metaforce/Runtime/Particle/CElementGenShaders.hpp

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#ifndef __URDE_CELEMENTGENSHADERS_HPP__
#define __URDE_CELEMENTGENSHADERS_HPP__
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#include "Graphics/CGraphics.hpp"
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#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/graphicsdev/Metal.hpp"
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#include "boo/graphicsdev/Vulkan.hpp"
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namespace urde
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{
class CElementGen;
class CElementGenShaders
{
public:
struct IDataBindingFactory
{
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virtual void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)=0;
};
enum class EShaderClass
{
Tex,
IndTex,
NoTex
};
private:
static boo::IShaderPipeline* m_texZTestZWrite;
static boo::IShaderPipeline* m_texNoZTestZWrite;
static boo::IShaderPipeline* m_texZTestNoZWrite;
static boo::IShaderPipeline* m_texNoZTestNoZWrite;
static boo::IShaderPipeline* m_texAdditiveZTest;
static boo::IShaderPipeline* m_texAdditiveNoZTest;
static boo::IShaderPipeline* m_texRedToAlphaZTest;
static boo::IShaderPipeline* m_texRedToAlphaNoZTest;
static boo::IShaderPipeline* m_indTexZWrite;
static boo::IShaderPipeline* m_indTexNoZWrite;
static boo::IShaderPipeline* m_indTexAdditive;
static boo::IShaderPipeline* m_cindTexZWrite;
static boo::IShaderPipeline* m_cindTexNoZWrite;
static boo::IShaderPipeline* m_cindTexAdditive;
static boo::IShaderPipeline* m_noTexZTestZWrite;
static boo::IShaderPipeline* m_noTexNoZTestZWrite;
static boo::IShaderPipeline* m_noTexZTestNoZWrite;
static boo::IShaderPipeline* m_noTexNoZTestNoZWrite;
static boo::IShaderPipeline* m_noTexAdditiveZTest;
static boo::IShaderPipeline* m_noTexAdditiveNoZTest;
static boo::IVertexFormat* m_vtxFormatTex; /* No OpenGL */
static boo::IVertexFormat* m_vtxFormatIndTex; /* No OpenGL */
static boo::IVertexFormat* m_vtxFormatNoTex; /* No OpenGL */
static std::unique_ptr<IDataBindingFactory> m_bindFactory;
static boo::GraphicsDataToken m_gfxToken;
public:
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static IDataBindingFactory* Initialize(boo::GLDataFactory::Context& ctx);
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#if _WIN32
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static IDataBindingFactory* Initialize(boo::ID3DDataFactory::Context& ctx);
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#endif
#if BOO_HAS_METAL
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static IDataBindingFactory* Initialize(boo::MetalDataFactory::Context& ctx);
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#endif
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#if BOO_HAS_VULKAN
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static IDataBindingFactory* Initialize(boo::VulkanDataFactory::Context& ctx);
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#endif
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static void Initialize();
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static void Shutdown();
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static EShaderClass GetShaderClass(CElementGen& gen);
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static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen);
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};
}
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#endif // __URDE_CELEMENTGENSHADERS_HPP__