metaforce/Runtime/Graphics/Shaders/CModelShaders.hpp

86 lines
3.1 KiB
C++

#ifndef __URDE_CMODELSHADERS_HPP__
#define __URDE_CMODELSHADERS_HPP__
#include "hecl/Runtime.hpp"
#include "optional.hpp"
#include "zeus/CVector3f.hpp"
#include "zeus/CColor.hpp"
#define URDE_MAX_LIGHTS 16
namespace urde
{
class CModelShaders
{
friend class CModel;
hecl::Runtime::ShaderCacheManager m_shaderCache;
static std::experimental::optional<CModelShaders> g_ModelShaders;
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensions(boo::IGraphicsDataFactory::Platform plat);
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat);
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat);
static hecl::Runtime::ShaderCacheExtensions GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat);
static const hecl::Backend::TextureInfo ThermalTextures[];
public:
struct Light
{
zeus::CVector3f pos;
zeus::CVector3f dir;
zeus::CColor color = zeus::CColor::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];
};
struct ThermalUniform
{
zeus::CColor mulColor;
zeus::CColor addColor;
};
static void Initialize(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IGraphicsDataFactory* gfxFactory);
CModelShaders(const hecl::Runtime::FileStoreManager& storeMgr,
boo::IGraphicsDataFactory* gfxFactory);
boo::IShaderPipeline* buildShader(const hecl::Runtime::ShaderTag& tag, const std::string& source,
const std::string& diagName,
boo::IGraphicsDataFactory::Context& ctx)
{
return m_shaderCache.buildShader(tag, source, diagName, ctx);
}
boo::IShaderPipeline* buildShader(const hecl::Runtime::ShaderTag& tag, const hecl::Frontend::IR& ir,
const std::string& diagName,
boo::IGraphicsDataFactory::Context& ctx)
{
return m_shaderCache.buildShader(tag, ir, diagName, ctx);
}
std::vector<boo::IShaderPipeline*> buildExtendedShader(const hecl::Runtime::ShaderTag& tag, const std::string& source,
const std::string& diagName,
boo::IGraphicsDataFactory::Context& ctx)
{
return m_shaderCache.buildExtendedShader(tag, source, diagName, ctx);
}
std::vector<boo::IShaderPipeline*> buildExtendedShader(const hecl::Runtime::ShaderTag& tag, const hecl::Frontend::IR& ir,
const std::string& diagName,
boo::IGraphicsDataFactory::Context& ctx)
{
return m_shaderCache.buildExtendedShader(tag, ir, diagName, ctx);
}
};
}
#endif // __URDE_CMODELSHADERS_HPP__