metaforce/specter/lib/View.cpp

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#include "Specter/View.hpp"
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#include "Specter/ViewSystem.hpp"
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#include "Specter/RootView.hpp"
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namespace Specter
{
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void View::System::init(boo::GLDataFactory* factory)
{
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static const char* SolidVS =
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"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn;\n"
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" gl_Position = mv * vec4(posIn, 1.0);\n"
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"}\n";
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static const char* SolidFS =
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"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
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static const char* TexVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec2 uvIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* TexFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
"};\n"
"in VertToFrag vtf;\n"
"uniform sampler2D tex;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = texture(tex, vtf.uv);\n"
"}\n";
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static const char* BlockNames[] = {"SpecterViewBlock"};
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m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, 0, nullptr, 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
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m_texShader = factory->newShaderPipeline(TexVS, TexFS, 1, "tex", 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
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}
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#if _WIN32
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void View::System::init(boo::ID3DDataFactory* factory)
{
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static const char* SolidVS =
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"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float4 colorIn : COLOR;\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_HLSL
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn;\n"
" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
" return vtf;\n"
"}\n";
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static const char* SolidFS =
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"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
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static const char* TexVS =
"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float2 uvIn : UV;\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_HLSL
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn;\n"
" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* TexFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"Texture2D tex : register(t0);\n"
"SamplerState samp : register(s0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return tex.Sample(samp, vtf.uv);\n"
"}\n";
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boo::VertexElementDescriptor solidvdescs[] =
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{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
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m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
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ComPtr<ID3DBlob> vertBlob;
ComPtr<ID3DBlob> fragBlob;
ComPtr<ID3DBlob> pipeBlob;
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m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, vertBlob, fragBlob, pipeBlob, m_solidVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
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m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
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vertBlob.Reset();
fragBlob.Reset();
pipeBlob.Reset();
m_texShader = factory->newShaderPipeline(TexVS, TexFS, vertBlob, fragBlob, pipeBlob, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
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}
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#elif BOO_HAS_METAL
void View::System::init(boo::MetalDataFactory* factory)
{
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static const char* SolidVS =
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"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float4 colorIn [[ attribute(1) ]];\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_METAL
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn;\n"
" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
" return vtf;\n"
"}\n";
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static const char* SolidFS =
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"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
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static const char* TexVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float2 uvIn [[ attribute(1) ]];\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_METAL
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv;\n"
"};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn;\n"
" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* TexFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv;\n"
"};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return tex.sample(samp, vtf.uv);\n"
"}\n";
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boo::VertexElementDescriptor solidvdescs[] =
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{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
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m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
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m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, m_solidVtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
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m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
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m_texShader = factory->newShaderPipeline(TexVS, TexFS, m_texVtxFmt, 1,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
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}
#endif
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void View::buildResources(ViewSystem& system)
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{
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m_bgColor = Zeus::CColor::skClear;
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m_bgVertBuf =
system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex,
sizeof(Zeus::CVector3f), 4);
m_bgInstBuf =
system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex,
sizeof(Zeus::CColor), 1);
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m_viewVertBlockBuf =
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system.m_factory->newDynamicBuffer(boo::BufferUse::Uniform,
sizeof(VertexBlock), 1);
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if (!system.m_viewSystem.m_solidVtxFmt)
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{
boo::VertexElementDescriptor vdescs[] =
{
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{m_bgVertBuf, nullptr, boo::VertexSemantic::Position4},
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{m_bgInstBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_bgVtxFmt = system.m_factory->newVertexFormat(2, vdescs);
m_bgShaderBinding =
system.m_factory->newShaderDataBinding(system.m_viewSystem.m_solidShader, m_bgVtxFmt,
m_bgVertBuf, m_bgInstBuf, nullptr, 1,
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(boo::IGraphicsBuffer**)&m_viewVertBlockBuf,
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0, nullptr);
}
else
{
m_bgShaderBinding =
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system.m_factory->newShaderDataBinding(system.m_viewSystem.m_solidShader, system.m_viewSystem.m_solidVtxFmt,
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m_bgVertBuf, m_bgInstBuf, nullptr, 1,
(boo::IGraphicsBuffer**)&m_viewVertBlockBuf,
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0, nullptr);
}
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}
View::View(ViewSystem& system, RootView& rootView)
: m_rootView(rootView),
m_parentView(rootView)
{
buildResources(system);
}
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View::View(ViewSystem& system, View& parentView)
: m_rootView(parentView.root()),
m_parentView(parentView)
{
buildResources(system);
}
void View::updateSize()
{
resized(m_rootView.rootRect(), m_subRect);
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}
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void View::resized(const boo::SWindowRect& root, const boo::SWindowRect& sub)
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{
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m_subRect = sub;
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m_viewVertBlock.setViewRect(root, sub);
m_bgRect[0].assign(0.f, sub.size[1], 0.f);
m_bgRect[1].assign(0.f, 0.f, 0.f);
m_bgRect[2].assign(sub.size[0], sub.size[1], 0.f);
m_bgRect[3].assign(sub.size[0], 0.f, 0.f);
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m_bgValidSlots = 0;
}
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void View::draw(boo::IGraphicsCommandQueue* gfxQ)
{
int pendingSlot = 1 << gfxQ->pendingDynamicSlot();
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if ((m_bgValidSlots & pendingSlot) == 0)
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{
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m_viewVertBlockBuf->load(&m_viewVertBlock, sizeof(VertexBlock));
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m_bgVertBuf->load(m_bgRect, sizeof(Zeus::CVector3f) * 4);
m_bgInstBuf->load(&m_bgColor, sizeof(Zeus::CColor));
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m_bgValidSlots |= pendingSlot;
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}
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gfxQ->setShaderDataBinding(m_bgShaderBinding);
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gfxQ->setDrawPrimitive(boo::Primitive::TriStrips);
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gfxQ->draw(0, 4);
}
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void View::commitResources(ViewSystem& system)
{
m_gfxData.reset(system.m_factory->commit());
}
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}