mirror of https://github.com/AxioDL/metaforce.git
105 lines
3.5 KiB
C++
105 lines
3.5 KiB
C++
#include "CModelShaders.hpp"
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namespace urde
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{
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static const char* 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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" 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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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingFunc(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn)\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.xyz - 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.xyz));\n"
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" }\n"
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" \n"
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" return saturate(ret);\n"
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"}\n";
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static const char* 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 = (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale;\n"
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" return mix(lu.fog.color, colorIn, saturate(exp2(-8.0 * fogZ)));\n"
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"}\n"
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"\n";
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static const char* ThermalPostMetal =
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"struct ThermalUniform\n"
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"{\n"
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" float4 mulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"static float4 ThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> tex7, float4 colorIn)\n"
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"{\n"
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" return float4(tex7.sample(samp, vtf.extTcgs0).rrr * lu.mulColor.rgb + lu.addColor.rgb, 1.0);\n"
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"}\n"
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"\n";
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static const char* BlockNames[] = {"LightingUniform"};
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static const char* ThermalBlockNames[] = {"ThermalUniform"};
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hecl::Runtime::ShaderCacheExtensions
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CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat)
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{
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hecl::Runtime::ShaderCacheExtensions ext(plat);
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/* Normal lit shading */
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ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original);
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/* Thermal Visor shading */
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ext.registerExtensionSlot({}, {ThermalPostMetal, "ThermalPostFunc"}, 1, ThermalBlockNames,
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1, ThermalTextures, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::One);
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/* Forced alpha shading */
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ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha);
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/* Forced additive shading */
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ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::One);
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return ext;
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}
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}
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