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