metaforce/Runtime/Graphics/Shaders/CModelShadersGLSL.cpp

281 lines
12 KiB
C++

#include "CModelShaders.hpp"
#include "hecl/Backend/GLSL.hpp"
namespace urde {
using namespace std::literals;
extern const hecl::Backend::Function ExtensionLightingFuncsGLSL[];
extern const hecl::Backend::Function ExtensionPostFuncsGLSL[];
#define FOG_STRUCT_GLSL \
"struct Fog\n" \
"{\n" \
" vec4 color;\n" \
" float A;\n" \
" float B;\n" \
" float C;\n" \
" int mode;\n" \
"};\n"
#define FOG_ALGORITHM_GLSL \
" float fogZ;\n" \
" float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);\n" \
" switch (fog.mode)\n" \
" {\n" \
" case 2:\n" \
" fogZ = fogF;\n" \
" break;\n" \
" case 4:\n" \
" fogZ = 1.0 - exp2(-8.0 * fogF);\n" \
" break;\n" \
" case 5:\n" \
" fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \
" break;\n" \
" case 6:\n" \
" fogZ = exp2(-8.0 * (1.0 - fogF));\n" \
" break;\n" \
" case 7:\n" \
" fogF = 1.0 - fogF;\n" \
" fogZ = exp2(-8.0 * fogF * fogF);\n" \
" break;\n" \
" default:\n" \
" fogZ = 0.0;\n" \
" break;\n" \
" }\n" \
"#ifdef BLEND_DST_ONE\n" \
" return vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);\n" \
"#else\n" \
" return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);\n" \
"#endif\n"
static std::string_view LightingGLSL =
"struct Light\n"
"{\n"
" vec4 pos;\n"
" vec4 dir;\n"
" vec4 color;\n"
" vec4 linAtt;\n"
" vec4 angAtt;\n"
"};\n"
FOG_STRUCT_GLSL
"\n"
"UBINDING2 uniform LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" vec4 ambient;\n"
" vec4 colorReg0;\n"
" vec4 colorReg1;\n"
" vec4 colorReg2;\n"
" vec4 mulColor;\n"
" vec4 addColor;\n"
" Fog fog;\n"
"};\n"
"\n"
"vec4 LightingFunc(vec3 mvPosIn, vec3 mvNormIn)\n"
"{\n"
" vec4 ret = ambient;\n"
" \n"
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" vec3 deltaNorm = delta / dist;\n"
" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
" }\n"
" \n"
" return clamp(ret, 0.0, 1.0);\n"
"}\n"sv;
static std::string_view LightingShadowGLSL =
"struct Light\n"
"{\n"
" vec4 pos;\n"
" vec4 dir;\n"
" vec4 color;\n"
" vec4 linAtt;\n"
" vec4 angAtt;\n"
"};\n"
FOG_STRUCT_GLSL
"\n"
"UBINDING2 uniform LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" vec4 ambient;\n"
" vec4 colorReg0;\n"
" vec4 colorReg1;\n"
" vec4 colorReg2;\n"
" vec4 mulColor;\n"
" vec4 addColor;\n"
" Fog fog;\n"
"};\n"
"\n"
"vec4 LightingShadowFunc(vec3 mvPosIn, vec3 mvNormIn)\n"
"{\n"
" vec2 shadowUV = vtf.extTcgs[0];\n"
" shadowUV.y = 1.0 - shadowUV.y;\n"
" \n"
" vec4 ret = ambient;\n"
" \n"
" vec3 delta = mvPosIn - lights[0].pos.xyz;\n"
" float dist = length(delta);\n"
" vec3 deltaNorm = delta / dist;\n"
" float angDot = max(dot(deltaNorm, lights[0].dir.xyz), 0.0);\n"
" float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n"
" lights[0].linAtt[1] * dist +\n"
" lights[0].linAtt[0]);\n"
" float angAtt = lights[0].angAtt[2] * angDot * angDot +\n"
" lights[0].angAtt[1] * angDot +\n"
" lights[0].angAtt[0];\n"
" ret += lights[0].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0) *\n"
