mirror of https://github.com/AxioDL/metaforce.git
275 lines
11 KiB
C++
275 lines
11 KiB
C++
#include "CModelShaders.hpp"
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#include "hecl/Backend/GLSL.hpp"
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namespace urde
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{
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static const char* LightingGLSL =
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"struct Light\n"
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"{\n"
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" vec4 pos;\n"
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" vec4 dir;\n"
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" vec4 color;\n"
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" vec4 linAtt;\n"
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" vec4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" vec4 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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"UBINDING2 uniform LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" vec4 ambient;\n"
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" vec4 colorReg0;\n"
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" vec4 colorReg1;\n"
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" vec4 colorReg2;\n"
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" vec4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"vec4 LightingFunc(vec4 mvPosIn, vec4 mvNormIn)\n"
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"{\n"
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" vec4 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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" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\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 * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n"
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"}\n";
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static const char* LightingShadowGLSL =
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"struct Light\n"
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"{\n"
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" vec4 pos;\n"
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" vec4 dir;\n"
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" vec4 color;\n"
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" vec4 linAtt;\n"
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" vec4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" vec4 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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"UBINDING2 uniform LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" vec4 ambient;\n"
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" vec4 colorReg0;\n"
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" vec4 colorReg1;\n"
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" vec4 colorReg2;\n"
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" vec4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"vec4 LightingShadowFunc(vec4 mvPosIn, vec4 mvNormIn)\n"
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"{\n"
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" vec4 ret = ambient;\n"
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" \n"
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" vec3 delta = mvPosIn.xyz - lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[0].dir.xyz), 0.0, 1.0);\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 * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0) *\n"
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" texture(extTex7, 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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" vec3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\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 * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return clamp(ret, vec4(0.0,0.0,0.0,0.0), vec4(1.0,1.0,1.0,1.0));\n"
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"}\n";
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static const char* MainPostGLSL =
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"vec4 MainPostFunc(vec4 colorIn)\n"
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"{\n"
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" float fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" return mix(fog.color, colorIn, clamp(exp2(-8.0 * fogZ), 0.0, 1.0));\n"
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"}\n"
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"\n";
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static const char* ThermalPostGLSL =
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"UBINDING2 uniform ThermalUniform\n"
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"{\n"
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" vec4 tmulColor;\n"
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" vec4 addColor;\n"
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"};\n"
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"vec4 ThermalPostFunc(vec4 colorIn)\n"
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"{\n"
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" return vec4(texture(extTex7, vtf.extTcgs[0]).rrr * tmulColor.rgb + addColor.rgb, 1.0);\n"
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"}\n"
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"\n";
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static const char* SolidPostGLSL =
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"UBINDING2 uniform SolidUniform\n"
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"{\n"
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" vec4 solidColor;\n"
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"};\n"
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"vec4 SolidPostFunc(vec4 colorIn)\n"
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"{\n"
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" return solidColor;\n"
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"}\n"
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"\n";
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static const char* MBShadowPostGLSL =
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"UBINDING2 uniform MBShadowUniform\n"
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"{\n"
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" vec4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"vec4 MBShadowPostFunc(vec4 colorIn)\n"
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"{\n"
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" float idTexel = texture(extTex0, vtf.extTcgs[0]).a;\n"
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" float sphereTexel = texture(extTex1, vtf.extTcgs[1]).a;\n"
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" float fadeTexel = texture(extTex2, 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 vec4(0.0, 0.0, 0.0, val);\n"
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"}\n"
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"\n";
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static const char* BlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
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HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
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"LightingUniform"};
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static const char* ThermalBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
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HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
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"ThermalUniform"};
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static const char* SolidBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
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HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
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"SolidUniform"};
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static const char* MBShadowBlockNames[] = {HECL_GLSL_VERT_UNIFORM_BLOCK_NAME,
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HECL_GLSL_TEXMTX_UNIFORM_BLOCK_NAME,
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"MBShadowUniform"};
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hecl::Runtime::ShaderCacheExtensions
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CModelShaders::GetShaderExtensionsGLSL(boo::IGraphicsDataFactory::Platform plat)
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{
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hecl::Runtime::ShaderCacheExtensions ext(plat);
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/* Normal lit shading */
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"},
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3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true);
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/* Thermal Visor shading */
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ext.registerExtensionSlot({}, {ThermalPostGLSL, "ThermalPostFunc"}, 3, ThermalBlockNames,
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1, ThermalTextures, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true);
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/* Forced alpha shading */
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"},
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3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true);
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/* Forced additive shading */
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"},
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3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, true, false, true);
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/* Solid color */
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ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
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3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Backface, false, false, false);
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/* Solid color additive */
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ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
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3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Backface, true, false, true);
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/* Alpha-only Solid color frontface cull, LEqual */
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ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
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3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Frontface, false, true, false);
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/* Alpha-only Solid color frontface cull, Always, No Z-write */
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ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
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3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None,
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hecl::Backend::CullMode::Frontface, true, true, false);
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/* Alpha-only Solid color backface cull, LEqual */
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ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
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3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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hecl::Backend::CullMode::Backface, false, true, false);
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/* Alpha-only Solid color backface cull, Greater, No Z-write */
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ext.registerExtensionSlot({}, {SolidPostGLSL, "SolidPostFunc"},
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3, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
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hecl::Backend::CullMode::Backface, true, true, false);
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/* MorphBall shadow shading */
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ext.registerExtensionSlot({}, {MBShadowPostGLSL, "MBShadowPostFunc"},
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3, MBShadowBlockNames, 3, BallFadeTextures,
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hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha,
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hecl::Backend::ZTest::Equal,
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hecl::Backend::CullMode::Backface, false, false, true, true);
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/* World shadow shading (modified lighting) */
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ext.registerExtensionSlot({LightingShadowGLSL, "LightingShadowFunc"}, {MainPostGLSL, "MainPostFunc"},
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3, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::Backface, false, false, true);
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/* Forced alpha shading without culling */
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"},
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3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::None, false, false, true);
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/* Forced additive shading without culling */
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ext.registerExtensionSlot({LightingGLSL, "LightingFunc"}, {MainPostGLSL, "MainPostFunc"},
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3, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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hecl::Backend::CullMode::None, true, false, true);
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return ext;
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}
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}
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