mirror of https://github.com/AxioDL/metaforce.git
959 lines
32 KiB
C++
959 lines
32 KiB
C++
#include "CFluidPlaneShader.hpp"
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namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 normalIn;\n"
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"layout(location=2) in vec4 binormalIn;\n"
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"layout(location=3) in vec4 tangentIn;\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"UBINDING0 uniform FluidPlaneUniform\n"
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"{\n"
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" mat4 mv;\n"
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" mat4 mvNorm;\n"
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" mat4 proj;\n"
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" mat4 texMtxs[6];\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 mvPos;\n"
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" vec4 mvNorm;\n"
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" vec4 mvBinorm;\n"
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" vec4 mvTangent;\n"
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" vec4 color;\n"
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" vec2 uvs[7];\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vec4 pos = vec4(posIn.xyz, 1.0);\n"
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" vtf.mvPos = mv * pos;\n"
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" gl_Position = proj * vtf.mvPos;\n"
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" vtf.mvNorm = mvNorm * normalIn;\n"
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" vtf.mvBinorm = mvNorm * binormalIn;\n"
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" vtf.mvTangent = mvNorm * tangentIn;\n"
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" vtf.color = vec4(colorIn.xyz, 1.0);\n"
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" vtf.uvs[0] = (texMtxs[0] * pos).xy;\n"
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" vtf.uvs[1] = (texMtxs[1] * pos).xy;\n"
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" vtf.uvs[2] = (texMtxs[2] * pos).xy;\n"
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"%s" // Additional TCGs here
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"}\n";
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static const char* TessVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"\n"
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 outerLevelsIn;\n"
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"layout(location=2) in vec2 innerLevelsIn;\n"
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"\n"
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"struct VertToControl\n"
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"{\n"
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" vec4 minMaxPos;\n"
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" vec4 outerLevels;\n"
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" vec2 innerLevels;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToControl vtc;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vtc.minMaxPos = posIn;\n"
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" vtc.outerLevels = outerLevelsIn;\n"
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" vtc.innerLevels = innerLevelsIn;\n"
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"}\n";
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static const char* TessCS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"#extension GL_ARB_tessellation_shader: enable\n"
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"layout(vertices = 1) out;\n"
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"\n"
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"struct VertToControl\n"
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"{\n"
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" vec4 minMaxPos;\n"
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" vec4 outerLevels;\n"
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" vec2 innerLevels;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToControl vtc[];\n"
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"SBINDING(0) patch out vec4 minMaxPos;\n"
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"\n"
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"void main()\n"
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"{\n"
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" minMaxPos = vtc[gl_InvocationID].minMaxPos;\n"
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" for (int i=0 ; i<4 ; ++i)\n"
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" gl_TessLevelOuter[i] = vtc[gl_InvocationID].outerLevels[i];\n"
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" for (int i=0 ; i<2 ; ++i)\n"
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" gl_TessLevelInner[i] = vtc[gl_InvocationID].innerLevels[i];\n"
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"}";
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static const char* TessES =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"#extension GL_ARB_tessellation_shader: enable\n"
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"layout(quads, equal_spacing) in;\n"
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"\n"
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"struct Ripple\n"
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"{\n"
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" vec4 center; // time, distFalloff\n"
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" vec4 params; // amplitude, lookupPhase, lookupTime\n"
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"};\n"
