mirror of https://github.com/AxioDL/metaforce.git
177 lines
8.0 KiB
C++
177 lines
8.0 KiB
C++
#ifndef CFLUIDPLANESHADER_HPP
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#define CFLUIDPLANESHADER_HPP
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#include "RetroTypes.hpp"
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "Runtime/World/CFluidPlane.hpp"
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#include "CModelShaders.hpp"
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#include "boo/graphicsdev/GL.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/graphicsdev/Metal.hpp"
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#include "boo/graphicsdev/Vulkan.hpp"
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namespace urde
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{
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struct SFluidPlaneShaderInfo
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{
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CFluidPlane::EFluidType m_type;
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bool m_hasPatternTex1;
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bool m_hasPatternTex2;
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bool m_hasColorTex;
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bool m_hasBumpMap;
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bool m_hasEnvMap;
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bool m_hasEnvBumpMap;
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bool m_hasLightmap;
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bool m_doubleLightmapBlend;
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bool m_additive;
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SFluidPlaneShaderInfo(CFluidPlane::EFluidType type, bool hasPatternTex1, bool hasPatternTex2, bool hasColorTex,
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bool hasBumpMap, bool hasEnvMap, bool hasEnvBumpMap, bool hasLightmap,
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bool doubleLightmapBlend, bool additive)
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: m_type(type), m_hasPatternTex1(hasPatternTex1), m_hasPatternTex2(hasPatternTex2), m_hasColorTex(hasColorTex),
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m_hasBumpMap(hasBumpMap), m_hasEnvMap(hasEnvMap), m_hasEnvBumpMap(hasEnvBumpMap), m_hasLightmap(hasLightmap),
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m_doubleLightmapBlend(doubleLightmapBlend), m_additive(additive)
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{}
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};
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struct SFluidPlaneDoorShaderInfo
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{
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bool m_hasPatternTex1;
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bool m_hasPatternTex2;
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bool m_hasColorTex;
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SFluidPlaneDoorShaderInfo(bool hasPatternTex1, bool hasPatternTex2, bool hasColorTex)
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: m_hasPatternTex1(hasPatternTex1), m_hasPatternTex2(hasPatternTex2), m_hasColorTex(hasColorTex)
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{}
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};
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class CFluidPlaneShader
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{
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public:
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struct Vertex
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{
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zeus::CVector3f m_pos;
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zeus::CVector3f m_norm;
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zeus::CVector3f m_binorm;
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zeus::CVector3f m_tangent;
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zeus::CColor m_color;
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Vertex() = default;
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Vertex(const zeus::CVector3f& position) : m_pos(position) {}
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Vertex(const zeus::CVector3f& position, const zeus::CColor& color)
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: m_pos(position), m_color(color) {}
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Vertex(const zeus::CVector3f& position, const zeus::CVector3f& normal,
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const zeus::CColor& color)
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: m_pos(position), m_norm(normal), m_color(color) {}
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Vertex(const zeus::CVector3f& position, const zeus::CVector3f& normal,
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const zeus::CVector3f& binormal, const zeus::CVector3f& tangent,
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const zeus::CColor& color)
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: m_pos(position), m_norm(normal), m_binorm(binormal), m_tangent(tangent), m_color(color) {}
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};
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struct RenderSetupInfo
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{
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zeus::CMatrix4f texMtxs[6];
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zeus::CMatrix4f normMtx;
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float indScale = 1.f;
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zeus::CColor kColors[4];
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std::vector<CLight> lights;
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};
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private:
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class Cache
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{
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boo::ObjToken<boo::IShaderPipeline> m_cache[1024] = {};
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boo::ObjToken<boo::IShaderPipeline> m_doorCache[8] = {};
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boo::ObjToken<boo::IShaderPipeline>&
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CacheSlot(const SFluidPlaneShaderInfo& info, int i) { return m_cache[i]; }
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boo::ObjToken<boo::IShaderPipeline>&
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CacheSlot(const SFluidPlaneDoorShaderInfo& info, int i) { return m_doorCache[i]; }
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static u16 MakeCacheKey(const SFluidPlaneShaderInfo& info);
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static u16 MakeCacheKey(const SFluidPlaneDoorShaderInfo& info);
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public:
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template<class T>
