mirror of https://github.com/AxioDL/metaforce.git
110 lines
2.4 KiB
C++
110 lines
2.4 KiB
C++
#pragma once
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#include <array>
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#include <cstdint>
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#include <memory>
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#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
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#include "Runtime/Graphics/CGraphics.hpp"
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#include <zeus/CColor.hpp>
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#include <zeus/CVector3f.hpp>
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#include <zeus/CVector4f.hpp>
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#define URDE_MAX_LIGHTS 8
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namespace hecl::Backend {
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class ShaderTag;
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}
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namespace urde {
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class CLight;
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enum EExtendedShader : uint8_t {
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Flat,
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Lighting,
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Thermal,
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ForcedAlpha,
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ForcedAdditive,
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SolidColor,
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SolidColorAdditive,
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SolidColorFrontfaceCullLEqualAlphaOnly,
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SolidColorFrontfaceCullAlwaysAlphaOnly, // No Z-write or test
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SolidColorBackfaceCullLEqualAlphaOnly,
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SolidColorBackfaceCullGreaterAlphaOnly, // No Z-write
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MorphBallShadow,
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WorldShadow,
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ForcedAlphaNoCull,
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ForcedAdditiveNoCull,
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ForcedAlphaNoZWrite,
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ForcedAdditiveNoZWrite,
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ForcedAlphaNoCullNoZWrite,
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ForcedAdditiveNoCullNoZWrite,
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DepthGEqualNoZWrite,
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Disintegrate,
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ForcedAdditiveNoZWriteDepthGreater,
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ThermalCold,
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LightingAlphaWrite,
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LightingCubeReflection,
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LightingCubeReflectionWorldShadow,
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MAX
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};
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class CModelShaders {
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friend class CModel;
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public:
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struct Light {
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zeus::CVector3f pos;
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zeus::CVector3f dir;
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zeus::CColor color = zeus::skClear;
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std::array<float, 4> linAtt{1.f, 0.f, 0.f};
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std::array<float, 4> angAtt{1.f, 0.f, 0.f};
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};
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struct LightingUniform {
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std::array<Light, URDE_MAX_LIGHTS> lights;
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zeus::CColor ambient;
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std::array<zeus::CColor, 3> colorRegs;
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zeus::CColor mulColor;
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zeus::CColor addColor;
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CGraphics::CFogState fog;
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void ActivateLights(const std::vector<CLight>& lts);
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};
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struct ThermalUniform {
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zeus::CColor mulColor;
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zeus::CColor addColor;
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};
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struct SolidUniform {
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zeus::CColor solidColor;
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};
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struct MBShadowUniform {
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zeus::CVector4f shadowUp;
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float shadowId;
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};
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struct OneTextureUniform {
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zeus::CColor addColor;
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CGraphics::CFogState fog;
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};
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static void Initialize();
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static void Shutdown();
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using ShaderPipelinesData = std::array<boo::ObjToken<boo::IShaderPipeline>, EExtendedShader::MAX>;
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using ShaderPipelines = std::shared_ptr<ShaderPipelinesData>;
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using Material = DataSpec::DNAMP1::HMDLMaterialSet::Material;
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static ShaderPipelines BuildExtendedShader(const hecl::Backend::ShaderTag& tag, const Material& material);
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private:
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static std::unordered_map<uint64_t, ShaderPipelines> g_ShaderPipelines;
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};
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} // namespace urde
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