mirror of https://github.com/AxioDL/metaforce.git
800 lines
28 KiB
C++
800 lines
28 KiB
C++
#include "CFluidPlaneShader.hpp"
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namespace urde
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{
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static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
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static boo::ObjToken<boo::IVertexFormat> s_tessVtxFmt;
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 normalIn [[ attribute(1) ]];\n"
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" float4 binormalIn [[ attribute(2) ]];\n"
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" float4 tangentIn [[ attribute(3) ]];\n"
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" float4 colorIn [[ attribute(4) ]];\n"
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"};\n"
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"\n"
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"struct FluidPlaneUniform\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 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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" float4 pos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n"
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" float4 mvBinorm;\n"
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" float4 mvTangent;\n"
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" float4 color;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]],\n"
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" constant FluidPlaneUniform& fu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" float4 pos = float4(v.posIn.xyz, 1.0);\n"
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" float4 normalIn = v.normalIn;\n"
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" vtf.mvPos = fu.mv * pos;\n"
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" vtf.pos = fu.proj * vtf.mvPos;\n"
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" vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
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" vtf.mvBinorm = fu.mvNorm * v.binormalIn;\n"
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" vtf.mvTangent = fu.mvNorm * v.tangentIn;\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uv0 = (fu.texMtxs[0] * pos).xy;\n"
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" vtf.uv1 = (fu.texMtxs[1] * pos).xy;\n"
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" vtf.uv2 = (fu.texMtxs[2] * pos).xy;\n"
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"%s" // Additional TCGs here
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" return vtf;\n"
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"}\n";
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static const char* TessCS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 minMaxPos [[ attribute(0) ]];\n"
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" float4 outerLevelsIn [[ attribute(1) ]];\n"
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" float2 innerLevelsIn [[ attribute(2) ]];\n"
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"};\n"
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"\n"
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"struct KernelPatchInfo {\n"
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" uint numPatches; // total number of patches to process.\n"
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" // we need this because this value may\n"
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" // not be a multiple of threadgroup size.\n"
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" ushort numPatchesInThreadGroup; // number of patches processed by a\n"
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" // thread-group\n"
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" ushort numControlPointsPerPatch;\n"
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"};\n"
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"\n"
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"kernel void\n"
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"cmain(VertData v [[ stage_in ]],\n"
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" constant KernelPatchInfo& patchInfo [[ buffer(2) ]],\n"
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" device MTLQuadTessellationFactorsHalf* tessellationFactorBuffer [[ buffer(3) ]],\n"
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" ushort lID [[ thread_position_in_threadgroup ]],\n"
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" ushort groupID [[ threadgroup_position_in_grid ]])\n"
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"{\n"
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" uint patchGroupID = groupID * patchInfo.numPatchesInThreadGroup;\n"
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"\n"
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" // execute the per-patch hull function\n"
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" if (lID < patchInfo.numPatchesInThreadGroup)\n"
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" {\n"
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" uint patchID = patchGroupID + lID;\n"
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" device MTLQuadTessellationFactorsHalf& patchOut = tessellationFactorBuffer[patchID];\n"
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" for (int i=0 ; i<4 ; ++i)\n"
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" patchOut.edgeTessellationFactor[i] = v.outerLevelsIn[i];\n"
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" for (int i=0 ; i<2 ; ++i)\n"
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" patchOut.insideTessellationFactor[i] = v.innerLevelsIn[i];\n"
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" }\n"
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"}\n";
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static const char* TessES =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct Ripple\n"
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"{\n"
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" float4 center; // time, distFalloff\n"
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" float4 params; // amplitude, lookupPhase, lookupTime\n"
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"};\n"
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"\n"
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"struct FluidPlaneUniform\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 texMtxs[6];\n"
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" Ripple ripples[20];\n"
