mirror of https://github.com/AxioDL/metaforce.git
281 lines
12 KiB
C++
281 lines
12 KiB
C++
#include "CModelShaders.hpp"
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#include "hecl/Backend/GLSL.hpp"
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namespace urde {
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using namespace std::literals;
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extern const hecl::Backend::Function ExtensionLightingFuncsGLSL[];
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extern const hecl::Backend::Function ExtensionPostFuncsGLSL[];
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#define FOG_STRUCT_GLSL \
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"struct Fog\n" \
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"{\n" \
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" vec4 color;\n" \
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" float A;\n" \
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" float B;\n" \
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" float C;\n" \
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" int mode;\n" \
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"};\n"
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#define FOG_ALGORITHM_GLSL \
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" float fogZ;\n" \
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" float fogF = clamp((fog.A / (fog.B - gl_FragCoord.z)) - fog.C, 0.0, 1.0);\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 = fogF;\n" \
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" break;\n" \
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" case 4:\n" \
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" fogZ = 1.0 - exp2(-8.0 * fogF);\n" \
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" break;\n" \
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" case 5:\n" \
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" fogZ = 1.0 - exp2(-8.0 * fogF * fogF);\n" \
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" break;\n" \
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" case 6:\n" \
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" fogZ = exp2(-8.0 * (1.0 - fogF));\n" \
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" break;\n" \
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" case 7:\n" \
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" fogF = 1.0 - fogF;\n" \
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" fogZ = exp2(-8.0 * fogF * fogF);\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 vec4(mix(colorIn, vec4(0.0), clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);\n" \
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"#else\n" \
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" return vec4(mix(colorIn, fog.color, clamp(fogZ, 0.0, 1.0)).rgb, colorIn.a);\n" \
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"#endif\n"
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static std::string_view 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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FOG_STRUCT_GLSL
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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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" vec4 addColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"vec4 LightingFunc(vec3 mvPosIn, vec3 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 - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\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 * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
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" }\n"
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" \n"
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" return clamp(ret, 0.0, 1.0);\n"
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"}\n"sv;
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static std::string_view 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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FOG_STRUCT_GLSL
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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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" vec4 addColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"vec4 LightingShadowFunc(vec3 mvPosIn, vec3 mvNormIn)\n"
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"{\n"
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" vec2 shadowUV = vtf.extTcgs[0];\n"
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" shadowUV.y = 1.0 - shadowUV.y;\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 - lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[0].dir.xyz), 0.0);\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 * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0) *\n"
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" texture(extTex7, shadowUV).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 - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\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 * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
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" }\n"
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" \n"
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" return clamp(ret, 0.0, 1.0);\n"
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"}\n"sv;
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static std::string_view MainPostGLSL =
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"vec4 MainPostFunc(vec4 colorIn)\n"
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"{\n" FOG_ALGORITHM_GLSL
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"}\n"
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"\n"sv;
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static std::string_view 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 taddColor;\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 texture(extTex7, 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 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"sv;
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static std::string_view 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"sv;
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static std::string_view DisintegratePostGLSL = FOG_STRUCT_GLSL
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"UBINDING2 uniform DisintegrateUniform\n"
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"{\n"
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" vec4 daddColor;\n"
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" Fog fog;\n"
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"};\n"
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"vec4 DisintegratePostFunc(vec4 colorIn)\n"
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"{\n"
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" vec4 texel0 = texture(extTex7, vtf.extTcgs[0]);\n"
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" vec4 texel1 = texture(extTex7, vtf.extTcgs[1]);\n"
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" colorIn = mix(vec4(0.0), texel1, texel0);\n"
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" colorIn.rgb += daddColor.rgb;\n" FOG_ALGORITHM_GLSL
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"}\n"
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"\n"sv;
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static std::string_view ThermalColdPostGLSL =
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"vec4 ThermalColdPostFunc(vec4 colorIn)\n"
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"{\n"
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" return colorIn * vec4(0.75);\n"
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"}\n"
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"\n"sv;
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const hecl::Backend::Function ExtensionLightingFuncsGLSL[] = {
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{},
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{LightingGLSL, "LightingFunc"},
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{},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "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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{LightingShadowGLSL, "LightingShadowFunc"},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "LightingFunc"},
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{LightingGLSL, "LightingFunc"},
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{},
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{LightingGLSL, "LightingFunc"},
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{},
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{LightingGLSL, "LightingFunc"},
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};
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const hecl::Backend::Function ExtensionPostFuncsGLSL[] = {
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{},
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{MainPostGLSL, "MainPostFunc"},
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{ThermalPostGLSL, "ThermalPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{SolidPostGLSL, "SolidPostFunc"},
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{SolidPostGLSL, "SolidPostFunc"},
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{SolidPostGLSL, "SolidPostFunc"},
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{SolidPostGLSL, "SolidPostFunc"},
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{SolidPostGLSL, "SolidPostFunc"},
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{SolidPostGLSL, "SolidPostFunc"},
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{MBShadowPostGLSL, "MBShadowPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{DisintegratePostGLSL, "DisintegratePostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{ThermalColdPostGLSL, "ThermalColdPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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};
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} // namespace urde
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