mirror of https://github.com/AxioDL/metaforce.git
HLSL extension shaders
This commit is contained in:
parent
d737ed7b34
commit
1c64605261
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@ -16,7 +16,7 @@ zeus::CTransform CMappableObject::AdjustTransformForType()
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zeus::CTransform scale;
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scale.scaleBy(1.5);
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zeus::CTransform orientation;
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orientation.origin = {-1.4*doorCenterX, 0.0f, 0.0f};
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orientation.origin = {-1.4f*doorCenterX, 0.0f, 0.0f};
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zeus::CTransform tmp3 = x10_ * orientation;
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orientation.rotateLocalZ(zeus::degToRad(90.0f));
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return tmp3 * scale;
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@ -1,3 +1,6 @@
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#if _WIN32
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#include <D3Dcommon.h>
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#endif
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#include "Graphics/CModel.hpp"
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#include "Graphics/CTexture.hpp"
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#include "Graphics/CGraphics.hpp"
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@ -43,11 +43,31 @@ static const char* LightingHLSL =
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" return saturate(ret);\n"
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"}\n";
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static const char* ThermalPostHLSL =
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"cbuffer ThermalUniform : register(b2)\n"
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"{\n"
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" float4 mulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return extTex7.Sample(samp, vtf.extTcgs[0]).rrrr * mulColor + addColor;\n"
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"}\n"
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"\n";
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hecl::Runtime::ShaderCacheExtensions
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CModelShaders::GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat)
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{
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hecl::Runtime::ShaderCacheExtensions ext(plat);
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ext.registerExtensionSlot({LightingHLSL, "LightingFunc"}, {}, 0, nullptr);
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/* Normal lit shading */
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ext.registerExtensionSlot({LightingHLSL, "LightingFunc"}, {}, 0, nullptr, 0, nullptr,
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hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original);
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/* Thermal Visor shading */
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ext.registerExtensionSlot({}, {ThermalPostHLSL, "ThermalPostFunc"}, 0, nullptr, 1, ThermalTextures,
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hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One);
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return ext;
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}
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@ -113,7 +113,7 @@ void CSpaceWarpFilter::draw(const zeus::CVector3f& pt)
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}
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/* Transform UV coordinates of rectangle within viewport and sampled scene texels (clamped to viewport bounds) */
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zeus::CVector2f vp{CGraphics::g_ViewportResolution.x, CGraphics::g_ViewportResolution.y};
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zeus::CVector2f vp{float(CGraphics::g_ViewportResolution.x), float(CGraphics::g_ViewportResolution.y)};
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m_uniform.m_matrix[0][0] = clipRect.xc_width / vp.x;
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m_uniform.m_matrix[1][1] = clipRect.x10_height / vp.y;
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m_uniform.m_matrix[3][0] = pt.x + (1.f / vp.x);
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@ -13,6 +13,7 @@ class CSpaceWarpFilter
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friend struct CSpaceWarpFilterGLDataBindingFactory;
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friend struct CSpaceWarpFilterVulkanDataBindingFactory;
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friend struct CSpaceWarpFilterMetalDataBindingFactory;
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friend struct CSpaceWarpFilterD3DDataBindingFactory;
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struct Uniform
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{
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@ -0,0 +1,89 @@
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#include "CSpaceWarpFilter.hpp"
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namespace urde
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{
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"cbuffer SpaceWarpUniform : register(b0)\n"
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"{\n"
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" float4x4 mainMtx;\n"
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" float4x4 indMtx;\n"
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" float4 strength;\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 : SV_Position;\n"
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" float2 sceneUv : SCENEUV;\n"
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" float2 indUv : INDV;\n"
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" float2 strength : STRENGTH;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.position = mul(mainMtx, float4(v.posIn.xy, 0.0, 1.0));\n"
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" vtf.sceneUv = vtf.position.xy * float2(0.5, 0.5) + float2(0.5, 0.5);\n"
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" vtf.sceneUv.y = -vtf.sceneUv.y;\n"
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" vtf.indUv = mul(float3x3(indMtx[0].xyz, indMtx[1].xyz, indMtx[2].xyz), float3(v.uvIn.xy, 1.0)).xy;\n"
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" vtf.indUv.y = -vtf.indUv.y;\n"
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" vtf.strength = strength.xy;\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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"Texture2D sceneTex : register(t0);\n"
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"Texture2D indTex : register(t1);\n"
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"SamplerState samp : register(s0);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float2 sceneUv : SCENEUV;\n"
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" float2 indUv : INDV;\n"
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" float2 strength : STRENGTH;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return sceneTex.Sample(samp, vtf.sceneUv + (indTex.Sample(samp, vtf.indUv).xy * float2(2.0, 2.0) - float2(1.0 - 1.0 / 256.0, 1.0 - 1.0 / 256.0)) * vtf.strength.xy);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
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struct CSpaceWarpFilterD3DDataBindingFactory : TShader<CSpaceWarpFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CSpaceWarpFilter& filter)
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{
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boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_warpTex};
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return cctx.newShaderDataBinding(TShader<CSpaceWarpFilter>::m_pipeline,
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TShader<CSpaceWarpFilter>::m_vtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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}
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};
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TShader<CSpaceWarpFilter>::IDataBindingFactory* CSpaceWarpFilter::Initialize(boo::ID3DDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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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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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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pipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false, false);
