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Refactors to support fog volume rendering
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83
Runtime/Graphics/Shaders/CFogVolumePlaneShaderMetal.cpp
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83
Runtime/Graphics/Shaders/CFogVolumePlaneShaderMetal.cpp
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#include "CFogVolumePlaneShader.hpp"
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#include "TShader.hpp"
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namespace urde
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{
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\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 [[ position ]];\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.position = v.posIn;\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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
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"{\n"
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" return float4(1.0, 1.0, 1.0, 1.0);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CFogVolumePlaneShader)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_Pipelines[4] = {};
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struct CFogVolumePlaneShaderMetalDataBindingFactory : TShader<CFogVolumePlaneShader>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CFogVolumePlaneShader& filter)
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{
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boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
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for (int i=0 ; i<4 ; ++i)
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filter.m_dataBinds[i] = cctx.newShaderDataBinding(s_Pipelines[i], s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 0, nullptr,
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nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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return filter.m_dataBinds[0];
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}
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};
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TShader<CFogVolumePlaneShader>::IDataBindingFactory*
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CFogVolumePlaneShader::Initialize(boo::MetalDataFactory::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_Pipelines[0] = ctx.newShaderPipeline(VS, FS, s_VtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::Zero,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, true, false, false, boo::CullMode::Frontface);
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s_Pipelines[1] = ctx.newShaderPipeline(VS, FS, s_VtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::Zero,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::None, false, false, false, boo::CullMode::Frontface);
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s_Pipelines[2] = ctx.newShaderPipeline(VS, FS, s_VtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::Zero,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, true, false, false, boo::CullMode::Backface);
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s_Pipelines[3] = ctx.newShaderPipeline(VS, FS, s_VtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::Zero,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::Greater, false, false, false, boo::CullMode::Backface);
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return new CFogVolumePlaneShaderMetalDataBindingFactory;
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}
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}
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