mirror of https://github.com/AxioDL/metaforce.git
277 lines
13 KiB
C++
277 lines
13 KiB
C++
#include "CModelShaders.hpp"
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namespace urde {
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using namespace std::literals;
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extern const hecl::Backend::Function ExtensionLightingFuncsHLSL[];
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extern const hecl::Backend::Function ExtensionPostFuncsHLSL[];
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#define FOG_STRUCT_HLSL \
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"struct Fog\n" \
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"{\n" \
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" int mode;\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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#define FOG_ALGORITHM_HLSL \
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" float fogZ, temp;\n" \
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" switch (fog.mode)\n" \
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" {\n" \
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" case 2:\n" \
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" fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \
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" break;\n" \
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" case 4:\n" \
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" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n" \
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" break;\n" \
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" case 5:\n" \
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" temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n" \
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" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n" \
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" break;\n" \
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" case 6:\n" \
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" fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n" \
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" break;\n" \
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" case 7:\n" \
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" temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n" \
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" fogZ = exp2(-8.0 * temp * temp);\n" \
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" break;\n" \
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" default:\n" \
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" fogZ = 0.0;\n" \
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" break;\n" \
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" }\n" \
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"#ifdef BLEND_DST_ONE\n" \
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" return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);\n" \
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"#else\n" \
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" return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n" \
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"#endif\n"
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static std::string_view LightingHLSL =
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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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FOG_STRUCT_HLSL
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"\n"
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"cbuffer LightingUniform : register(b2)\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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" float4 mulColor;\n"
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" float4 addColor;\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(float3 mvPosIn, float3 mvNormIn, in VertToFrag vtf)\n"
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"{\n"
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" float4 ret = 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 - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lights[i].dir.xyz));\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" \n"
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" return saturate(ret);\n"
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"}\n"sv;
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static std::string_view LightingShadowHLSL =
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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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" int mode;\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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"cbuffer LightingUniform : register(b2)\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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" float4 mulColor;\n"
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" float4 addColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingShadowFunc(float3 mvPosIn, float3 mvNormIn, in VertToFrag vtf)\n"
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"{\n"
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" float4 ret = ambient;\n"
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" \n"
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" float3 delta = mvPosIn - lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lights[0].dir.xyz));\n"
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" float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n"
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" lights[0].linAtt[1] * dist +\n"
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" lights[0].linAtt[0]);\n"
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" float angAtt = lights[0].angAtt[2] * angDot * angDot +\n"
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" lights[0].angAtt[1] * angDot +\n"
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" lights[0].angAtt[0];\n"
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" ret += lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn)) *\n"
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" extTex7.Sample(clampSamp, vtf.extTcgs[0]).r;\n"
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" \n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lights[i].dir.xyz));\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" \n"
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" return ret;\n"
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"}\n"sv;
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static std::string_view MainPostHLSL =
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"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n" FOG_ALGORITHM_HLSL
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"}\n"
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"\n"sv;
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static std::string_view ThermalPostHLSL =
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"cbuffer ThermalUniform : register(b2)\n"
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"{\n"
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" float4 tmulColor;\n"
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" float4 taddColor;\n"
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"};\n"
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"static float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return extTex7.Sample(samp, vtf.extTcgs[0]).rrrr * tmulColor + taddColor;\n"
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"}\n"
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"\n"sv;
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static std::string_view SolidPostHLSL =
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"cbuffer SolidUniform : register(b2)\n"
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"{\n"
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" float4 solidColor;\n"
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"};\n"
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"static float4 SolidPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return solidColor;\n"
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"}\n"
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"\n"sv;
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static std::string_view MBShadowPostHLSL =
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"cbuffer MBShadowUniform : register(b2)\n"
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"{\n"
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 MBShadowPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.Sample(samp, vtf.extTcgs[0]).a;\n"
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" float sphereTexel = extTex1.Sample(samp, vtf.extTcgs[1]).a;\n"
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" float fadeTexel = extTex2.Sample(samp, vtf.extTcgs[2]).a;\n"
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" float val = ((abs(idTexel - shadowId) < 0.001) ?\n"
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" (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *\n"
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" sphereTexel * fadeTexel;\n"
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" return float4(0.0, 0.0, 0.0, val);\n"
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"}\n"
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"\n"sv;
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static std::string_view DisintegratePostHLSL = FOG_STRUCT_HLSL
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"cbuffer DisintegrateUniform : register(b2)\n"
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"{\n"
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" float4 daddColor;\n"
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" Fog fog;\n"
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"};\n"
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"static float4 DisintegratePostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float4 texel0 = extTex7.Sample(samp, vtf.extTcgs[0]);\n"
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" float4 texel1 = extTex7.Sample(samp, vtf.extTcgs[1]);\n"
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" colorIn = lerp(float4(0.0,0.0,0.0,0.0), texel1, texel0);\n"
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" colorIn.rgb += daddColor.rgb;\n" FOG_ALGORITHM_HLSL
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"}\n"
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"\n"sv;
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static std::string_view ThermalColdPostHLSL =
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"static float4 ThermalColdPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return colorIn * float4(0.75, 0.75, 0.75, 0.75);\n"
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"}\n"
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"\n"sv;
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const hecl::Backend::Function ExtensionLightingFuncsHLSL[] = {{},
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{LightingHLSL, "LightingFunc"},
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{},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{},
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{},
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{},
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{},
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{},
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{},
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{},
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{LightingShadowHLSL, "LightingShadowFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{},
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{LightingHLSL, "LightingFunc"},
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{},
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{LightingHLSL, "LightingFunc"},};
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const hecl::Backend::Function ExtensionPostFuncsHLSL[] = {
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{},
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{MainPostHLSL, "MainPostFunc"},
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{ThermalPostHLSL, "ThermalPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{SolidPostHLSL, "SolidPostFunc"},
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{SolidPostHLSL, "SolidPostFunc"},
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{SolidPostHLSL, "SolidPostFunc"},
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{SolidPostHLSL, "SolidPostFunc"},
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{SolidPostHLSL, "SolidPostFunc"},
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{SolidPostHLSL, "SolidPostFunc"},
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{MBShadowPostHLSL, "MBShadowPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{DisintegratePostHLSL, "DisintegratePostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{ThermalColdPostHLSL, "ThermalColdPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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};
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} // namespace urde
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