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"\n"
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"UBINDING0 uniform FluidPlaneUniform\n"
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"{\n"
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" mat4 mv;\n"
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" mat4 mvNorm;\n"
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" mat4 proj;\n"
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" mat4 texMtxs[6];\n"
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" Ripple ripples[20];\n"
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" vec4 colorMul;\n"
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" float rippleNormResolution;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 mvPos;\n"
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" vec4 mvNorm;\n"
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" vec4 mvBinorm;\n"
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" vec4 mvTangent;\n"
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" vec4 color;\n"
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" vec2 uvs[7];\n"
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"};\n"
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"\n"
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"SBINDING(0) patch in vec4 minMaxPos;\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"\n"
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"TBINDING%d uniform sampler2D RippleMap;\n"
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"\n"
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"const float PI_X2 = 6.283185307179586;\n"
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"\n"
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"void ApplyRipple(in Ripple ripple, in vec2 pos, inout float height)\n"
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"{\n"
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" float dist = length(ripple.center.xy - pos);\n"
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" float rippleV = textureLod(RippleMap, vec2(dist * ripple.center.w, ripple.center.z), 0.0).r;\n"
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" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 posIn = vec2(mix(minMaxPos.x, minMaxPos.z, gl_TessCoord.x),\n"
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" mix(minMaxPos.y, minMaxPos.w, gl_TessCoord.y));\n"
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" float height = 0.0;\n"
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" float upHeight = 0.0;\n"
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" float downHeight = 0.0;\n"
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" float rightHeight = 0.0;\n"
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" float leftHeight = 0.0;\n"
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" for (int i=0 ; i<20 ; ++i)\n"
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" {\n"
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" ApplyRipple(ripples[i], posIn, height);\n"
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" ApplyRipple(ripples[i], posIn + vec2(0.0, rippleNormResolution), upHeight);\n"
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" ApplyRipple(ripples[i], posIn - vec2(0.0, rippleNormResolution), downHeight);\n"
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" ApplyRipple(ripples[i], posIn + vec2(rippleNormResolution, 0.0), rightHeight);\n"
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" ApplyRipple(ripples[i], posIn - vec2(rippleNormResolution, 0.0), leftHeight);\n"
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" }\n"
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" vec4 normalIn = vec4(normalize(vec3((leftHeight - rightHeight),\n"
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" (downHeight - upHeight),\n"
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" rippleNormResolution)), 1.0);\n"
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" vec4 binormalIn = vec4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
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" vec4 tangentIn = vec4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
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" vec4 pos = vec4(posIn, height, 1.0);\n"
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" vtf.mvPos = mv * pos;\n"
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" gl_Position = proj * vtf.mvPos;\n"
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" vtf.mvNorm = mvNorm * normalIn;\n"
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" vtf.mvBinorm = mvNorm * binormalIn;\n"
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" vtf.mvTangent = mvNorm * tangentIn;\n"
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" vtf.color = max(height, 0.0) * colorMul;\n"
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" vtf.color.a = 1.0;\n"
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" vtf.uvs[0] = (texMtxs[0] * pos).xy;\n"
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" vtf.uvs[1] = (texMtxs[1] * pos).xy;\n"
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" vtf.uvs[2] = (texMtxs[2] * pos).xy;\n"
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"%s\n" // Additional TCGs here
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"\n"
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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" // Reappropriated for indirect texture scaling
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"{\n"
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" int mode;\n"
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" vec4 color;\n"
