mirror of https://github.com/AxioDL/metaforce.git
236 lines
12 KiB
C++
236 lines
12 KiB
C++
#include "Runtime/Graphics/Shaders/CModelShaders.hpp"
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#include "Runtime/CStopwatch.hpp"
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#include "Runtime/Graphics/CLight.hpp"
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//#include <hecl/Backend.hpp>
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//#include <hecl/Pipeline.hpp>
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namespace metaforce {
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//std::unordered_map<uint64_t, CModelShaders::ShaderPipelines> CModelShaders::g_ShaderPipelines;
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//void CModelShaders::LightingUniform::ActivateLights(const std::vector<CLight>& lts) {
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// ambient = zeus::skClear;
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// size_t curLight = 0;
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//
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// for (const CLight& light : lts) {
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// switch (light.GetType()) {
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// case ELightType::LocalAmbient:
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// ambient += light.GetColor();
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// break;
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// case ELightType::Point:
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// case ELightType::Spot:
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// case ELightType::Custom:
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// case ELightType::Directional: {
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// if (curLight >= lights.size()) {
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// continue;
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// }
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// CModelShaders::Light& lightOut = lights[curLight++];
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// lightOut.pos = CGraphics::g_CameraMatrix * light.GetPosition();
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// lightOut.dir = CGraphics::g_CameraMatrix.basis * light.GetDirection();
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// lightOut.dir.normalize();
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// lightOut.color = light.GetColor();
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// lightOut.linAtt[0] = light.GetAttenuationConstant();
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// lightOut.linAtt[1] = light.GetAttenuationLinear();
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// lightOut.linAtt[2] = light.GetAttenuationQuadratic();
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// lightOut.angAtt[0] = light.GetAngleAttenuationConstant();
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// lightOut.angAtt[1] = light.GetAngleAttenuationLinear();
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// lightOut.angAtt[2] = light.GetAngleAttenuationQuadratic();
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//
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// if (light.GetType() == ELightType::Directional)
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// lightOut.pos = (-lightOut.dir) * 1048576.f;
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// break;
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// }
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// }
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// }
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//
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// for (; curLight < lights.size(); ++curLight) {
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// CModelShaders::Light& lightOut = lights[curLight];
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// lightOut.pos = zeus::skZero3f;
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// lightOut.dir = zeus::skDown;
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// lightOut.color = zeus::skClear;
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// lightOut.linAtt[0] = 1.f;
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// lightOut.linAtt[1] = 0.f;
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// lightOut.linAtt[2] = 0.f;
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// lightOut.angAtt[0] = 1.f;
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// lightOut.angAtt[1] = 0.f;
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// lightOut.angAtt[2] = 0.f;
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// }
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//}
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//using TexCoordSource = hecl::Backend::TexCoordSource;
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 1> ThermalTextures{{
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// {TexCoordSource::Normal, 7, true},
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//}};
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 3> BallFadeTextures{{
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// {TexCoordSource::Position, 0, false}, // ID tex
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// {TexCoordSource::Position, 0, false}, // Sphere ramp
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// {TexCoordSource::Position, 1, false}, // TXTR_BallFade
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//}};
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 1> WorldShadowTextures{{
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// {TexCoordSource::Position, 7, false}, // Shadow tex
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//}};
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 2> DisintegrateTextures{{
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// {TexCoordSource::Position, 0, false}, // Ashy tex
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// {TexCoordSource::Position, 1, false}, // Ashy tex
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//}};
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//static std::array<hecl::Backend::ExtensionSlot, size_t(EExtendedShader::MAX)> g_ExtensionSlots{{
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// /* Default solid shading */
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// {},
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// /* Normal lit shading */
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// {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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// /* Thermal model shading */
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// {1, ThermalTextures.data(), hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, false, true},
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// /* Thermal model shading without Z-test or Z-write */
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// {1, ThermalTextures.data(), hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One,
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// hecl::Backend::ZTest::None, hecl::Backend::CullMode::Backface, true, false, false, true},
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// /* Thermal static shading */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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// hecl::Backend::CullMode::Backface, false, false, false, true, false, false, true},
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// /* Thermal static shading without Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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// hecl::Backend::CullMode::Backface, true, false, false, true, false, false, false},
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// /* Forced alpha shading */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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// /* Forced additive shading */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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// hecl::Backend::CullMode::Backface, false, false, true},
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// /* Solid color */
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// {0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual,
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// hecl::Backend::CullMode::Backface, false, false, false},
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// /* Solid color additive */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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// hecl::Backend::CullMode::Backface, true, false, true},
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// /* Alpha-only Solid color frontface cull, LEqual */
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// {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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// hecl::Backend::CullMode::Frontface, false, true, false},