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" float4 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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" float4 pos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n"
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" float4 mvBinorm;\n"
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" float4 mvTangent;\n"
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" float4 color;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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"};\n"
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"\n"
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"struct VertData\n"
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"{\n"
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" float4 minMaxPos [[ attribute(0) ]];\n"
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" float4 outerLevelsIn [[ attribute(1) ]];\n"
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" float2 innerLevelsIn [[ attribute(2) ]];\n"
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"};\n"
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"\n"
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"#define PI_X2 6.283185307179586\n"
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"\n"
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"static void ApplyRipple(constant Ripple& ripple, float2 pos, thread float& height,\n"
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" sampler samp, texture2d<float> RippleMap)\n"
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"{\n"
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" float dist = length(ripple.center.xy - pos);\n"
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" float rippleV = RippleMap.sample(samp, float2(dist * ripple.center.w, ripple.center.z), level(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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"[[ patch(quad, 1) ]]\n"
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"vertex VertToFrag emain(VertData v [[ stage_in ]], float2 TessCoord [[ position_in_patch ]],\n"
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" constant FluidPlaneUniform& fu [[ buffer(2) ]],\n"
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" sampler samp [[ sampler(2) ]],\n"
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" texture2d<float> RippleMap [[ texture(%d) ]])\n"
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"{\n"
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" float2 posIn = float2(mix(v.minMaxPos.x, v.minMaxPos.z, TessCoord.x),\n"
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" mix(v.minMaxPos.y, v.minMaxPos.w, 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(fu.ripples[i], posIn, height, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn + float2(0.0, fu.rippleNormResolution), upHeight, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn - float2(0.0, fu.rippleNormResolution), downHeight, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn + float2(fu.rippleNormResolution, 0.0), rightHeight, samp, RippleMap);\n"
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" ApplyRipple(fu.ripples[i], posIn - float2(fu.rippleNormResolution, 0.0), leftHeight, samp, RippleMap);\n"
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" }\n"
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" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
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" (downHeight - upHeight),\n"
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" fu.rippleNormResolution)), 1.0);\n"
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" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
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" float4 tangentIn = float4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
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" float4 pos = float4(posIn, height, 1.0);\n"
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" VertToFrag vtf;\n"
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" vtf.mvPos = (fu.mv * pos);\n"
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" vtf.pos = (fu.proj * vtf.mvPos);\n"
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" vtf.mvNorm = (fu.mvNorm * normalIn);\n"
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" vtf.mvBinorm = (fu.mvNorm * binormalIn);\n"
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" vtf.mvTangent = (fu.mvNorm * tangentIn);\n"
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" vtf.color = max(height, 0.0) * fu.colorMul;\n"
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" vtf.color.a = 1.0;\n"
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" vtf.uv0 = (fu.texMtxs[0] * pos).xy;\n"
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" vtf.uv1 = (fu.texMtxs[1] * pos).xy;\n"
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" vtf.uv2 = (fu.texMtxs[2] * pos).xy;\n"
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"%s\n" // Additional TCGs here
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"\n"
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n" // Reappropriated for indirect texture scaling
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"{\n"
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" int mode;\n"
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" float4 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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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 kColor0;\n"
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" float4 kColor1;\n"
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" float4 kColor2;\n"
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" float4 kColor3;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn)\n"
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"{\n"
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" float4 ret = lu.ambient;\n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lu.lights[i].dir.xyz), 0.0, 1.0);\n"
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" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
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" lu.lights[i].linAtt[1] * dist +\n"
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" lu.lights[i].linAtt[0]);\n"
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" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
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" lu.lights[i].angAtt[1] * angDot +\n"
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" lu.lights[i].angAtt[0];\n"
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" ret += lu.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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" float4 pos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n"
