Thermal Hot filter Metal

This commit is contained in:
Jack Andersen 2016-08-03 13:47:01 -10:00
parent dc1ad1c773
commit 0f4ef04efa
3 changed files with 94 additions and 1 deletions

View File

@ -46,6 +46,7 @@ static const char* VS =
" vtf.colorReg1 = tcu.colorReg1;\n"
" vtf.colorReg2 = tcu.colorReg2;\n"
" vtf.sceneUv = v.uvIn.xy;\n"
" vtf.sceneUv.y = -vtf.sceneUv.y;\n"
" vtf.shiftUv = (float3x3(tcu.shiftMtx[0].xyz, tcu.shiftMtx[1].xyz, tcu.shiftMtx[2].xyz) * v.uvIn.xyz).xy;\n"
" vtf.shiftScale = tcu.shiftScale.xy;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"

View File

@ -0,0 +1,92 @@
#include "CThermalHotFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn [[ attribute(0) ]];\n"
" float4 uvIn [[ attribute(1) ]];\n"
"};\n"
"\n"
"struct ThermalHotUniform\n"
"{\n"
" float4 colorReg0;\n"
" float4 colorReg1;\n"
" float4 colorReg2;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 sceneUv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ThermalHotUniform& thu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.sceneUv = v.uvIn.xy;\n"
" vtf.sceneUv.y = -vtf.sceneUv.y;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 sceneUv;\n"
"};\n"
"\n"
"constant float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> sceneTex [[ texture(0) ]],\n"
" texture2d<float> paletteTex [[ texture(1) ]])\n"
"{\n"
" float sceneSample = dot(sceneTex.sample(samp, vtf.sceneUv), kRGBToYPrime);\n"
" float4 colorSample = paletteTex.sample(samp, float2(sceneSample / 17.0, 0.5));\n"
" return colorSample * sceneSample;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
struct CThermalHotFilterMetalDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CThermalHotFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
return cctx.newShaderDataBinding(TShader<CThermalHotFilter>::m_pipeline,
TShader<CThermalHotFilter>::m_vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}
};
TShader<CThermalHotFilter>::IDataBindingFactory* CThermalHotFilter::Initialize(boo::MetalDataFactory::Context& ctx,
boo::IShaderPipeline*& pipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples,
boo::BlendFactor::DstAlpha, boo::BlendFactor::InvDstAlpha,
boo::Primitive::TriStrips, false, false, false);
return new CThermalHotFilterMetalDataBindingFactory;
}
}

2
hecl

@ -1 +1 @@
Subproject commit ecddcbf1a46cf5a1d7b610de97a10718cebcd75e
Subproject commit d0339be1d573b89abdd8d3f53816c61afea7af80