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#include "globals.h"
// GLSLES has limited number of vertex shader registers so we have to use less bones
#if defined(GLSLES) && !defined(GL3)
#define MAX_BONE_COUNT 32
#else
#define MAX_BONE_COUNT 72
#endif
// PowerVR saturate() is compiled to min/max pair
// These are cross-platform specialized saturates that are free on PC and only cost 1 cycle on PowerVR
#ifdef GLSLES
float saturate0(float v)
{
return max(v, 0);
}
float saturate1(float v)
{
return min(v, 1);
}
#define WANG_SUBSET_SCALE 2
#else
float saturate0(float v)
{
return saturate(v);
}
float saturate1(float v)
{
return saturate(v);
}
#define WANG_SUBSET_SCALE 1
#endif
#define GBUFFER_MAX_DEPTH 500.0f
#ifndef DX11
#define TEX_DECLARE2D(name, reg) sampler2D name : register(s##reg)
#define TEX_DECLARE3D(name, reg) sampler3D name : register(s##reg)
#define TEX_DECLARECUBE(name, reg) samplerCUBE name : register(s##reg)
#define TEXTURE(name) name
#define TEXTURE_IN_2D(name) sampler2D name
#define TEXTURE_IN_3D(name) sampler3D name
#define TEXTURE_IN_CUBE(name) samplerCUBE name
#define WORLD_MATRIX(name) uniform float4x4 name;
#define WORLD_MATRIX_ARRAY(name, count) uniform float4 name[count];
#ifdef GLSL
#define ATTR_INT4 float4
#define ATTR_INT3 float3
#define ATTR_INT2 float2
#define ATTR_INT float
#else
#define ATTR_INT4 int4
#define ATTR_INT3 int3
#define ATTR_INT2 int2
#define ATTR_INT int
#endif
#else
#define TEX_DECLARE2D(name, reg) \
SamplerState name##Sampler : register(s##reg); \
Texture2D<float4> name##Texture : register(t##reg)
#define TEX_DECLARE3D(name, reg) \
SamplerState name##Sampler : register(s##reg); \
Texture3D<float4> name##Texture : register(t##reg)
#define TEX_DECLARECUBE(name, reg) \
SamplerState name##Sampler : register(s##reg); \
TextureCube<float4> name##Texture : register(t##reg)
#define tex2D(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
#define tex3D(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
#define texCUBE(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
#define tex2Dgrad(tex, uv, DDX, DDY) tex##Texture.SampleGrad(tex##Sampler, uv, DDX, DDY)
#define tex2Dbias(tex, uv) tex##Texture.SampleBias(tex##Sampler, uv.xy, uv.w)
#define texCUBEbias(tex, uv) tex##Texture.SampleBias(tex##Sampler, uv.xyz, uv.w)
#define TEXTURE(name) name##Sampler, name##Texture
#define TEXTURE_IN_2D(name) SamplerState name##Sampler, Texture2D name##Texture
#define TEXTURE_IN_3D(name) SamplerState name##Sampler, Texture3D name##Texture
#define TEXTURE_IN_CUBE(name) SamplerState name##Sampler, TextureCube name##Texture
#define WORLD_MATRIX(name) \
cbuffer WorldMatrixCB : register(b1) \
{ \
float4x4 name; \
}
#define WORLD_MATRIX_ARRAY(name, count) \
cbuffer WorldMatrixCB : register(b1) \
{ \
float4 name[count]; \
}
#define ATTR_INT4 int4
#define ATTR_INT3 int3
#define ATTR_INT2 int2
#define ATTR_INT int
#endif
#if defined(GLSLES) || defined(PIN_WANG_FALLBACK)
#define TEXTURE_WANG(name) 0
void getWang(float unused, float2 uv, float tiling, out float2 wangUv, out float4 wangUVDerivatives)
{
wangUv = uv * WANG_SUBSET_SCALE;
wangUVDerivatives = float4(0, 0, 0, 0); // not used in this mode
}
float4 sampleWang(TEXTURE_IN_2D(s), float2 uv, float4 wangUVDerivatives)
{
return tex2D(s, uv);
}
#else
#define TEXTURE_WANG(name) TEXTURE(name)
void getWang(TEXTURE_IN_2D(s), float2 uv, float tiling, out float2 wangUv, out float4 wangUVDerivatives)
{
#ifndef WIN_MOBILE
float idxTexSize = 128;
#else
float idxTexSize = 32;
#endif
float2 wangBase = uv * tiling * 4;
#if defined(DX11) && !defined(WIN_MOBILE)
// compensate the precision problem of Point Sampling on some cards. (We do it just at DX11 for performance reasons)
float2 wangUV = (floor(wangBase) + 0.5) / idxTexSize;
#else
float2 wangUV = wangBase / idxTexSize;
#endif
#if defined(DX11) || defined(GL3)
float2 wang = tex2D(s, wangUV).rg;
#else
float2 wang = tex2D(s, wangUV).ba;
#endif
wangUVDerivatives = float4(ddx(wangBase * 0.25), ddy(wangBase * 0.25));