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// /* Alpha-only Solid color frontface cull, Always, No Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None,
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// hecl::Backend::CullMode::Frontface, true, true, false},
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// /* Alpha-only Solid color backface cull, LEqual */
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// {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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// hecl::Backend::CullMode::Backface, false, true, false},
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// /* Alpha-only Solid color backface cull, Greater, No Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::Zero, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
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// hecl::Backend::CullMode::Backface, true, true, false},
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// /* MorphBall shadow shading */
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// {3, BallFadeTextures.data(), hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::Equal, hecl::Backend::CullMode::Backface, false, false, true, false, true},
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// /* World shadow shading (modified lighting) */
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// {1, WorldShadowTextures.data(), hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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// /* Forced alpha shading without culling */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::None, false, false, true},
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// /* Forced additive shading without culling */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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// hecl::Backend::CullMode::None, false, false, true},
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// /* Forced alpha shading without Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original, true, false, true},
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// /* Forced additive shading without Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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// hecl::Backend::CullMode::Original, true, false, true},
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// /* Forced alpha shading without culling or Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::None, true, false, true},
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// /* Forced additive shading without culling or Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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// hecl::Backend::CullMode::None, true, false, true},
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// /* Depth GEqual no Z-write */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::GEqual, hecl::Backend::CullMode::Backface, true, false, true},
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// /* Disintegration */
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// {2, DisintegrateTextures.data(), hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::InvSrcAlpha,
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// hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Original, false, false, true, false, false, true},
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// /* Forced additive shading without culling or Z-write and greater depth test */
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// {0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
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// hecl::Backend::CullMode::None, true, false, true},
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// /* Thermal cold shading */
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// {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original, false, false, true, false, false, false, true},
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// /* Normal lit shading with alpha */
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// {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface},
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// /* Normal lit shading with alpha without Z-write or depth test */
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// {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::None,
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// hecl::Backend::CullMode::Backface, true},
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// /* Normal lit shading with cube reflection */
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// {0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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// /* Normal lit shading with cube reflection and world shadow */
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// {1, WorldShadowTextures.data(), hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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// hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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//}};
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//constexpr std::array<const char*, size_t(EExtendedShader::MAX)> ShaderMacros{
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_THERMAL_MODEL",
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// "URDE_THERMAL_MODEL",
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// "URDE_THERMAL_STATIC",
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// "URDE_THERMAL_STATIC",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_SOLID",
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// "URDE_SOLID",
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// "URDE_SOLID",
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// "URDE_SOLID",
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// "URDE_SOLID",
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// "URDE_SOLID",
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// "URDE_MB_SHADOW",
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// "URDE_LIGHTING_SHADOW",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_DISINTEGRATE",
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// "URDE_LIGHTING",
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// "URDE_THERMAL_COLD",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING",
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// "URDE_LIGHTING_CUBE_REFLECTION",
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// "URDE_LIGHTING_CUBE_REFLECTION_SHADOW",
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//};
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void CModelShaders::Initialize() {
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// for (size_t i = 0; i < g_ExtensionSlots.size(); i++) {
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// g_ExtensionSlots[i].shaderMacro = ShaderMacros[i];
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// }
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}
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void CModelShaders::Shutdown() {
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// g_ShaderPipelines.clear();
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}
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//CModelShaders::ShaderPipelines CModelShaders::BuildExtendedShader(const hecl::Backend::ShaderTag& tag,
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// const Material& material) {
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// auto search = g_ShaderPipelines.find(tag.val64());
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// if (search != g_ShaderPipelines.cend())
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// return search->second;
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//
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// ShaderPipelines& newPipelines = g_ShaderPipelines[tag.val64()];
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// newPipelines = std::make_shared<ShaderPipelinesData>();
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// CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx) {
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// size_t idx = 0;
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// for (const auto& ext : g_ExtensionSlots)
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// (*newPipelines)[idx++] = hecl::conv->convert(ctx, Shader_CModelShaders(SModelShadersInfo(material, tag, ext)));
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// return true;
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// } BooTrace);
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// return newPipelines;
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//}
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} // namespace metaforce
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