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return new CSpaceWarpFilterD3DDataBindingFactory;
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}
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}
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@ -13,6 +13,7 @@ class CThermalColdFilter
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friend struct CThermalColdFilterGLDataBindingFactory;
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friend struct CThermalColdFilterVulkanDataBindingFactory;
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friend struct CThemalColdFilterMetalDataBindingFactory;
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friend struct CThemalColdFilterD3DDataBindingFactory;
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struct Uniform
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{
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@ -3,11 +3,108 @@
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namespace urde
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{
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TShader<CThermalColdFilter>::IDataBindingFactory* CThermalColdFilter::Initialize(boo::ID3DDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"\n"
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"cbuffer ThermalColdUniform : register(b0)\n"
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"{\n"
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" float4x4 shiftMtx;\n"
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" float4x4 indMtx;\n"
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" float4 shiftScale;\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\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 : SV_Position;\n"
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" float3x3 indMtx : INDMTX;\n"
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" float4 colorReg0 : COLORREG0;\n"
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" float4 colorReg1 : COLORREG1;\n"
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" float4 colorReg2 : COLORREG2;\n"
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" float2 sceneUv : SCENEUV;\n"
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" float2 shiftUv : SHIFTUV;\n"
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" float2 shiftScale : SHIFTSCALE;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.indMtx = float3x3(indMtx[0].xyz, indMtx[1].xyz, indMtx[2].xyz);\n"
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" vtf.colorReg0 = colorReg0;\n"
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" vtf.colorReg1 = colorReg1;\n"
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" vtf.colorReg2 = colorReg2;\n"
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" vtf.sceneUv = v.uvIn.xy;\n"
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" vtf.shiftUv = (mul(float3x3(shiftMtx[0].xyz, shiftMtx[1].xyz, shiftMtx[2].xyz), v.uvIn.xyz)).xy;\n"
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" vtf.shiftScale = shiftScale.xy;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\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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"Texture2D sceneTex : register(t0);\n"
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"Texture2D shiftTex : register(t1);\n"
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"SamplerState samp : register(s0);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float3x3 indMtx : INDMTX;\n"
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" float4 colorReg0 : COLORREG0;\n"
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" float4 colorReg1 : COLORREG1;\n"
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" float4 colorReg2 : COLORREG2;\n"
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" float2 sceneUv : SCENEUV;\n"
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" float2 shiftUv : SHIFTUV;\n"
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" float2 shiftScale : SHIFTSCALE;\n"
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"};\n"
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"\n"
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"static const float4 kRGBToYPrime = {0.299, 0.587, 0.114, 0.0};\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float2 shiftCoordTexel = shiftTex.Sample(samp, vtf.shiftUv).xy;\n"
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" float2 shiftCoord = vtf.sceneUv + shiftCoordTexel * vtf.shiftScale;\n"
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" float shiftScene0 = dot(sceneTex.Sample(samp, shiftCoord), kRGBToYPrime);\n"
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" float shiftScene1 = dot(sceneTex.Sample(samp, shiftCoord + float2(vtf.shiftScale.x / 8.0, 0.0)), kRGBToYPrime);\n"
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" float2 indCoord = (mul(vtf.indMtx, float3(shiftScene0 - 0.5, shiftScene1 - 0.5, 1.0))).xy;\n"
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" float indScene = dot(sceneTex.Sample(samp, vtf.sceneUv + indCoord), kRGBToYPrime);\n"
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" return vtf.colorReg0 * indScene + vtf.colorReg1 * shiftScene0 + vtf.colorReg2;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter)
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struct CThemalColdFilterD3DDataBindingFactory : TShader<CThermalColdFilter>::IDataBindingFactory
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{
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return nullptr;
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CThermalColdFilter& filter)
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{
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boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_shiftTex};
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return cctx.newShaderDataBinding(TShader<CThermalColdFilter>::m_pipeline,
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TShader<CThermalColdFilter>::m_vtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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}
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};
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TShader<CThermalColdFilter>::IDataBindingFactory* CThermalColdFilter::Initialize(boo::ID3DDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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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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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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pipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false, false);
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return new CThemalColdFilterD3DDataBindingFactory;
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}
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}
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@ -1,3 +1,6 @@
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#if _WIN32
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#include <D3Dcommon.h>
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#endif
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#include "CGameArea.hpp"
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#include "GameGlobalObjects.hpp"
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#include "Graphics/CBooRenderer.hpp"
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@ -4,6 +4,7 @@
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#include "CSimplePool.hpp"
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#include "CStateManager.hpp"
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#include "CInGameTweakManagerBase.hpp"
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#include "Audio/CAudioGroupSet.hpp"
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namespace urde
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{
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit cc98390bdb08dd2a83c6b2a6b7c92dc6c4e20fac
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Subproject commit 8830763583627a50b755d1e9ef4a02ec76c91c6f
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2
kabufuda
2
kabufuda
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@ -1 +1 @@
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Subproject commit d242e2deb63b2fc6da526e7245d4dfa487731af4
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Subproject commit d0791ebd2172d2adb85ab5bc32bbbb3a6d40f29f
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