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" float indScale;\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 kColor0;\n"
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" vec4 kColor1;\n"
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" vec4 kColor2;\n"
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" vec4 kColor3;\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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" 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), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return ret;\n"
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"}\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 mvPos;\n"
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" vec4 mvNorm;\n"
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" vec4 mvBinorm;\n"
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" vec4 mvTangent;\n"
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" vec4 color;\n"
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" vec2 uvs[7];\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"%s" // Textures here
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"void main()\n"
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"{\n"
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" vec4 lighting = LightingFunc(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
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"%s" // Combiner expression here
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"}\n";
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static const char* FSDoor =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"\n"
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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" // Reappropriated for indirect texture scaling
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"{\n"
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" int mode;\n"
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" vec4 color;\n"
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" float indScale;\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 kColor0;\n"
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" vec4 kColor1;\n"
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" vec4 kColor2;\n"
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" vec4 kColor3;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 mvPos;\n"
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" vec4 mvNorm;\n"
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" vec4 mvBinorm;\n"
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" vec4 mvTangent;\n"
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" vec4 color;\n"
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" vec2 uvs[7];\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"%s" // Textures here
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"void main()\n"
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"{\n"
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"%s" // Combiner expression here
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"}\n";
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static void _BuildFragShader(std::string& finalFS, int& nextTex, const char* texNames[8],
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const SFluidPlaneShaderInfo& info)
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{
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std::string textures;
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std::string combiner;
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int nextTCG = 3;
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int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv;
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if (info.m_hasPatternTex1)
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{
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texNames[nextTex] = "patternTex1";
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textures += hecl::Format("TBINDING%d uniform sampler2D patternTex1;\n", nextTex++);
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}
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if (info.m_hasPatternTex2)
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{
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texNames[nextTex] = "patternTex2";
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textures += hecl::Format("TBINDING%d uniform sampler2D patternTex2;\n", nextTex++);
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}
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if (info.m_hasColorTex)
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{
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texNames[nextTex] = "colorTex";
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textures += hecl::Format("TBINDING%d uniform sampler2D colorTex;\n", nextTex++);
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}
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if (info.m_hasBumpMap)
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{
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texNames[nextTex] = "bumpMap";
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textures += hecl::Format("TBINDING%d uniform sampler2D bumpMap;\n", nextTex++);
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}
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if (info.m_hasEnvMap)
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{
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texNames[nextTex] = "envMap";
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textures += hecl::Format("TBINDING%d uniform sampler2D envMap;\n", nextTex++);
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}
