metaforce/Runtime/Graphics/Shaders/CModelShaders.cpp

236 lines
12 KiB
C++

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