wang *= 255.0 / 256.0;
wangUv = wang + frac(wangBase) * 0.25;
}
float4 sampleWang(TEXTURE_IN_2D(s), float2 uv, float4 derivates)
{
return tex2Dgrad(s, uv, derivates.xy, derivates.zw);
}
#endif
float4 gbufferPack(float depth, float3 diffuse, float3 specular, float fog)
{
depth = saturate(depth / GBUFFER_MAX_DEPTH);
const float3 bitSh = float3(255 * 255, 255, 1);
const float3 lumVec = float3(0.299, 0.587, 0.114);
float2 comp;
comp = depth * float2(255, 255 * 256);
comp = frac(comp);
comp = float2(depth, comp.x * 256 / 255) - float2(comp.x, comp.y) / 255;
float4 result;
result.r = lerp(1, dot(specular, lumVec), saturate(3 * fog));
result.g = lerp(0, dot(diffuse, lumVec), saturate(3 * fog));
result.ba = comp.yx;
return result;
}
float3 lgridOffset(float3 v, float3 n)
{
// cells are 4 studs in size
// offset in normal direction to prevent self-occlusion
// the offset has to be 1.5 cells in order to fully eliminate the influence of the source cell with trilinear filtering
// (i.e. 1 cell is enough for point filtering, but is not enough for trilinear filtering)
return v + n * (1.5f * 4.f);
}
float3 lgridPrepareSample(float3 c)
{
// yxz swizzle is necessary for GLSLES sampling to work efficiently
// (having .y as the first component allows to do the LUT lookup as a non-dependent texture fetch)
return c.yxz * G(LightConfig0).xyz + G(LightConfig1).xyz;
}
#if defined(GLSLES) && !defined(GL3)
#define LGRID_SAMPLER(name, register) TEX_DECLARE2D(name, register)
float4 lgridSample(TEXTURE_IN_2D(t), TEXTURE_IN_2D(lut), float3 data)
{
float4 offsets = tex2D(lut, data.xy);
// texture is 64 pixels high
// let's compute slice lerp coeff
float slicef = frac(data.x * 64);
// texture has 64 slices with 8x8 atlas setup
float2 base = saturate(data.yz) * 0.125;
float4 s0 = tex2D(t, base + offsets.xy);
float4 s1 = tex2D(t, base + offsets.zw);
return lerp(s0, s1, slicef);
}
#else
#define LGRID_SAMPLER(name, register) TEX_DECLARE3D(name, register)
float4 lgridSample(TEXTURE_IN_3D(t), TEXTURE_IN_2D(lut), float3 data)
{
float3 edge = step(G(LightConfig3).xyz, abs(data - G(LightConfig2).xyz));
float edgef = saturate1(dot(edge, 1));
// replace data with 0 on edges to minimize texture cache misses
float4 light = tex3D(t, data.yzx - data.yzx * edgef);
return lerp(light, G(LightBorder), edgef);
}
#endif
#ifdef GLSLES
float3 nmapUnpack(float4 value)
{
return value.rgb * 2 - 1;
}
#else
float3 nmapUnpack(float4 value)
{
float2 xy = value.ag * 2 - 1;
return float3(xy, sqrt(saturate(1 + dot(-xy, xy))));
}
#endif
float3 terrainNormal(float4 tnp0, float4 tnp1, float4 tnp2, float3 w, float3 normal, float3 tsel)
{
// Inspired by "Voxel-Based Terrain for Real-Time Virtual Simulations" [Lengyel2010] 5.5.2
float3 tangentTop = float3(normal.y, -normal.x, 0);
float3 tangentSide = float3(normal.z, 0, -normal.x);
float3 bitangentTop = float3(0, -normal.z, normal.y);
float3 bitangentSide = float3(0, -1, 0);
// Blend pre-unpack to save cycles
float3 tn = nmapUnpack(tnp0 * w.x + tnp1 * w.y + tnp2 * w.z);
// We blend all tangent frames together as a faster approximation to the correct world normal blend
float tselw = dot(tsel, w);
float3 tangent = lerp(tangentSide, tangentTop, tselw);
float3 bitangent = lerp(bitangentSide, bitangentTop, tselw);
return normalize(tangent * tn.x + bitangent * tn.y + normal * tn.z);
}
float3 shadowPrepareSample(float3 p)
{
float4 c = float4(p, 1);
return float3(dot(G(ShadowMatrix0), c), dot(G(ShadowMatrix1), c), dot(G(ShadowMatrix2), c));
}
float shadowDepth(float3 lpos)
{
return lpos.z;
}
float shadowStep(float d, float z)
{
// saturate returns 1 for z in [0.1..0.9]; it fades to 0 as z approaches 0 or 1
return step(d, z) * saturate(9 - 20 * abs(z - 0.5));
}
float shadowSample(TEXTURE_IN_2D(map), float3 lpos, float lightShadow)
{
#ifdef CLASSIC
return lightShadow;
#else
float2 smDepth = tex2D(map, lpos.xy).rg;
float smShadow = shadowStep(smDepth.x, shadowDepth(lpos));
return (1 - smShadow * smDepth.y * G(OutlineBrightness_ShadowInfo).w) * lightShadow;
#endif
}