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if (info.m_hasEnvBumpMap)
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{
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texNames[nextTex] = "envBumpMap";
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textures += hecl::Format("TBINDING%d uniform sampler2D envBumpMap;\n", nextTex++);
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}
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if (info.m_hasLightmap)
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{
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texNames[nextTex] = "lightMap";
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textures += hecl::Format("TBINDING%d uniform sampler2D lightMap;\n", nextTex++);
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}
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if (info.m_hasBumpMap)
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{
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bumpMapUv = nextTCG++;
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}
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if (info.m_hasEnvBumpMap)
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{
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envBumpMapUv = nextTCG++;
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}
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if (info.m_hasEnvMap)
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{
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envMapUv = nextTCG++;
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}
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if (info.m_hasLightmap)
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{
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lightmapUv = nextTCG;
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}
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switch (info.m_type)
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{
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case EFluidType::NormalWater:
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case EFluidType::PhazonFluid:
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case EFluidType::Four:
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if (info.m_hasLightmap)
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{
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combiner += hecl::Format(" vec4 lightMapTexel = texture(lightMap, vtf.uvs[%d]);\n", lightmapUv);
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// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
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// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
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// Output reg 2
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// KColor 2
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if (info.m_doubleLightmapBlend)
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{
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// 1: Tex4TCG2, Tex4, GX_COLOR1A1
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// C2, TEX, KONST, RAS
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// Output reg 2
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// KColor 3
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// Tex * K2 + Lighting
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combiner += " lighting += mix(lightMapTexel * kColor2, lightMapTexel, kColor3);\n";
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}
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else
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{
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// mix(Tex * K2, Tex, K3) + Lighting
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combiner += " lighting += lightMapTexel * kColor2;\n";
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}
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}
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// Next: Tex0TCG, Tex0, GX_COLOR1A1
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// ZERO, TEX, KONST, RAS
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// Output reg prev
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// KColor 0
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// Next: Tex1TCG, Tex1, GX_COLOR0A0
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// ZERO, TEX, PREV, RAS
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// Output reg prev
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// Next: Tex2TCG, Tex2, GX_COLOR1A1
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// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
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// Output reg prev
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// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
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if (info.m_hasPatternTex2)
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{
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if (info.m_hasPatternTex1)
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combiner += " colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + lighting) *\n"
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" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
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else
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combiner += " colorOut = lighting * texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
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}
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else
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{
