metaforce/Runtime/Graphics/Shaders/CDecalShadersGLSL.cpp

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#include "CDecalShaders.hpp"
#include "Particle/CDecal.hpp"
#include "Graphics/CModel.hpp"
namespace urde
{
static const char* VS_GLSL_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsIn[4];\n"
"\n"
"UBINDING0 uniform DecalUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uv = uvsIn[gl_VertexID].xy;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(tex, vtf.uv);\n"
"}\n";
static const char* FS_GLSL_TEX_REDTOALPHA =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
" colorOut.a = texture(tex, vtf.uv).r;\n"
"}\n";
static const char* VS_GLSL_NOTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"\n"
"UBINDING0 uniform DecalUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"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"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
struct OGLDecalDataBindingFactory : TShader<CDecalShaders>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CDecalShaders& shaders)
{
CQuadDecal& decal = shaders.m_decal;
const SQuadDescr* desc = decal.m_desc;
boo::ObjToken<boo::IVertexFormat> vtxFmt;
CUVElement* texr = desc->x14_TEX.get();
int texCount = 0;
boo::ObjToken<boo::ITexture> textures[1];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (decal.m_instBuf)
{
const boo::VertexElementDescriptor TexFmtTex[] =
{
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
vtxFmt = ctx.newVertexFormat(9, TexFmtTex);
}
}
else
{
if (decal.m_instBuf)
{
const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{decal.m_instBuf.get(), nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
vtxFmt = ctx.newVertexFormat(5, TexFmtNoTex);
}
}
if (decal.m_instBuf)
{
boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {decal.m_uniformBuf.get()};
if (shaders.m_regPipeline)
decal.m_normalDataBind = ctx.newShaderDataBinding(shaders.m_regPipeline, vtxFmt, nullptr,
decal.m_instBuf.get(), nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
if (shaders.m_redToAlphaPipeline)
decal.m_redToAlphaDataBind = ctx.newShaderDataBinding(shaders.m_redToAlphaPipeline, vtxFmt, nullptr,
decal.m_instBuf.get(), nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
}
return nullptr;
}
};
static const char* UniNames[] = {"DecalUniform"};
static const char* TexNames[] = {"tex"};
TShader<CDecalShaders>::IDataBindingFactory* CDecalShaders::Initialize(boo::GLDataFactory::Context& ctx)
{
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);
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);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
boo::BlendFactor::One, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
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true, true, 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);
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);
return new struct OGLDecalDataBindingFactory;
}
template <>
void CDecalShaders::Shutdown<boo::GLDataFactory>()
{
m_texZTestNoZWrite.reset();
m_texAdditiveZTest.reset();
m_texRedToAlphaZTest.reset();
m_noTexZTestNoZWrite.reset();
m_noTexAdditiveZTest.reset();
}
#if BOO_HAS_VULKAN
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struct VulkanDecalDataBindingFactory : TShader<CDecalShaders>::IDataBindingFactory
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{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CDecalShaders& shaders)
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{
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CQuadDecal& decal = shaders.m_decal;
const SQuadDescr* desc = decal.m_desc;
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CUVElement* texr = desc->x14_TEX.get();
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int texCount = 0;
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boo::ObjToken<boo::ITexture> textures[1];
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if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
}
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if (decal.m_instBuf)
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{
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {decal.m_uniformBuf.get()};
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if (shaders.m_regPipeline)
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decal.m_normalDataBind = ctx.newShaderDataBinding(shaders.m_regPipeline, nullptr, nullptr,
decal.m_instBuf.get(), nullptr, 1, uniforms,
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nullptr, texCount, textures, nullptr, nullptr);
if (shaders.m_redToAlphaPipeline)
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decal.m_redToAlphaDataBind = ctx.newShaderDataBinding(shaders.m_redToAlphaPipeline, nullptr, nullptr,
decal.m_instBuf.get(), nullptr, 1, uniforms,
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nullptr, texCount, textures, nullptr, nullptr);
}
return nullptr;
}
};
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TShader<CDecalShaders>::IDataBindingFactory* CDecalShaders::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}
};
m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
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}
};
m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
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boo::BlendFactor::One, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
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true, true, boo::CullMode::None);
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m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
return new struct VulkanDecalDataBindingFactory;
}
template <>
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void CDecalShaders::Shutdown<boo::VulkanDataFactory>()
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{
m_vtxFormatTex.reset();
m_vtxFormatNoTex.reset();
m_texZTestNoZWrite.reset();
m_texAdditiveZTest.reset();
m_texRedToAlphaZTest.reset();
m_noTexZTestNoZWrite.reset();
m_noTexAdditiveZTest.reset();
}
#endif
}