mirror of https://github.com/AxioDL/metaforce.git
255 lines
8.1 KiB
C++
255 lines
8.1 KiB
C++
#include "CModelShaders.hpp"
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namespace urde
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{
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using namespace std::literals;
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extern const hecl::Backend::Function ExtensionLightingFuncsMetal[];
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extern const hecl::Backend::Function ExtensionPostFuncsMetal[];
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static std::string_view LightingMetal =
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" int mode;\n"
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" float4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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"};\n"
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"\n"
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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\n"
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" float4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn, thread VertToFrag& vtf)\n"
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"{\n"
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" float4 ret = lu.ambient;\n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
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" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
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" lu.lights[i].linAtt[1] * dist +\n"
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" lu.lights[i].linAtt[0]);\n"
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" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
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" lu.lights[i].angAtt[1] * angDot +\n"
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" lu.lights[i].angAtt[0];\n"
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" ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" \n"
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" return ret;\n"
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"}\n"sv;
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static std::string_view LightingShadowMetal =
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" int mode;\n"
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" float4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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"};\n"
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"\n"
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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\n"
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" float4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 EXTLightingShadowFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn,\n"
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" thread VertToFrag& vtf, sampler samp, sampler clampSamp, texture2d<float> extTex7)\n"
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"{\n"
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" float4 ret = lu.ambient;\n"
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" \n"
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" float3 delta = mvPosIn - lu.lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[0].dir.xyz));\n"
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" float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist +\n"
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" lu.lights[0].linAtt[1] * dist +\n"
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" lu.lights[0].linAtt[0]);\n"
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" float angAtt = lu.lights[0].angAtt[2] * angDot * angDot +\n"
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" lu.lights[0].angAtt[1] * angDot +\n"
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" lu.lights[0].angAtt[0];\n"
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" ret += lu.lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn)) *\n"
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" extTex7.sample(clampSamp, vtf.extTcgs0).r;\n"
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" \n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
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" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
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" lu.lights[i].linAtt[1] * dist +\n"
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" lu.lights[i].linAtt[0]);\n"
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" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
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" lu.lights[i].angAtt[1] * angDot +\n"
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" lu.lights[i].angAtt[0];\n"
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" ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" \n"
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" return ret;\n"
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"}\n"sv;
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static std::string_view MainPostMetal =
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"float4 MainPostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn)\n"
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"{\n"
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" float fogZ, temp;\n"
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" switch (lu.fog.mode)\n"
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" {\n"
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" case 2:\n"
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" fogZ = (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale;\n"
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" break;\n"
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" case 4:\n"
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" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale);\n"
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" break;\n"
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" case 5:\n"
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" temp = (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale;\n"
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" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" case 6:\n"
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" fogZ = exp2(-8.0 * (lu.fog.start + vtf.mvPos.z) * lu.fog.rangeScale);\n"
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" break;\n"
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" case 7:\n"
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" temp = (lu.fog.start + vtf.mvPos.z) * lu.fog.rangeScale;\n"
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" fogZ = exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" default:\n"
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" fogZ = 0.0;\n"
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" break;\n"
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" }\n"
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"#ifdef BLEND_DST_ONE\n"
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" return float4(mix(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);\n"
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"#else\n"
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" return float4(mix(colorIn, lu.fog.color, saturate(fogZ)).rgb, colorIn.a);\n"
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"#endif\n"
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"}\n"
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"\n"sv;
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static std::string_view ThermalPostMetal =
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"struct ThermalUniform\n"
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"{\n"
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" float4 tmulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"static float4 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu,\n"
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" sampler samp, sampler clampSamp, texture2d<float> extTex7, float4 colorIn)\n"
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"{\n"
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" //return float4(vtf.extTcgs0.xy, 0.0, 1.0);\n"
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" return float4(extTex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb,\n"
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" lu.tmulColor.a + lu.addColor.a);\n"
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"}\n"
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"\n"sv;
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static std::string_view SolidPostMetal =
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"struct SolidUniform\n"
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"{\n"
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" float4 solidColor;\n"
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"};\n"
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"static float4 SolidPostFunc(thread VertToFrag& vtf, constant SolidUniform& lu, float4 colorIn)\n"
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"{\n"
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" return lu.solidColor;\n"
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"}\n"
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"\n"sv;
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static std::string_view MBShadowPostMetal =
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"struct MBShadowUniform\n"
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"{\n"
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su, sampler samp, sampler clampSamp,\n"
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" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n"
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" float sphereTexel = extTex1.sample(samp, vtf.extTcgs1).a;\n"
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" float fadeTexel = extTex2.sample(samp, vtf.extTcgs2).a;\n"
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" float val = ((fabs(idTexel - su.shadowId) < 0.001) ?\n"
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" (dot(vtf.mvNorm.xyz, su.shadowUp.xyz) * su.shadowUp.w) : 0.0) *\n"
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" sphereTexel * fadeTexel;\n"
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" return float4(0.0, 0.0, 0.0, val);\n"
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"}\n"
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"\n"sv;
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const hecl::Backend::Function ExtensionLightingFuncsMetal[] =
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{
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{},
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{LightingMetal, "LightingFunc"},
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{},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{},
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{},
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{},
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{},
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{},
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{},
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{},
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{LightingShadowMetal, "EXTLightingShadowFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"},
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{LightingMetal, "LightingFunc"}
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};
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const hecl::Backend::Function ExtensionPostFuncsMetal[] =
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{
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{},
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{MainPostMetal, "MainPostFunc"},
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{ThermalPostMetal, "EXTThermalPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{SolidPostMetal, "SolidPostFunc"},
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{MBShadowPostMetal, "EXTMBShadowPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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};
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static const char* BlockNames[] = {"LightingUniform"};
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static const char* ThermalBlockNames[] = {"ThermalUniform"};
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static const char* SolidBlockNames[] = {"SolidUniform"};
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static const char* MBShadowBlockNames[] = {"MBShadowUniform"};
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}
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