Files
korenkonder_ReDIVA/src/DivaGL/shader_table.cpp
T
2022-07-06 14:13:11 +03:00

293 lines
9.9 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "shader_table.hpp"
#include "../KKdLib/mat.hpp"
#include "gl.hpp"
enum uniform_name {
U_NONE = 0x00,
U01 = 0x01,
U_ALPHA_TEST = 0x02,
U_ANISO = 0x03,
U_AET_BACK = 0x04,
U_TEXTURE_BLEND = 0x05,
U_CHARA_COLOR = 0x06,
U_CLIP_PLANE = 0x07,
U08 = 0x08,
U_DEPTH_PEEL = 0x09,
U0A = 0x0A,
U0B = 0x0B,
U_ALPHA_BLEND = 0x0C,
U_RIPPLE_EMIT = 0x0D,
U_ESM_FILTER = 0x0E,
U_EXPOSURE = 0x0F,
U_SCENE_FADE = 0x10,
U_FADE = 0x11,
U12 = 0x12,
U_FLARE = 0x13,
U_FOG_HEIGHT = 0x14,
U_FOG = 0x15,
U16 = 0x16,
U_GAUSS = 0x17,
U18 = 0x18,
U_IMAGE_FILTER = 0x19,
U_INSTANCE = 0x1A,
U_TONE_CURVE = 0x1B,
U_LIGHT_PROJ = 0x1C,
U_MAGNIFY = 0x1D,
U_MEMBRANE = 0x1E,
U_MLAA = 0x1F,
U20 = 0x20,
U_MORPH_COLOR = 0x21,
U_MORPH = 0x22,
U_MOVIE = 0x23,
U24 = 0x24,
U25 = 0x25,
U26 = 0x26,
U_NPR = 0x27,
U_LIGHT_1 = 0x28,
U_REFLECT = 0x29,
U_REDUCE = 0x2A,
U_SELF_SHADOW = 0x2B,
U_SHADOW = 0x2C,
U2D = 0x2D,
U2E = 0x2E,
U_SHOW_VECTOR = 0x2F,
U_BONE_MAT = 0x30,
U_SNOW_PARTICLE = 0x31,
U_SPECULAR_IBL = 0x32,
U_SPRITE_BLEND = 0x33,
U_TEX_0_TYPE = 0x34,
U_TEX_1_TYPE = 0x35,
U_SSS_FILTER = 0x36,
U37 = 0x37,
U_STAR = 0x38,
U_TEXTURE_COUNT = 0x39,
U_ENV_MAP = 0x3A,
U_RIPPLE = 0x3B,
U_TRANSLUCENCY = 0x3C,
U_NORMAL = 0x3D,
U_TRANSPARENCY = 0x3E,
U_WATER_REFLECT = 0x3F,
U40 = 0x40,
U41 = 0x41,
U_LIGHT_0 = 0x42,
U_SPECULAR = 0x43,
U_TONE_MAP = 0x44,
U45 = 0x45,
U_MAX = 0x46,
U_INVALID = 0xFFFFFFFF,
};
struct uniform_array {
int32_t array[70];
};
extern uniform_array* uniform;
shader* shaders = (shader*)0x000000014CC57C10;
shader_table_struct* shader_table = (shader_table_struct*)0x0000000140A41D20;
shader_bind_func* shader_name_bind_func_table = (shader_bind_func*)0x0000000140A40F50;
uniform_array* uniform = (uniform_array*)0x000000014CC57AF0;
int32_t* current_vp = (int32_t*)0x000000014CC587B0;
int32_t* current_fp = (int32_t*)0x000000014CC587B4;
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_FRAGMENT_PROGRAM_ARB 0x8804
typedef void (GLAPIENTRY* PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
typedef void (GLAPIENTRY* PFNGLPROGRAMLOCALPARAMETER4FARBPROC)
(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GLAPIENTRY* PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint* programs);
void FASTCALL shader_set(shader_enum name) {
if (name == shader_enum::SHADER_FFP) {
shader_unbind();
return;
}
PFNGLPROGRAMLOCALPARAMETER4FARBPROC _glProgramEnvParameter4fARB
= *(PFNGLPROGRAMLOCALPARAMETER4FARBPROC*)0x00000001411A4A88;
_glProgramEnvParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 24,
(float_t)uniform->array[U_TEXTURE_BLEND], 0.0f, 0.0f, 0.0f);
shader* shad = &shaders[(size_t)name];
void (FASTCALL * bind_func)(shader*) = (void (*)(shader*))shad->bind_func;
if (bind_func)