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boo::ObjToken<boo::IShaderPipeline> GetOrBuildShader(const T& info);
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void Clear();
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};
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static Cache _cache;
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struct Uniform
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{
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zeus::CMatrix4f m_mv;
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zeus::CMatrix4f m_mvNorm;
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zeus::CMatrix4f m_proj;
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zeus::CMatrix4f m_texMtxs[9]; // Pad out to 768 bytes
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CModelShaders::LightingUniform m_lighting;
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};
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std::experimental::optional<TLockedToken<CTexture>> m_patternTex1;
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std::experimental::optional<TLockedToken<CTexture>> m_patternTex2;
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std::experimental::optional<TLockedToken<CTexture>> m_colorTex;
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std::experimental::optional<TLockedToken<CTexture>> m_bumpMap;
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std::experimental::optional<TLockedToken<CTexture>> m_envMap;
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std::experimental::optional<TLockedToken<CTexture>> m_envBumpMap;
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std::experimental::optional<TLockedToken<CTexture>> m_lightmap;
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boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
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boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf;
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boo::ObjToken<boo::IShaderDataBinding> m_dataBind;
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#if BOO_HAS_GL
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::GLDataFactory::Context& ctx,
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const SFluidPlaneShaderInfo& info);
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::GLDataFactory::Context& ctx,
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const SFluidPlaneDoorShaderInfo& info);
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boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::GLDataFactory::Context& ctx,
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const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
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#if _WIN32
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::ID3DDataFactory::Context& ctx,
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const SFluidPlaneShaderInfo& info);
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::ID3DDataFactory::Context& ctx,
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const SFluidPlaneDoorShaderInfo& info);
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boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::ID3DDataFactory::Context& ctx,
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const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
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#if BOO_HAS_METAL
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::MetalDataFactory::Context& ctx,
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const SFluidPlaneShaderInfo& info);
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::MetalDataFactory::Context& ctx,
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const SFluidPlaneDoorShaderInfo& info);
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boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::MetalDataFactory::Context& ctx,
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const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
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#if BOO_HAS_VULKAN
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::VulkanDataFactory::Context& ctx,
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const SFluidPlaneShaderInfo& info);
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static boo::ObjToken<boo::IShaderPipeline> BuildShader(boo::VulkanDataFactory::Context& ctx,
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const SFluidPlaneDoorShaderInfo& info);
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boo::ObjToken<boo::IShaderDataBinding> BuildBinding(boo::VulkanDataFactory::Context& ctx,
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const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door);
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#endif
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void PrepareBinding(const boo::ObjToken<boo::IShaderPipeline>& pipeline, u32 maxVertCount, bool door);
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public:
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CFluidPlaneShader(CFluidPlane::EFluidType type,
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const std::experimental::optional<TLockedToken<CTexture>>& patternTex1,
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const std::experimental::optional<TLockedToken<CTexture>>& patternTex2,
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const std::experimental::optional<TLockedToken<CTexture>>& colorTex,
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const std::experimental::optional<TLockedToken<CTexture>>& bumpMap,
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const std::experimental::optional<TLockedToken<CTexture>>& envMap,
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const std::experimental::optional<TLockedToken<CTexture>>& envBumpMap,
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const std::experimental::optional<TLockedToken<CTexture>>& lightmap,
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bool doubleLightmapBlend, bool additive, u32 maxVertCount);
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CFluidPlaneShader(const std::experimental::optional<TLockedToken<CTexture>>& patternTex1,
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const std::experimental::optional<TLockedToken<CTexture>>& patternTex2,
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const std::experimental::optional<TLockedToken<CTexture>>& colorTex,
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u32 maxVertCount);
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void prepareDraw(const RenderSetupInfo& info);
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void loadVerts(const std::vector<Vertex>& verts);
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static void Shutdown() { _cache.Clear(); }
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};
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}
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#endif // CFLUIDPLANESHADER_HPP
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