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combiner += " colorOut = vtf.color;\n";
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}
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if (info.m_hasColorTex && !info.m_hasEnvMap && info.m_hasEnvBumpMap)
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{
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// Make previous stage indirect, mtx0
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combiner += hecl::Format(" vec2 indUvs = (texture(envBumpMap, vtf.uvs[%d]).ra - vec2(0.5, 0.5)) *\n"
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" vec2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
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combiner += " colorOut += texture(colorTex, indUvs + vtf.uvs[2]) * lighting;\n";
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}
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else if (info.m_hasEnvMap)
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{
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// Next: envTCG, envTex, NULL
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// PREV, TEX, KONST, ZERO
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// Output reg prev
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// KColor 1
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// Make previous stage indirect, mtx0
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if (info.m_hasColorTex)
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combiner += " colorOut += texture(colorTex, vtf.uvs[2]) * lighting;\n";
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combiner += hecl::Format(" vec2 indUvs = (texture(envBumpMap, vtf.uvs[%d]).ra - vec2(0.5, 0.5)) *\n"
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" vec2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
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combiner += hecl::Format(" colorOut = mix(colorOut, texture(envMap, indUvs + vtf.uvs[%d]), kColor1);\n",
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envMapUv);
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}
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else if (info.m_hasColorTex)
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{
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combiner += " colorOut += texture(colorTex, vtf.uvs[2]) * lighting;\n";
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}
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break;
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case EFluidType::PoisonWater:
|
|
if (info.m_hasLightmap)
|
|
{
|
|
combiner += hecl::Format(" vec4 lightMapTexel = texture(lightMap, vtf.uvs[%d]);\n", lightmapUv);
|
|
// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
|
|
// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
|
|
// Output reg 2
|
|
// KColor 2
|
|
if (info.m_doubleLightmapBlend)
|
|
{
|
|
// 1: Tex4TCG2, Tex4, GX_COLOR1A1
|
|
// C2, TEX, KONST, RAS
|
|
// Output reg 2
|
|
// KColor 3
|
|
// Tex * K2 + Lighting
|
|
combiner += " lighting += mix(lightMapTexel * kColor2, lightMapTexel, kColor3);\n";
|
|
}
|
|
else
|
|
{
|
|
// mix(Tex * K2, Tex, K3) + Lighting
|
|
combiner += " lighting += lightMapTexel * kColor2;\n";
|
|
}
|
|
}
|
|
|
|
// Next: Tex0TCG, Tex0, GX_COLOR1A1
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// Next: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// Next: Tex2TCG, Tex2, GX_COLOR1A1
|
|
// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + lighting) *\n"
|
|
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = lighting * texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
{
|
|
if (info.m_hasEnvBumpMap)
|
|
{
|
|
// Make previous stage indirect, mtx0
|
|
combiner += hecl::Format(" vec2 indUvs = (texture(envBumpMap, vtf.uvs[%d]).ra - vec2(0.5, 0.5)) *\n"
|
|
" vec2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
|
combiner += " colorOut += texture(colorTex, indUvs + vtf.uvs[2]) * lighting;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut += texture(colorTex, vtf.uvs[2]) * lighting;\n";
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case EFluidType::Lava:
|
|
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// 2: Tex2TCG, Tex2, NULL
|
|
// ZERO, TEX, ONE, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + vtf.color) *\n"
|
|
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = vtf.color * texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += texture(colorTex, vtf.uvs[2]);\n";
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
// 3: bumpMapTCG, bumpMap, NULL
|
|
// ZERO, TEX, ONE, HALF
|
|
// Output reg 0, no clamp, no bias
|
|
|
|
// 4: bumpMapTCG2, bumpMap, NULL
|
|
// ZERO, TEX, ONE, C0
|
|
// Output reg 0, subtract, clamp, no bias
|
|
|
|
combiner += " vec3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;\n"
|
|
" float lx = dot(vtf.mvTangent, lightVec);\n"
|
|
" float ly = dot(vtf.mvBinorm, lightVec);\n";
|
|
combiner += hecl::Format(" vec4 emboss1 = texture(bumpMap, vtf.uvs[%d]) + vec4(0.5);\n"
|
|
" vec4 emboss2 = texture(bumpMap, vtf.uvs[%d] + vec2(lx, ly));\n",
|
|
bumpMapUv, bumpMapUv);
|
|
|
|
// 5: NULL, NULL, NULL
|
|
// ZERO, PREV, C0, ZERO
|
|
// Output reg prev, scale 2, clamp
|
|
|
|
// colorOut * clamp(emboss1 + 0.5 - emboss2, 0.0, 1.0) * 2.0
|
|
combiner += "colorOut *= clamp((emboss1 + vec4(0.5) - emboss2) * vec4(2.0), vec4(0.0), vec4(1.0));\n";
|
|
}
|
|
|
|
break;
|
|
|
|
case EFluidType::ThickLava:
|
|
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// 2: Tex2TCG, Tex2, NULL
|
|
// ZERO, TEX, ONE, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (texture(patternTex1, vtf.uvs[0]) * kColor0 + vtf.color) *\n"
|
|
" texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = vtf.color * texture(patternTex2, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += texture(colorTex, vtf.uvs[2]);\n";
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
// 3: bumpMapTCG, bumpMap, NULL
|
|
// ZERO, TEX, PREV, ZERO
|
|
// Output reg prev, scale 2
|
|
combiner += hecl::Format(" vec4 emboss1 = texture(bumpMap, vtf.uvs[%d]) + vec4(0.5);\n", bumpMapUv);
|
|
combiner += "colorOut *= emboss1 * vec4(2.0);\n";
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
combiner += " colorOut.a = kColor0.a;\n";
|
|
|
|
char *finalFSs;
|
|
asprintf(&finalFSs, FS, textures.c_str(), combiner.c_str());
|
|
finalFS = finalFSs;
|
|
free(finalFSs);
|
|
}
|
|
|
|
static std::string _BuildAdditionalTCGs(const SFluidPlaneShaderInfo& info)
|
|
{
|
|
std::string additionalTCGs;
|
|
int nextTCG = 3;
|
|
int nextMtx = 4;
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[0] * pos).xy;\n", nextTCG++);
|
|
}
|
|
if (info.m_hasEnvBumpMap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[3] * vec4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
|
}
|
|
if (info.m_hasEnvMap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
|
}
|
|
if (info.m_hasLightmap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[%d] * pos).xy;\n", nextTCG, nextMtx);
|
|
}
|
|
|
|
return additionalTCGs;
|
|
}
|
|
|
|
static void _BuildShader(std::string& finalVS, std::string& finalFS, int& nextTex, const char* texNames[8],
|
|
const SFluidPlaneShaderInfo& info)
|
|
{
|
|
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
|
|
|
char *finalVSs;
|
|
asprintf(&finalVSs, VS, additionalTCGs.c_str());
|
|
finalVS = finalVSs;
|
|
free(finalVSs);
|
|
|
|
_BuildFragShader(finalFS, nextTex, texNames, info);
|
|
}
|
|
|
|
static void _BuildTessellationShader(std::string& finalTessES, int& nextTex, const char* texNames[8],
|
|
const SFluidPlaneShaderInfo& info)
|
|
{
|
|
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
|
|
|
texNames[nextTex] = "RippleMap";
|
|
|
|
char *finalESs;
|
|
asprintf(&finalESs, TessES, nextTex, additionalTCGs.c_str());
|
|
finalTessES = finalESs;
|
|
free(finalESs);
|
|
|
|
++nextTex;
|
|
}
|
|
|
|
static void _BuildShader(std::string& finalVS, std::string& finalFS, int& nextTex, const char* texNames[3],
|
|
const SFluidPlaneDoorShaderInfo& info)
|
|
{
|
|
std::string additionalTCGs;
|
|
std::string textures;
|
|
std::string combiner;
|
|
|
|
if (info.m_hasPatternTex1)
|
|
{
|
|
texNames[nextTex] = "patternTex1";
|
|
textures += hecl::Format("TBINDING%d uniform sampler2D patternTex1;\n", nextTex++);
|
|
}
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
texNames[nextTex] = "patternTex2";
|
|
textures += hecl::Format("TBINDING%d uniform sampler2D patternTex2;\n", nextTex++);
|
|
}
|
|
if (info.m_hasColorTex)
|
|
{
|
|
texNames[nextTex] = "colorTex";
|
|
textures += hecl::Format("TBINDING%d uniform sampler2D colorTex;\n", nextTex++);
|
|
}
|
|
|
|
// Tex0 * kColor0 * Tex1 + Tex2
|
|
if (info.m_hasPatternTex1 && info.m_hasPatternTex2)
|
|
{
|
|
combiner += " colorOut = texture(patternTex1, vtf.uvs[0]) * kColor0 *\n"
|
|
" texture(patternTex2, vtf.uvs[1]);\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vec4(0.0);\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
{
|
|
combiner += " colorOut += texture(colorTex, vtf.uvs[2]);\n";
|
|
}
|
|
|
|
combiner += " colorOut.a = kColor0.a;\n";
|
|
|
|
char *finalVSs, *finalFSs;
|
|
asprintf(&finalVSs, VS, additionalTCGs.c_str());
|
|
asprintf(&finalFSs, FSDoor, textures.c_str(), combiner.c_str());
|
|
|
|
finalVS = finalVSs;
|
|
finalFS = finalFSs;
|
|
|
|
free(finalVSs);
|
|
free(finalFSs);
|
|
}
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
CFluidPlaneShader::BuildShader(boo::GLDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
|
|
{
|
|
int nextTex = 0;
|
|
const char* texNames[8] = {};
|
|
std::string finalVS, finalFS;
|
|
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
|
const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
|
|
auto regular = ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(),
|
|
size_t(nextTex), texNames, 3, uniNames,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
boo::CullMode::None);
|
|
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
|
if (info.m_tessellation)
|
|
{
|
|
std::string finalTessES;
|
|
_BuildTessellationShader(finalTessES, nextTex, texNames, info);
|
|
tessellation = ctx.newTessellationShaderPipeline(
|
|
TessVS, finalFS.c_str(), TessCS, finalTessES.c_str(),
|
|
size_t(nextTex), texNames, 3, uniNames,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
1, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
|
|
}
|
|
return {regular, tessellation};
|
|
}
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
CFluidPlaneShader::BuildShader(boo::GLDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
|
{
|
|
int nextTex = 0;
|
|
const char* texNames[3] = {};
|
|
std::string finalVS, finalFS;
|
|
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
|
const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
|
|
return {ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), size_t(nextTex), texNames, 3, uniNames,
|
|
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
boo::CullMode::None), {}};
|
|
}
|
|
|
|
template <>
|
|
void CFluidPlaneShader::_Shutdown<boo::GLDataFactory>() {}
|
|
|
|
#if BOO_HAS_VULKAN
|
|
static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
|
|
static boo::ObjToken<boo::IVertexFormat> s_vtxFmtTess;
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx,
|
|
const SFluidPlaneShaderInfo& info)
|
|
{
|
|
if (!s_vtxFmt)
|
|
{
|
|
boo::VertexElementDescriptor elements[] =
|
|
{
|
|
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
|
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