bind_func(shad);
else
shader_bind(shad, shad->subs->sub_name);
}
void FASTCALL shader_bind_blinn(shader* shad) {
shader_bind(shad, uniform->array[U_NORMAL]
? shader_sub_enum::BLINN_FRAG : shader_sub_enum::BLINN_VERT);
}
void FASTCALL shader_bind_cloth(shader* shad) {
shader_bind(shad, uniform->array[U_NPR] ? shader_sub_enum::CLOTH_NPR1
: (uniform->array[U_ANISO] ? shader_sub_enum::CLOTH_ANISO : shader_sub_enum::CLOTH_DEFAULT));
}
void FASTCALL shader_bind_hair(shader* shad) {
shader_bind(shad, uniform->array[U_NPR] ? shader_sub_enum::HAIR_NPR1
: (uniform->array[U_ANISO] ? shader_sub_enum::HAIR_ANISO : shader_sub_enum::HAIR_DEFAULT));
}
void FASTCALL shader_bind_membrane(shader* shad) {
uniform->array[U_MEMBRANE] = 3;
if (shader_bind(shad, shader_sub_enum::MEMBRANE) < 0)
return;
uint32_t(FASTCALL * sub_140192E00)() = (uint32_t(*)())0x0000000140192E00;
uint32_t v1 = sub_140192E00();
mat4 mat = mat4_identity;
mat4_rotate_x_mult(&mat, (float_t)((v1 & 0x1FF) * (M_PI / 256.0)), &mat);
mat4_rotate_z_mult(&mat, (float_t)((v1 % 0x168) * (M_PI / 180.0)), &mat);
vec4 vec = { 1.0f, 0.0f, 0.0f, 0.0f };
mat4_mult_vec(&mat, &vec, &vec);
PFNGLPROGRAMLOCALPARAMETER4FARBPROC _glProgramLocalParameter4fARB
= *(PFNGLPROGRAMLOCALPARAMETER4FARBPROC*)0x00000001411A4AA8;
_glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 10, vec.x, vec.y, vec.z, 0.0);
}
void FASTCALL shader_bind_eye_ball(shader* shader) {
uniform->array[U18] = 0;
if (shader_bind(&shaders[(size_t)shader_enum::_GLASEYE], shader_sub_enum::GLASS_EYE) >= 0) {
float_t* glass_eye = (float_t*)0x0000000140CA2D70;
void (FASTCALL * glass_eye_calc)(float_t * glass_eye) = (void (*)(float_t*))0x00000001405E53D0;
void (FASTCALL * glass_eye_set)(float_t * glass_eye) = (void (*)(float_t*))0x00000001405E4750;
glass_eye_calc(glass_eye);
glass_eye_set(glass_eye);
}
}
void FASTCALL shader_bind_tone_map(shader* shader) {
shader_bind(shader, uniform->array[U_NPR] == 1
? shader_sub_enum::TONEMAP_NPR1 : shader_sub_enum::TONEMAP);
}
int32_t FASTCALL shader_bind(shader* shader, shader_sub_enum name) {
int32_t num_sub = shader->num_sub;
int32_t subshader_index = 0;
if (num_sub < 1)
return -1;
for (shader_sub* i = shader->subs; i->sub_name != name; i++) {
subshader_index++;
if (subshader_index >= num_sub)
return -1;
}
shader_sub* subshader = &shader->subs[subshader_index];
if (!subshader)
return -1;
int32_t use_unis_count = shader->num_uniform;
int32_t unival_vp_curr = 1;
int32_t unival_fp_curr = 1;
int32_t unival_vp = 0;
int32_t unival_fp = 0;
if (use_unis_count > 0) {
int32_t* vp_unival_max = subshader->vp_unival_max;
int32_t* fp_unival_max = subshader->fp_unival_max;
for (size_t i = 0; i < use_unis_count; i++) {
int32_t unival = uniform->array[shader->use_uniform[i]];
unival_vp += unival_vp_curr * min(unival, vp_unival_max[i]);
