metaforce/Runtime/Graphics/Shaders/CModelShaders.hpp

102 lines
2.3 KiB
C++

#pragma once
#include "hecl/Runtime.hpp"
#include "hecl/Backend.hpp"
#include "optional.hpp"
#include "zeus/CVector3f.hpp"
#include "zeus/CColor.hpp"
#include "Graphics/CGraphics.hpp"
#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
#include <array>
#define URDE_MAX_LIGHTS 8
namespace urde {
enum EExtendedShader : uint8_t {
Flat,
Lighting,
Thermal,
ForcedAlpha,
ForcedAdditive,
SolidColor,
SolidColorAdditive,
SolidColorFrontfaceCullLEqualAlphaOnly,
SolidColorFrontfaceCullAlwaysAlphaOnly, // No Z-write or test
SolidColorBackfaceCullLEqualAlphaOnly,
SolidColorBackfaceCullGreaterAlphaOnly, // No Z-write
MorphBallShadow,
WorldShadow,
ForcedAlphaNoCull,
ForcedAdditiveNoCull,
ForcedAlphaNoZWrite,
ForcedAdditiveNoZWrite,
ForcedAlphaNoCullNoZWrite,
ForcedAdditiveNoCullNoZWrite,
DepthGEqualNoZWrite,
Disintegrate,
ForcedAdditiveNoZWriteDepthGreater,
ThermalCold,
LightingAlphaWrite,
LightingCubeReflection,
LightingCubeReflectionWorldShadow,
MAX
};
class CModelShaders {
friend class CModel;
public:
struct Light {
zeus::CVector3f pos;
zeus::CVector3f dir;
zeus::CColor color = zeus::skClear;
float linAtt[4] = {1.f, 0.f, 0.f};
float angAtt[4] = {1.f, 0.f, 0.f};
};
struct LightingUniform {
Light lights[URDE_MAX_LIGHTS];
zeus::CColor ambient;
zeus::CColor colorRegs[3];
zeus::CColor mulColor;
zeus::CColor addColor;
CGraphics::CFogState fog;
void ActivateLights(const std::vector<CLight>& lts);
};
struct ThermalUniform {
zeus::CColor mulColor;
zeus::CColor addColor;
};
struct SolidUniform {
zeus::CColor solidColor;
};
struct MBShadowUniform {
zeus::CVector4f shadowUp;
float shadowId;
};
struct OneTextureUniform {
zeus::CColor addColor;
CGraphics::CFogState fog;
};
static void Initialize();
static void Shutdown();
using ShaderPipelinesData = std::array<boo::ObjToken<boo::IShaderPipeline>, EExtendedShader::MAX>;
using ShaderPipelines = std::shared_ptr<ShaderPipelinesData>;
using Material = DataSpec::DNAMP1::HMDLMaterialSet::Material;
static ShaderPipelines BuildExtendedShader(const hecl::Backend::ShaderTag& tag, const Material& material);
private:
static std::unordered_map<uint64_t, ShaderPipelines> g_ShaderPipelines;
};
} // namespace urde