metaforce/Runtime/Graphics/CLineRendererShadersHLSL.cpp

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#include "CLineRendererShaders.hpp"
#include "CLineRenderer.hpp"
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namespace urde
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{
static const char* VS_HLSL_TEX =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 colorIn : COLOR;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer LineUniform : register(b0)\n"
"{\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.position = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_TEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex0.Sample(samp, vtf.uv);\n"
"}\n";
static const char* VS_HLSL_NOTEX =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 colorIn : COLOR;\n"
"};\n"
"\n"
"cbuffer LineUniform : register(b0)\n"
"{\n"
" float4 moduColor;\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 = v.colorIn * moduColor;\n"
" vtf.position = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_NOTEX =
"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";
struct HLSLLineDataBindingFactory : 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,
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nullptr, nullptr, 1, uniforms, nullptr,
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texCount, textures);
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}
};
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CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::ID3DDataFactory::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_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_texVtxFmt,
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_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_texVtxFmt,
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_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_noTexVtxFmt,
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_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, false, false, false);
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return new struct HLSLLineDataBindingFactory;
}
}