metaforce/Runtime/Graphics/Shaders/CWorldShadowShaderHLSL.cpp

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#include "CWorldShadowShader.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
"};\n"
"\n"
"cbuffer ColoredQuadUniform : register(b0)\n"
"{\n"
" float4x4 xf;\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = color;\n"
" vtf.position = mul(xf, float4(v.posIn.xyz, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* FS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CWorldShadowShader)
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static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
static boo::ObjToken<boo::IShaderPipeline> s_ZPipeline;
struct CWorldShadowShaderD3DDataBindingFactory : TShader<CWorldShadowShader>::IDataBindingFactory
{
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boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CWorldShadowShader& filter)
{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
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filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, s_VtxFmt,
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filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
return nullptr;
}
};
TShader<CWorldShadowShader>::IDataBindingFactory*
CWorldShadowShader::Initialize(boo::ID3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4}
};
s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
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s_ZPipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, true, true, false, boo::CullMode::None);
return new CWorldShadowShaderD3DDataBindingFactory;
}
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template <>
void CWorldShadowShader::Shutdown<boo::ID3DDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
s_ZPipeline.reset();
}
}