metaforce/Runtime/Particle/CElementGenShadersGLSL.cpp

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#include "CElementGenShaders.hpp"
#include "CElementGen.hpp"
#include "CGenDescription.hpp"
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#include "CElectricDescription.hpp"
#include "CSwooshDescription.hpp"
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#include "Graphics/CModel.hpp"
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namespace urde
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{
static const char* VS_GLSL_TEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsIn[4];\n"
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"\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvsIn[gl_VertexID].xy;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_TEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
"{\n"
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" colorOut = vtf.color * texture(tex, vtf.uv);\n"
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"}\n";
static const char* FS_GLSL_TEX_REDTOALPHA =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
"{\n"
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" colorOut = vtf.color * texture(tex, vtf.uv);\n"
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" colorOut.a = colorOut.r;\n"
"}\n";
static const char* VS_GLSL_INDTEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsInTexrTind[4];\n"
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"layout(location=9) in vec4 uvsInScene;\n"
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"\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
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" vec4 uvScene;\n"
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" vec2 uvTexr;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
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" vtf.uvScene = uvsInScene;\n"
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" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
static const char* FS_GLSL_INDTEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
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" vec4 uvScene;\n"
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" vec2 uvTexr;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D texrMap;\n"
"TBINDING1 uniform sampler2D sceneMap;\n"
"TBINDING2 uniform sampler2D tindMap;\n"
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"void main()\n"
"{\n"
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" vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n"
" vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" vec4 texrTexel = texture(texrMap, vtf.uvTexr);\n"
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" colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;\n"
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"}\n";
static const char* FS_GLSL_CINDTEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
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" vec4 uvScene;\n"
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" vec2 uvTexr;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D texrMap;\n"
"TBINDING1 uniform sampler2D sceneMap;\n"
"TBINDING2 uniform sampler2D tindMap;\n"
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"void main()\n"
"{\n"
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" vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n"
" vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" colorOut = vtf.color * sceneTexel * texture(texrMap, vtf.uvTexr);\n"
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"}\n";
static const char* VS_GLSL_NOTEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
"\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_NOTEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
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struct OGLElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
{
CGenDescription* desc = gen.GetDesc();
boo::IVertexFormat* vtxFmt = nullptr;
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CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
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int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
};
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vtxFmt = ctx.newVertexFormat(10, TexFmtIndTex);
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}
else
{
const boo::VertexElementDescriptor TexFmtTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
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vtxFmt = ctx.newVertexFormat(9, TexFmtTex);
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}
}
else
{
const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
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vtxFmt = ctx.newVertexFormat(5, TexFmtNoTex);
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}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (regPipeline)
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gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, vtxFmt, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
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if (redToAlphaPipeline)
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gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, vtxFmt, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
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}
};
static const char* UniNames[] = {"ParticleUniform"};
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static const char* TexNames[] = {"tex"};
static const char* TindTexNames[] = {"texrMap", "sceneMap", "tindMap"};
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CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLDataFactory::Context& ctx)
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{
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m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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return new struct OGLElementDataBindingFactory;
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}
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#if BOO_HAS_VULKAN
struct VulkanElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
{
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void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
{
CGenDescription* desc = gen.GetDesc();
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CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
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int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
}
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (regPipeline)
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gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
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if (redToAlphaPipeline)
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gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
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}
};
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CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::VulkanDataFactory::Context& ctx)
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{
static const boo::VertexElementDescriptor TexFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
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m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
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static const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
};
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m_vtxFormatIndTex = ctx.newVertexFormat(13, TexFmtIndTex);
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static const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
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m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
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m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
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m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
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m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
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m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
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return new struct VulkanElementDataBindingFactory;
}
#endif
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}