unival_fp += unival_fp_curr * min(unival, fp_unival_max[i]);
unival_vp_curr *= vp_unival_max[i] + 1;
unival_fp_curr *= fp_unival_max[i] + 1;
}
}
int32_t vp = subshader->vp[unival_vp];
int32_t fp = subshader->fp[unival_fp];
PFNGLBINDPROGRAMARBPROC _glBindProgramARB = *(PFNGLBINDPROGRAMARBPROC*)0x00000001411A4A60;
if (*current_vp != vp) {
_glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vp);
*current_vp = vp;
}
if (*current_fp != fp) {
_glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fp);
*current_fp = fp;
}
_glEnable(GL_VERTEX_PROGRAM_ARB);
_glEnable(GL_FRAGMENT_PROGRAM_ARB);
return 0;
}
void FASTCALL shader_unbind() {
if (current_vp)
_glDisable(GL_VERTEX_PROGRAM_ARB);
if (current_fp)
_glDisable(GL_FRAGMENT_PROGRAM_ARB);
current_fp = 0;
current_vp = 0;
}
void FASTCALL shader_load_all_shaders() {
PFNGLGENPROGRAMSARBPROC _glGenProgramsARB = *(PFNGLGENPROGRAMSARBPROC*)0x00000001411A4A70;
void (FASTCALL * shader_load_program_file)(GLuint program, const char* file_name, bool vertex_program)
= (void (*)(GLuint, const char*, bool))0x00000001405E52D0;
shader_table_struct* shaders_table = &shader_table[(int32_t)shader_enum::_BLINN];
shader* shader = &shaders[(int32_t)shader_enum::_BLINN];
int32_t curr_shader = (int32_t)shader_enum::SHADER_END - 1;
do {
shader->name = shaders_table->name;
shader->name_enum = shaders_table->name_enum;
shader->num_sub = shaders_table->num_sub;
int32_t num_sub = shaders_table->num_sub;
void* v9 = force_malloc(sizeof(shader_sub) * num_sub + 8);
*(int64_t*)v9 = num_sub;
const shader_sub_table_struct* sub = shaders_table->sub;
shader_sub* subs = (shader_sub*)((char*)v9 + 8);
for (int32_t i = 0; i < num_sub; i++)
subs[i] = { };
shader->subs = subs;
shader->num_uniform = shaders_table->num_uniform;
shader->use_uniform = shaders_table->use_uniform;
for (int32_t i = 0; i < num_sub; i++, sub++, subs++) {
subs->sub_name = sub->sub_name;
subs->vp_unival_max = (int32_t*)sub->vp_unival_max;
subs->fp_unival_max = (int32_t*)sub->fp_unival_max;
subs->num_vp = sub->num_vp;
subs->num_fp = sub->num_fp;
subs->vp = force_malloc_s(int32_t, sub->num_vp);
subs->fp = force_malloc_s(int32_t, sub->num_fp);
_glGenProgramsARB(sub->num_vp, (GLuint*)subs->vp);
_glGenProgramsARB(sub->num_fp, (GLuint*)subs->fp);
for (int32_t j = 0; j < sub->num_vp; j++)
shader_load_program_file(subs->vp[j], sub->vp[j], true);
for (int32_t j = 0; j < sub->num_fp; j++)
shader_load_program_file(subs->fp[j], sub->fp[j], false);
}
shader->bind_func = 0;
shader_bind_func* bind_func_table = shader_name_bind_func_table;
shader_enum bind_func_name = shader_enum::_BLINN;
while (shader->name_enum != bind_func_name) {
bind_func_name = (++bind_func_table)->name;
if (bind_func_table->name == shader_enum::SHADER_END)
break;
}
shader->bind_func = bind_func_table->bind_func;
shader++;
shaders_table++;
curr_shader--;
} while (curr_shader);
}