metaforce/Runtime/Graphics/Shaders/CTextSupportShaderMetal.cpp

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#include "CTextSupportShader.hpp"
#include "GuiSys/CTextRenderBuffer.hpp"
#include "TMultiBlendShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* TextVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct InstData\n"
"{\n"
" float4 posIn[4];\n"
" float4 uvIn[4];\n"
" float4 fontColorIn;\n"
" float4 outlineColorIn;\n"
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" float4 mulColorIn;\n"
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"};\n"
"\n"
"struct TextSupportUniform\n"
"{\n"
" float4x4 mtx;\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 fontColor;\n"
" float4 outlineColor;\n"
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" float4 mulColor;\n"
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" float3 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant InstData* instArr [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant TextSupportUniform& uData [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant InstData& inst = instArr[instId];\n"
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" vtf.fontColor = inst.fontColorIn * uData.color;\n"
" vtf.outlineColor = inst.outlineColorIn * uData.color;\n"
" vtf.mulColor = inst.mulColorIn;\n"
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" vtf.uv = inst.uvIn[vertId].xyz;\n"
" vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* TextFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
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"constexpr sampler samp(address::clamp_to_edge, filter::linear);\n"
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"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 fontColor;\n"
" float4 outlineColor;\n"
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" float4 mulColor;\n"
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" float3 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d_array<float> tex [[ texture(0) ]])\n"
"{\n"
" float4 texel = tex.sample(samp, vtf.uv.xy, vtf.uv.z);\n"
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" return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;\n"
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"}\n";
static const char* ImgVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct InstData\n"
"{\n"
" float4 posIn[4];\n"
" float4 uvIn[4];\n"
" float4 colorIn;\n"
"};\n"
"\n"
"struct TextSupportUniform\n"
"{\n"
" float4x4 mtx;\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant InstData* instArr [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant TextSupportUniform& uData [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant InstData& inst = instArr[instId];\n"
" vtf.color = uData.color * inst.colorIn;\n"
" vtf.uv = inst.uvIn[vertId].xy;\n"
" vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* ImgFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
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"constexpr sampler samp(address::clamp_to_edge, filter::linear);\n"
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"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" float4 texel = tex.sample(samp, vtf.uv);\n"
" return vtf.color * texel;\n"
"}\n";
TMultiBlendShader<CTextSupportShader>::IDataBindingFactory*
CTextSupportShader::Initialize(boo::MetalDataFactory::Context& ctx)
{
boo::VertexElementDescriptor TextVtxVmt[] =
{
{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::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::Color | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 2},
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};
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s_TextVtxFmt = ctx.newVertexFormat(11, TextVtxVmt);
s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr,
s_TextVtxFmt, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr,
s_TextVtxFmt, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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boo::VertexElementDescriptor ImageVtxVmt[] =
{
{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::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::Color | boo::VertexSemantic::Instanced, 0},
};
s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt);
s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr,
s_ImageVtxFmt, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr,
s_ImageVtxFmt, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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return nullptr;
}
template <>
void CTextSupportShader::Shutdown<boo::MetalDataFactory>()
{
s_TextVtxFmt.reset();
s_TextAlphaPipeline.reset();
s_TextAddPipeline.reset();
s_ImageVtxFmt.reset();
s_ImageAlphaPipeline.reset();
s_ImageAddPipeline.reset();
}
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}