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" float4 mvBinorm;\n"
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" float4 mvTangent;\n"
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" float4 color;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" constant LightingUniform& lu [[ buffer(4) ]]%s)\n" // Textures here
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"{\n"
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" float4 lighting = LightingFunc(lu, vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
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" float4 colorOut;\n"
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"%s" // Combiner expression here
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" return colorOut;\n"
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"}\n";
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static const char* FSDoor =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"\n"
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n" // Reappropriated for indirect texture scaling
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"{\n"
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" int mode;\n"
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" float4 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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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 kColor0;\n"
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" float4 kColor1;\n"
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" float4 kColor2;\n"
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" float4 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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" float4 pos [[ position ]];\n"
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" float4 mvPos;\n"
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" float4 mvNorm;\n"
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" float4 mvBinorm;\n"
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" float4 mvTangent;\n"
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" float4 color;\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" constant LightingUniform& lu [[ buffer(4) ]]%s)\n" // Textures here
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"{\n"
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" float4 colorOut;\n"
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"%s" // Combiner expression here
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" return colorOut;\n"
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"}\n";
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CFluidPlaneShader::ShaderPair
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CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
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{
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if (!s_vtxFmt)
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{
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boo::VertexElementDescriptor elements[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
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{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
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{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
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{nullptr, nullptr, boo::VertexSemantic::Color}
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};
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s_vtxFmt = ctx.newVertexFormat(5, elements);
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}
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std::string additionalTCGs;
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std::string textures;
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std::string combiner;
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int nextTex = 0;
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int nextTCG = 3;
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int nextMtx = 4;
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int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv;
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if (info.m_hasPatternTex1)
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textures += hecl::Format(",\ntexture2d<float> patternTex1 [[ texture(%d) ]]", nextTex++);
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if (info.m_hasPatternTex2)
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textures += hecl::Format(",\ntexture2d<float> patternTex2 [[ texture(%d) ]]", nextTex++);
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if (info.m_hasColorTex)
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textures += hecl::Format(",\ntexture2d<float> colorTex [[ texture(%d) ]]", nextTex++);
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if (info.m_hasBumpMap)
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textures += hecl::Format(",\ntexture2d<float> bumpMap [[ texture(%d) ]]", nextTex++);
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if (info.m_hasEnvMap)
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textures += hecl::Format(",\ntexture2d<float> envMap [[ texture(%d) ]]", nextTex++);
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if (info.m_hasEnvBumpMap)
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textures += hecl::Format(",\ntexture2d<float> envBumpMap [[ texture(%d) ]]", nextTex++);
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if (info.m_hasLightmap)
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textures += hecl::Format(",\ntexture2d<float> lightMap [[ texture(%d) ]]", nextTex++);
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if (info.m_hasBumpMap)
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{
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bumpMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[0] * pos).xy;\n", 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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additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(normalIn.xyz, 1.0)).xy;\n", 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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additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
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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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additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
