metaforce/Runtime/Graphics/Shaders/CModelShadersMetal.cpp

106 lines
3.5 KiB
C++

#include "CModelShaders.hpp"
namespace urde
{
static const char* LightingMetal =
"struct Light\n"
"{\n"
" float4 pos;\n"
" float4 dir;\n"
" float4 color;\n"
" float4 linAtt;\n"
" float4 angAtt;\n"
"};\n"
"struct Fog\n"
"{\n"
" float4 color;\n"
" float rangeScale;\n"
" float start;\n"
"};\n"
"\n"
"struct LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" float4 ambient;\n"
" float4 colorReg0;\n"
" float4 colorReg1;\n"
" float4 colorReg2;\n"
" float4 mulColor;\n"
" Fog fog;\n"
"};\n"
"\n"
"static float4 LightingFunc(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn)\n"
"{\n"
" float4 ret = lu.ambient;\n"
" \n"
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" float3 delta = mvPosIn.xyz - lu.lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
" lu.lights[i].linAtt[1] * dist +\n"
" lu.lights[i].linAtt[0]);\n"
" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
" lu.lights[i].angAtt[1] * angDot +\n"
" lu.lights[i].angAtt[0];\n"
" ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n"
" }\n"
" \n"
" return saturate(ret);\n"
"}\n";
static const char* MainPostMetal =
"float4 MainPostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn)\n"
"{\n"
" float fogZ = (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale;\n"
" return mix(lu.fog.color, colorIn, saturate(exp2(-8.0 * fogZ)));\n"
"}\n"
"\n";
static const char* ThermalPostMetal =
"struct ThermalUniform\n"
"{\n"
" float4 tmulColor;\n"
" float4 addColor;\n"
"};\n"
"static float4 ThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> tex7, float4 colorIn)\n"
"{\n"
" return float4(tex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb, 1.0);\n"
"}\n"
"\n";
static const char* BlockNames[] = {"LightingUniform"};
static const char* ThermalBlockNames[] = {"ThermalUniform"};
hecl::Runtime::ShaderCacheExtensions
CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat)
{
hecl::Runtime::ShaderCacheExtensions ext(plat);
/* Normal lit shading */
ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original,
hecl::Backend::BlendFactor::Original);
/* Thermal Visor shading */
ext.registerExtensionSlot({}, {ThermalPostMetal, "ThermalPostFunc"}, 1, ThermalBlockNames,
1, ThermalTextures, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::One);
/* Forced alpha shading */
ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
hecl::Backend::BlendFactor::InvSrcAlpha);
/* Forced additive shading */
ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
hecl::Backend::BlendFactor::One);
return ext;
}
}