metaforce/Runtime/Graphics/Shaders/CLineRendererShadersMetal.cpp

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#include "CLineRendererShaders.hpp"
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#include "Graphics/CLineRenderer.hpp"
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#if BOO_HAS_METAL
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namespace urde
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{
static const char* VS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn;\n"
" float4 colorIn;\n"
" float4 uvIn;\n"
"};\n"
"\n"
"struct LineUniform\n"
"{\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],\n"
" uint vertId [[ vertex_id ]],\n"
" constant LineUniform& line [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[vertId];\n"
" vtf.color = v.colorIn * line.moduColor;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.position = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex0.sample(samp, vtf.uv);\n"
"}\n";
static const char* VS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn;\n"
" float4 colorIn;\n"
"};\n"
"\n"
"struct LineUniform\n"
"{\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],\n"
" uint vertId [[ vertex_id ]],\n"
" constant LineUniform& line [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[vertId];\n"
" vtf.color = v.colorIn * line.moduColor;\n"
" vtf.position = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct MetalLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
{
void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CLineRenderer& renderer,
const boo::ObjToken<boo::IShaderPipeline>& pipeline,
const boo::ObjToken<boo::ITexture>& texture)
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{
int texCount = 0;
boo::ObjToken<boo::ITexture> textures[1];
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std::pair<boo::ObjToken<boo::IGraphicsBufferD>,
hecl::VertexBufferPool<CLineRenderer::SDrawVertTex>::IndexTp> vbufInfo;
std::pair<boo::ObjToken<boo::IGraphicsBufferD>,
hecl::UniformBufferPool<CLineRenderer::SDrawUniform>::IndexTp> ubufInfo =
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renderer.m_uniformBuf.getBufferInfo();
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if (texture)
{
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vbufInfo = renderer.m_vertBufTex.getBufferInfo();
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textures[0] = texture;
texCount = 1;
}
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else
{
vbufInfo = renderer.m_vertBufNoTex.getBufferInfo();
}
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {ubufInfo.first.get()};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
size_t ubufOffs[] = {ubufInfo.second};
size_t ubufSizes[] = {sizeof(CLineRenderer::SDrawUniform)};
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renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, nullptr, vbufInfo.first.get(),
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nullptr, nullptr, 1, uniforms, stages,
ubufOffs, ubufSizes, texCount, textures,
nullptr, nullptr, vbufInfo.second);
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}
};
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CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::MetalDataFactory::Context& ctx)
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{
static const boo::VertexElementDescriptor VtxFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
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m_texVtxFmt = ctx.newVertexFormat(3, VtxFmtTex);
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static const boo::VertexElementDescriptor VtxFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
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m_noTexVtxFmt = ctx.newVertexFormat(2, VtxFmtNoTex);
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m_texAlpha = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None,
false, true, false, boo::CullMode::None);
m_texAdditive = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::None,
false, true, false, boo::CullMode::None);
m_noTexAlpha = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None,
false, true, false, boo::CullMode::None);
m_noTexAdditive = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::None,
false, true, false, boo::CullMode::None);
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m_texAlphaZ = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual,
false, true, false, boo::CullMode::None);
m_texAdditiveZ = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual,
false, true, false, boo::CullMode::None);
m_noTexAlphaZ = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual,
false, true, false, boo::CullMode::None);
m_noTexAdditiveZ = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual,
false, true, false, boo::CullMode::None);
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return new struct MetalLineDataBindingFactory;
}
}
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#endif