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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(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%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 * lu.kColor2, lightMapTexel, lu.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 * lu.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 = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + lighting) *\n"
|
|
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = lighting * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
|
|
if (info.m_hasColorTex && !info.m_hasEnvMap && info.m_hasEnvBumpMap)
|
|
{
|
|
// Make previous stage indirect, mtx0
|
|
combiner += hecl::Format(" float2 indUvs = (envBumpMap.sample(samp, vtf.uv%d).ra - float2(0.5, 0.5)) *\n"
|
|
" float2(lu.fog.indScale, -lu.fog.indScale);\n", envBumpMapUv);
|
|
combiner += " colorOut += colorTex.sample(samp, indUvs + vtf.uv2) * lighting;\n";
|
|
}
|
|
else if (info.m_hasEnvMap)
|
|
{
|
|
// Next: envTCG, envTex, NULL
|
|
// PREV, TEX, KONST, ZERO
|
|
// Output reg prev
|
|
// KColor 1
|
|
|
|
// Make previous stage indirect, mtx0
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += colorTex.sample(samp, vtf.uv2) * lighting;\n";
|
|
combiner += hecl::Format(" float2 indUvs = (envBumpMap.sample(samp, vtf.uv%d).ra - float2(0.5, 0.5)) *\n"
|
|
" float2(lu.fog.indScale, -lu.fog.indScale);\n", envBumpMapUv);
|
|
combiner += hecl::Format(" colorOut = mix(colorOut, envMap.sample(samp, indUvs + vtf.uv%d), lu.kColor1);\n",
|
|
envMapUv);
|
|
}
|
|
else if (info.m_hasColorTex)
|
|
{
|
|
combiner += " colorOut += colorTex.sample(samp, vtf.uv2) * lighting;\n";
|
|
}
|
|
|
|
break;
|
|
|
|
case EFluidType::PoisonWater:
|
|
if (info.m_hasLightmap)
|
|
{
|
|
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%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 * lu.kColor2, lightMapTexel, lu.kColor3);\n";
|
|
}
|
|
else
|
|
{
|
|
// mix(Tex * K2, Tex, K3) + Lighting
|
|
combiner += " lighting += lightMapTexel * lu.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 = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + lighting) *\n"
|
|
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = lighting * patternTex2.sample(samp, vtf.uv1) + 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(" float2 indUvs = (envBumpMap.sample(samp, vtf.uv%d).ra - float2(0.5, 0.5)) *\n"
|
|
" float2(lu.fog.indScale, -lu.fog.indScale);\n", envBumpMapUv);
|
|
combiner += " colorOut += colorTex.sample(samp, indUvs + vtf.uv2) * lighting;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut += colorTex.sample(samp, vtf.uv2) * 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 = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + vtf.color) *\n"
|
|
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = vtf.color * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += colorTex.sample(samp, vtf.uv2);\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 += " float3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;\n"
|
|
" float lx = dot(vtf.mvTangent.xyz, lightVec);\n"
|
|
" float ly = dot(vtf.mvBinorm.xyz, lightVec);\n";
|
|
combiner += hecl::Format(" float4 emboss1 = bumpMap.sample(samp, vtf.uv%d) + float4(0.5);\n"
|
|
" float4 emboss2 = bumpMap.sample(samp, vtf.uv%d + float2(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 + float4(0.5) - emboss2) * float4(2.0), float4(0.0), float4(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 = (patternTex1.sample(samp, vtf.uv0) * lu.kColor0 + vtf.color) *\n"
|
|
" patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = vtf.color * patternTex2.sample(samp, vtf.uv1) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += colorTex.sample(samp, vtf.uv2);\n";
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
// 3: bumpMapTCG, bumpMap, NULL
|
|
// ZERO, TEX, PREV, ZERO
|
|
// Output reg prev, scale 2
|
|
combiner += hecl::Format(" float4 emboss1 = bumpMap.sample(samp, vtf.uv%d) + float4(0.5);\n", bumpMapUv);
|
|
combiner += "colorOut *= emboss1 * float4(2.0);\n";
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
combiner += " colorOut.a = lu.kColor0.a;\n";
|
|
|
|
char *finalVS, *finalFS;
|
|
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
|
asprintf(&finalFS, FS, textures.c_str(), combiner.c_str());
|
|
|
|
auto regular = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, 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_tessVtxFmt)
|
|
{
|
|
boo::VertexElementDescriptor tessElements[] =
|
|
{
|
|
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
|
|
};
|
|
s_tessVtxFmt = ctx.newVertexFormat(3, tessElements);
|
|
}
|
|
|
|
char *finalES;
|
|
asprintf(&finalES, TessES, nextTex, additionalTCGs.c_str());
|
|
|
|
tessellation = ctx.newTessellationShaderPipeline(TessCS, finalFS, finalES, nullptr, nullptr, nullptr, s_tessVtxFmt,
|
|
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);
|
|
|
|
free(finalES);
|
|
}
|
|
|
|
free(finalVS);
|
|
free(finalFS);
|
|
|
|
return {regular, tessellation};
|
|
}
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::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);
|
|
}
|
|
|
|
std::string additionalTCGs;
|
|
std::string textures;
|
|
std::string combiner;
|
|
int nextTex = 0;
|
|
|
|
if (info.m_hasPatternTex1)
|
|
textures += hecl::Format(",\ntexture2d<float> patternTex1 [[ texture(%d) ]]", nextTex++);
|
|
if (info.m_hasPatternTex2)
|
|
textures += hecl::Format(",\ntexture2d<float> patternTex2 [[ texture(%d) ]]", nextTex++);
|
|
if (info.m_hasColorTex)
|
|
textures += hecl::Format(",\ntexture2d<float> colorTex [[ texture(%d) ]]", nextTex++);
|
|
|
|
// Tex0 * kColor0 * Tex1 + Tex2
|
|
if (info.m_hasPatternTex1 && info.m_hasPatternTex2)
|
|
{
|
|
combiner += " colorOut = patternTex1.sample(samp, vtf.uv0) * lu.kColor0 *\n"
|
|
" patternTex2.sample(samp, vtf.uv1);\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = float4(0.0);\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
{
|
|
combiner += " colorOut += colorTex.sample(samp, vtf.uv2);\n";
|
|
}
|
|
|
|
combiner += " colorOut.a = lu.kColor0.a;\n";
|
|
|
|
char *finalVS, *finalFS;
|
|
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
|
asprintf(&finalFS, FSDoor, textures.c_str(), combiner.c_str());
|
|
|
|
auto ret = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
|
|
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
boo::CullMode::None);
|
|
|
|
free(finalVS);
|
|
free(finalFS);
|
|
|
|
return {ret, {}};
|
|
}
|
|
|
|
template <>
|
|
void CFluidPlaneShader::_Shutdown<boo::MetalDataFactory>()
|
|
{
|
|
s_vtxFmt.reset();
|
|
s_tessVtxFmt.reset();
|
|
}
|
|
|
|
CFluidPlaneShader::BindingPair
|
|
CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::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_tessVtxFmt, m_pvbo.get(), nullptr, nullptr, 3,
|
|
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
}
|
|
return {regular, tessellation};
|
|
}
|
|
|
|
}
|