, i % 4, i, i / 4, i % 4);
retval +=
" objPos[3] = 1.0;\n"
" objNorm = vec4(normalize(objNorm.xyz), 0.0);\n"
" vtf.mvPos = mv * objPos;\n"
" vtf.mvNorm = vec4(normalize((mvInv * objNorm).xyz), 0.0);\n"
" gl_Position = proj * vtf.mvPos;\n";
} else {
/* non-skinned */
retval +=
" vec4 objPos = vec4(posIn, 1.0);\n"
" vec4 objNorm = vec4(normIn, 0.0);\n"
" vtf.mvPos = mv * objPos;\n"
" vtf.mvNorm = mvInv * objNorm;\n"
" gl_Position = proj * vtf.mvPos;\n";
}
retval += " vec4 tmpProj;\n";
int tcgIdx = 0;
for (const TexCoordGen& tcg : m_tcgs) {
if (tcg.m_mtx < 0)
retval += hecl::Format(" vtf.tcgs[%u] = %s;\n", tcgIdx, EmitTexGenSource2(tcg.m_src, tcg.m_uvIdx).c_str());
else
retval += hecl::Format(
" tmpProj = texMtxs[%u].postMtx * vec4(%s((texMtxs[%u].mtx * %s).xyz), 1.0);\n"
" vtf.tcgs[%u] = (tmpProj / tmpProj.w).xy;\n",
tcg.m_mtx, tcg.m_norm ? "normalize" : "", tcg.m_mtx, EmitTexGenSource4(tcg.m_src, tcg.m_uvIdx).c_str(),
tcgIdx);
++tcgIdx;
}
for (int i = 0; i < extTexCount; ++i) {
const TextureInfo& extTex = extTexs[i];
if (extTex.mtxIdx < 0)
retval += hecl::Format(" vtf.extTcgs[%u] = %s;\n", i, EmitTexGenSource2(extTex.src, extTex.uvIdx).c_str());
else
retval += hecl::Format(
" tmpProj = texMtxs[%u].postMtx * vec4(%s((texMtxs[%u].mtx * %s).xyz), 1.0);\n"
" vtf.extTcgs[%u] = (tmpProj / tmpProj.w).xy;\n",
extTex.mtxIdx, extTex.normalize ? "normalize" : "", extTex.mtxIdx,
EmitTexGenSource4(extTex.src, extTex.uvIdx).c_str(), i);
}
if (reflectionType != ReflectionType::None)
retval +=
" vtf.reflectTcgs[0] = normalize((indMtx * vec4(posIn, 1.0)).xz) * vec2(0.5, 0.5) + vec2(0.5, 0.5);\n"
" vtf.reflectTcgs[1] = (reflectMtx * vec4(posIn, 1.0)).xy;\n"
" vtf.reflectAlpha = reflectAlpha;\n";
return retval + "}\n";
}
std::string GLSL::makeFrag(size_t blockCount, const char** blockNames, bool alphaTest, ReflectionType reflectionType,
BlendFactor srcFactor, BlendFactor dstFactor, const Function& lighting) const {
std::string lightingSrc;
if (!lighting.m_source.empty())
lightingSrc = lighting.m_source;
else
lightingSrc =
"const vec4 colorReg0 = vec4(1.0);\n"
"const vec4 colorReg1 = vec4(1.0);\n"
"const vec4 colorReg2 = vec4(1.0);\n"
"const vec4 mulColor = vec4(1.0);\n"
"const vec4 addColor = vec4(0.0);\n"
"\n";
std::string texMapDecl;
for (unsigned i = 0; i < m_texMapEnd; ++i)
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D tex%u;\n", i, i);
if (reflectionType == ReflectionType::Indirect)
texMapDecl += hecl::Format(
"TBINDING%u uniform sampler2D reflectionIndTex;\n"
"TBINDING%u uniform sampler2D reflectionTex;\n",
m_texMapEnd, m_texMapEnd + 1);
else if (reflectionType == ReflectionType::Simple)
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D reflectionTex;\n", m_texMapEnd);
std::string retval = std::string("#extension GL_ARB_shader_image_load_store: enable\n") + "#define BLEND_SRC_" +
BlendFactorToDefine(srcFactor, m_blendSrc) + "\n" + "#define BLEND_DST_" +
BlendFactorToDefine(dstFactor, m_blendDst) + "\n" +
GenerateVertToFragStruct(0, reflectionType != ReflectionType::None) +
(!alphaTest ? "#ifdef GL_ARB_shader_image_load_store\n"
"layout(early_fragment_tests) in;\n"
"#endif\n"
: "") +
"layout(location=0) out vec4 colorOut;\n" + texMapDecl + "SBINDING(0) in VertToFrag vtf;\n\n" +
lightingSrc + "\n" + "void main()\n{\n";
if (m_lighting) {
if (!lighting.m_entry.empty())
retval +=
hecl::Format(" vec4 lighting = %s(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n", lighting.m_entry.data());
else
retval += " vec4 lighting = vec4(1.0,1.0,1.0,1.0);\n";
}
unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