" texture(extTex7, shadowUV).r;\n"
" \n"
" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" vec3 deltaNorm = delta / dist;\n"
" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
" }\n"
" \n"
" return clamp(ret, 0.0, 1.0);\n"
"}\n"sv;
static std::string_view MainPostGLSL =
"vec4 MainPostFunc(vec4 colorIn)\n"
"{\n" FOG_ALGORITHM_GLSL
"}\n"
"\n"sv;
static std::string_view ThermalPostGLSL =
"UBINDING2 uniform ThermalUniform\n"
"{\n"
" vec4 tmulColor;\n"
" vec4 taddColor;\n"
"};\n"
"vec4 ThermalPostFunc(vec4 colorIn)\n"
"{\n"
" return texture(extTex7, vtf.extTcgs[0]).rrrr * tmulColor + taddColor;\n"
"}\n"
"\n"sv;
static std::string_view SolidPostGLSL =
"UBINDING2 uniform SolidUniform\n"
"{\n"
" vec4 solidColor;\n"
"};\n"
"vec4 SolidPostFunc(vec4 colorIn)\n"
"{\n"
" return solidColor;\n"
"}\n"
"\n"sv;
static std::string_view MBShadowPostGLSL =
"UBINDING2 uniform MBShadowUniform\n"
"{\n"
" vec4 shadowUp;\n"
" float shadowId;\n"
"};\n"
"vec4 MBShadowPostFunc(vec4 colorIn)\n"
"{\n"
" float idTexel = texture(extTex0, vtf.extTcgs[0]).a;\n"
" float sphereTexel = texture(extTex1, vtf.extTcgs[1]).a;\n"
" float fadeTexel = texture(extTex2, vtf.extTcgs[2]).a;\n"
" float val = ((abs(idTexel - shadowId) < 0.001) ?\n"
" (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *\n"
" sphereTexel * fadeTexel;\n"
" return vec4(0.0, 0.0, 0.0, val);\n"
"}\n"
"\n"sv;
static std::string_view DisintegratePostGLSL = FOG_STRUCT_GLSL
"UBINDING2 uniform DisintegrateUniform\n"
"{\n"
" vec4 daddColor;\n"
" Fog fog;\n"
"};\n"
"vec4 DisintegratePostFunc(vec4 colorIn)\n"
"{\n"
" vec4 texel0 = texture(extTex7, vtf.extTcgs[0]);\n"
" vec4 texel1 = texture(extTex7, vtf.extTcgs[1]);\n"
" colorIn = mix(vec4(0.0), texel1, texel0);\n"
" colorIn.rgb += daddColor.rgb;\n" FOG_ALGORITHM_GLSL
"}\n"
"\n"sv;
static std::string_view ThermalColdPostGLSL =
"vec4 ThermalColdPostFunc(vec4 colorIn)\n"
"{\n"
" return colorIn * vec4(0.75);\n"
"}\n"
"\n"sv;
const hecl::Backend::Function ExtensionLightingFuncsGLSL[] = {
{},
{LightingGLSL, "LightingFunc"},
{},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{},
{},
{},
{},
{},
{},
{},
{LightingShadowGLSL, "LightingShadowFunc"},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{LightingGLSL, "LightingFunc"},
{},
{LightingGLSL, "LightingFunc"},
{},
{LightingGLSL, "LightingFunc"},
};
const hecl::Backend::Function ExtensionPostFuncsGLSL[] = {
{},
{MainPostGLSL, "MainPostFunc"},
{ThermalPostGLSL, "ThermalPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{SolidPostGLSL, "SolidPostFunc"},
{SolidPostGLSL, "SolidPostFunc"},
{SolidPostGLSL, "SolidPostFunc"},
{SolidPostGLSL, "SolidPostFunc"},
{SolidPostGLSL, "SolidPostFunc"},
{SolidPostGLSL, "SolidPostFunc"},
{MBShadowPostGLSL, "MBShadowPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{MainPostGLSL, "MainPostFunc"},
{DisintegratePostGLSL, "DisintegratePostFunc"},
{MainPostGLSL, "MainPostFunc"},
{ThermalColdPostGLSL, "ThermalColdPostFunc"},
{MainPostGLSL, "MainPostFunc"},
};
} // namespace urde