metaforce/Runtime/Graphics/Shaders/CMapSurfaceShaderMetal.cpp

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#include "CMapSurfaceShader.hpp"
namespace urde
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn [[ attribute(0) ]];\n"
"};\n"
"\n"
"struct MapSurfaceUniform\n"
"{\n"
" float4x4 xf;\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant MapSurfaceUniform& msu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = msu.color;\n"
" vtf.position = msu.xf * float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"#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";
URDE_DECL_SPECIALIZE_SHADER(CMapSurfaceShader)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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struct CMapSurfaceShaderMetalDataBindingFactory : TShader<CMapSurfaceShader>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CMapSurfaceShader& filter)
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{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
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filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, filter.m_ibo.get(), 1, bufs,
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nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
return filter.m_dataBind;
}
};
TShader<CMapSurfaceShader>::IDataBindingFactory*
CMapSurfaceShader::Initialize(boo::MetalDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4}
};
s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr,
s_VtxFmt, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, false, true, false, boo::CullMode::Backface);
return new CMapSurfaceShaderMetalDataBindingFactory;
}
template <>
void CMapSurfaceShader::Shutdown<boo::MetalDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
}
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}