retval += hecl::Format(" vec4 sampling%u = texture(tex%u, vtf.tcgs[%u]);\n", sampIdx++, sampling.mapIdx,
sampling.tcgIdx);
std::string reflectionExpr = GenerateReflectionExpr(reflectionType);
if (m_alphaExpr.size())
retval += " colorOut = vec4(" + m_colorExpr + " + " + reflectionExpr + ", " + m_alphaExpr +
") * mulColor + addColor;\n";
else
retval += " colorOut = vec4(" + m_colorExpr + " + " + reflectionExpr + ", 1.0) * mulColor + addColor;\n";
return retval + (alphaTest ? GenerateAlphaTest() : "") + "}\n";
}
std::string GLSL::makeFrag(size_t blockCount, const char** blockNames, bool alphaTest, ReflectionType reflectionType,
BlendFactor srcFactor, BlendFactor dstFactor, const Function& lighting, const Function& post,
size_t extTexCount, const TextureInfo* extTexs, bool diffuseOnly) const {
std::string lightingSrc;
if (!lighting.m_source.empty())
lightingSrc = lighting.m_source;
else
lightingSrc =
"const vec4 colorReg0 = vec4(1.0);\n"
"const vec4 colorReg1 = vec4(1.0);\n"
"const vec4 colorReg2 = vec4(1.0);\n"
"const vec4 mulColor = vec4(1.0);\n"
"const vec4 addColor = vec4(0.0);\n"
"\n";
std::string postSrc;
if (!post.m_source.empty())
postSrc = post.m_source;
std::string postEntry;
if (!post.m_entry.empty())
postEntry = post.m_entry;
std::string texMapDecl;
for (unsigned i = 0; i < m_texMapEnd; ++i)
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D tex%u;\n", i, i);
if (reflectionType == ReflectionType::Indirect)
texMapDecl += hecl::Format(
"TBINDING%u uniform sampler2D reflectionIndTex;\n"
"TBINDING%u uniform sampler2D reflectionTex;\n",
m_texMapEnd, m_texMapEnd + 1);
else if (reflectionType == ReflectionType::Simple)
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D reflectionTex;\n", m_texMapEnd);
uint32_t extTexBits = 0;
for (int i = 0; i < extTexCount; ++i) {
const TextureInfo& extTex = extTexs[i];
if (!(extTexBits & (1 << extTex.mapIdx))) {
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D extTex%u;\n", extTex.mapIdx, extTex.mapIdx);
extTexBits |= (1 << extTex.mapIdx);
}
}
std::string retval = std::string("#extension GL_ARB_shader_image_load_store: enable\n") + "#define BLEND_SRC_" +
BlendFactorToDefine(srcFactor, m_blendSrc) + "\n" + "#define BLEND_DST_" +
BlendFactorToDefine(dstFactor, m_blendDst) + "\n" +
GenerateVertToFragStruct(extTexCount, reflectionType != ReflectionType::None) +
(!alphaTest ? "\n#ifdef GL_ARB_shader_image_load_store\n"
"layout(early_fragment_tests) in;\n"
"#endif\n"
: "") +
"\nlayout(location=0) out vec4 colorOut;\n" + texMapDecl + "SBINDING(0) in VertToFrag vtf;\n\n" +
lightingSrc + "\n" + postSrc + "\nvoid main()\n{\n";
if (m_lighting) {
if (!lighting.m_entry.empty())
retval +=
hecl::Format(" vec4 lighting = %s(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n", lighting.m_entry.data());
else
retval += " vec4 lighting = vec4(1.0,1.0,1.0,1.0);\n";
}
unsigned sampIdx = 0;
for (const TexSampling& sampling : m_texSamplings)
retval += hecl::Format(" vec4 sampling%u = texture(tex%u, vtf.tcgs[%u]);\n", sampIdx++, sampling.mapIdx,
sampling.tcgIdx);
std::string reflectionExpr = GenerateReflectionExpr(reflectionType);
if (m_alphaExpr.size() && !diffuseOnly)
retval += " colorOut = " + postEntry + "(vec4(" + m_colorExpr + " + " + reflectionExpr + ", " + m_alphaExpr +
")) * mulColor + addColor;\n";
else
retval += " colorOut = " + postEntry + "(vec4(" + (diffuseOnly ? m_diffuseColorExpr : m_colorExpr) + " + " +
reflectionExpr + ", 1.0)) * mulColor + addColor;\n";
return retval + (alphaTest ? GenerateAlphaTest() : "") + "}\n";
}
} // namespace hecl::Backend