|
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
|
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
|
{nullptr, nullptr, boo::VertexSemantic::Color}
|
|
};
|
|
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
|
}
|
|
|
|
int nextTex = 0;
|
|
const char* texNames[8] = {};
|
|
std::string finalVS, finalFS;
|
|
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
|
auto regular = ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
boo::CullMode::None);
|
|
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
|
if (info.m_tessellation)
|
|
{
|
|
if (!s_vtxFmtTess)
|
|
{
|
|
boo::VertexElementDescriptor elements[] =
|
|
{
|
|
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4, 1}
|
|
};
|
|
s_vtxFmtTess = ctx.newVertexFormat(3, elements);
|
|
}
|
|
|
|
std::string finalTessES;
|
|
_BuildTessellationShader(finalTessES, nextTex, texNames, info);
|
|
tessellation = ctx.newTessellationShaderPipeline(
|
|
TessVS, finalFS.c_str(), TessCS, finalTessES.c_str(), s_vtxFmtTess,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
1, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
|
|
}
|
|
return {regular, tessellation};
|
|
}
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
|
{
|
|
if (!s_vtxFmt)
|
|
{
|
|
boo::VertexElementDescriptor elements[] =
|
|
{
|
|
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
|
{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
|
|
{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
|
|
{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
|
|
{nullptr, nullptr, boo::VertexSemantic::Color}
|
|
};
|
|
s_vtxFmt = ctx.newVertexFormat(5, elements);
|
|
}
|
|
|
|
int nextTex = 0;
|
|
const char* texNames[3] = {};
|
|
std::string finalVS, finalFS;
|
|
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
|
|
auto regular = ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
|
|
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
boo::CullMode::None);
|
|
return {regular, {}};
|
|
}
|
|
|
|
template <>
|
|
void CFluidPlaneShader::_Shutdown<boo::VulkanDataFactory>()
|
|
{
|
|
s_vtxFmt.reset();
|
|
s_vtxFmtTess.reset();
|
|
}
|
|
|
|
#endif
|
|
|
|
CFluidPlaneShader::BindingPair
|
|
CFluidPlaneShader::BuildBinding(boo::GLDataFactory::Context& ctx, const ShaderPair& pipeline)
|
|
{
|
|
boo::VertexElementDescriptor elements[] =
|
|
{
|
|
{m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
|
|
{m_vbo.get(), nullptr, boo::VertexSemantic::Normal4, 0},
|
|
{m_vbo.get(), nullptr, boo::VertexSemantic::Normal4, 1},
|
|
{m_vbo.get(), nullptr, boo::VertexSemantic::Normal4, 2},
|
|
{m_vbo.get(), nullptr, boo::VertexSemantic::Color}
|
|
};
|
|
boo::ObjToken<boo::IVertexFormat> vtxFmt = ctx.newVertexFormat(5, elements);
|
|
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
|
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
|
boo::PipelineStage::Fragment };
|
|
size_t ubufOffs[] = {0, 0, 1280};
|
|
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
|
size_t texCount = 0;
|
|
boo::ObjToken<boo::ITexture> texs[8];
|
|
if (m_patternTex1)
|
|
texs[texCount++] = m_patternTex1->GetBooTexture();
|
|
if (m_patternTex2)
|
|
texs[texCount++] = m_patternTex2->GetBooTexture();
|
|
if (m_colorTex)
|
|
texs[texCount++] = m_colorTex->GetBooTexture();
|
|
if (m_bumpMap)
|
|
texs[texCount++] = m_bumpMap->GetBooTexture();
|
|
if (m_envMap)
|
|
texs[texCount++] = m_envMap->GetBooTexture();
|
|
if (m_envBumpMap)
|
|
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
|
if (m_lightmap)
|
|
texs[texCount++] = m_lightmap->GetBooTexture();
|
|
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
|
|
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
|
if (pipeline.m_tessellation)
|
|
{
|
|
boo::VertexElementDescriptor tessElements[] =
|
|
{
|
|
{m_pvbo.get(), nullptr, boo::VertexSemantic::Position4},
|
|
{m_pvbo.get(), nullptr, boo::VertexSemantic::UV4, 0},
|
|
{m_pvbo.get(), nullptr, boo::VertexSemantic::UV4, 1}
|
|
};
|
|
boo::ObjToken<boo::IVertexFormat> vtxFmtTess = ctx.newVertexFormat(3, tessElements);
|
|
|
|
texs[texCount++] = m_rippleMap.get();
|
|
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, vtxFmtTess, m_pvbo.get(), nullptr, nullptr, 3,
|
|
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
}
|
|
return {regular, tessellation};
|
|
}
|
|
|
|
#if BOO_HAS_VULKAN
|
|
CFluidPlaneShader::BindingPair
|
|
CFluidPlaneShader::BuildBinding(boo::VulkanDataFactory::Context& ctx, const ShaderPair& pipeline)
|
|
{
|
|
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
|
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
|
boo::PipelineStage::Fragment };
|
|
size_t ubufOffs[] = {0, 0, 1280};
|
|
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
|
size_t texCount = 0;
|
|
boo::ObjToken<boo::ITexture> texs[8] = {};
|
|
if (m_patternTex1)
|
|
texs[texCount++] = m_patternTex1->GetBooTexture();
|
|
if (m_patternTex2)
|
|
texs[texCount++] = m_patternTex2->GetBooTexture();
|
|
if (m_colorTex)
|
|
texs[texCount++] = m_colorTex->GetBooTexture();
|
|
if (m_bumpMap)
|
|
texs[texCount++] = m_bumpMap->GetBooTexture();
|
|
if (m_envMap)
|
|
texs[texCount++] = m_envMap->GetBooTexture();
|
|
if (m_envBumpMap)
|
|
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
|
if (m_lightmap)
|
|
texs[texCount++] = m_lightmap->GetBooTexture();
|
|
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, s_vtxFmt, m_vbo.get(), nullptr, nullptr,
|
|
3, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
|
if (pipeline.m_tessellation)
|
|
{
|
|
texs[texCount++] = m_rippleMap.get();
|
|
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, s_vtxFmtTess, m_pvbo.get(), nullptr, nullptr,
|
|
3, ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
}
|
|
return {regular, tessellation};
|
|
}
|
|
#endif
|
|
|
|
}
|