metaforce/Runtime/Graphics/CLineRendererShadersGLSL.cpp

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#include "CLineRendererShaders.hpp"
#include "CLineRenderer.hpp"
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namespace urde
{
static const char* VS_GLSL_TEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
"layout(location=2) in vec4 uvIn;\n"
"\n"
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"UBINDING0 uniform LineUniform\n"
"{\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uv = uvIn.xy;\n"
" gl_Position = posIn;\n"
"}\n";
static const char* FS_GLSL_TEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
"}\n";
static const char* VS_GLSL_NOTEX =
"#version 330\n"
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BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
"\n"
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"UBINDING0 uniform LineUniform\n"
"{\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" gl_Position = posIn;\n"
"}\n";
static const char* FS_GLSL_NOTEX =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
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struct OGLLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
{
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void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
boo::IShaderPipeline* pipeline, boo::ITexture* texture)
{
boo::IVertexFormat* vtxFmt = nullptr;
int texCount = 0;
boo::ITexture* textures[1];
if (texture)
{
textures[0] = texture;
texCount = 1;
const boo::VertexElementDescriptor TexFmtTex[] =
{
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color},
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::UV4}
};
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vtxFmt = ctx.newVertexFormat(3, TexFmtTex);
}
else
{
const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color}
};
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vtxFmt = ctx.newVertexFormat(2, TexFmtNoTex);
}
boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
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renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, vtxFmt, renderer.m_vertBuf,
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nullptr, nullptr, 1, uniforms, nullptr,
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texCount, textures);
}
};
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CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::GLDataFactory::Context& ctx)
{
static const char* UniNames[] = {"LineUniform"};
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m_texAlpha = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, true, false);
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m_texAdditive = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, false, false, false);
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m_noTexAlpha = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, true, false);
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m_noTexAdditive = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, false, false, false);
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return new struct OGLLineDataBindingFactory;
}
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#if BOO_HAS_VULKAN
struct VulkanLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
{
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void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
boo::IShaderPipeline* pipeline, boo::ITexture* texture)
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{
int texCount = 0;
boo::ITexture* textures[1];
if (texture)
{
textures[0] = texture;
texCount = 1;
}
boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
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renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, nullptr, renderer.m_vertBuf,
nullptr, nullptr, 1, uniforms,
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nullptr, texCount, textures);
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}
};
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CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::VulkanDataFactory::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_GLSL_TEX, FS_GLSL_TEX, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, true, false);
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m_texAdditive = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, false, false, false);
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m_noTexAlpha = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_noTexVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, true, false);
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m_noTexAdditive = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_noTexVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, false, false, false);
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return new struct VulkanLineDataBindingFactory;
}
#endif
}