metaforce/Runtime/Graphics/Shaders/CEnergyBarShaderHLSL.cpp

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#include "CEnergyBarShader.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer EnergyBarUniform : register(b0)\n"
"{\n"
" float4x4 xf;\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = color;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.position = mul(xf, float4(v.posIn.xyz, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* FS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"Texture2D tex : register(t0);\n"
"SamplerState samp : register(s0);\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex.Sample(samp, vtf.uv);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader)
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static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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struct CEnergyBarShaderD3DDataBindingFactory : TShader<CEnergyBarShader>::IDataBindingFactory
{
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boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CEnergyBarShader& filter)
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{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[1];
boo::ObjToken<boo::ITexture> texs[] = {filter.m_tex->GetBooTexture()};
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for (int i=0 ; i<3 ; ++i)
{
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bufs[0] = filter.m_uniBuf[i].get();
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filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
return filter.m_dataBind[0];
}
};
TShader<CEnergyBarShader>::IDataBindingFactory*
CEnergyBarShader::Initialize(boo::ID3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
return new CEnergyBarShaderD3DDataBindingFactory;
}
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template <>
void CEnergyBarShader::Shutdown<boo::ID3DDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
}
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}