|
|
|
|
@@ -4,6 +4,7 @@ namespace urde
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
|
|
|
|
|
static boo::ObjToken<boo::IVertexFormat> s_tessVtxFmt;
|
|
|
|
|
|
|
|
|
|
static const char* VS =
|
|
|
|
|
"#include <metal_stdlib>\n"
|
|
|
|
|
@@ -47,6 +48,7 @@ static const char* VS =
|
|
|
|
|
"{\n"
|
|
|
|
|
" VertToFrag vtf;\n"
|
|
|
|
|
" float4 pos = float4(v.posIn.xyz, 1.0);\n"
|
|
|
|
|
" float4 normalIn = v.normalIn;\n"
|
|
|
|
|
" vtf.mvPos = fu.mv * pos;\n"
|
|
|
|
|
" vtf.pos = fu.proj * vtf.mvPos;\n"
|
|
|
|
|
" vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
|
|
|
|
|
@@ -60,6 +62,142 @@ static const char* VS =
|
|
|
|
|
" return vtf;\n"
|
|
|
|
|
"}\n";
|
|
|
|
|
|
|
|
|
|
static const char* TessCS =
|
|
|
|
|
"#include <metal_stdlib>\n"
|
|
|
|
|
"using namespace metal;\n"
|
|
|
|
|
"struct VertData\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4 minMaxPos [[ attribute(0) ]];\n"
|
|
|
|
|
" float4 outerLevelsIn [[ attribute(1) ]];\n"
|
|
|
|
|
" float2 innerLevelsIn [[ attribute(2) ]];\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"struct KernelPatchInfo {\n"
|
|
|
|
|
" uint numPatches; // total number of patches to process.\n"
|
|
|
|
|
" // we need this because this value may\n"
|
|
|
|
|
" // not be a multiple of threadgroup size.\n"
|
|
|
|
|
" ushort numPatchesInThreadGroup; // number of patches processed by a\n"
|
|
|
|
|
" // thread-group\n"
|
|
|
|
|
" ushort numControlPointsPerPatch;\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"kernel void\n"
|
|
|
|
|
"cmain(VertData v [[ stage_in ]],\n"
|
|
|
|
|
" constant KernelPatchInfo& patchInfo [[ buffer(2) ]],\n"
|
|
|
|
|
" device MTLQuadTessellationFactorsHalf* tessellationFactorBuffer [[ buffer(3) ]],\n"
|
|
|
|
|
" ushort lID [[ thread_position_in_threadgroup ]],\n"
|
|
|
|
|
" ushort groupID [[ threadgroup_position_in_grid ]])\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" uint patchGroupID = groupID * patchInfo.numPatchesInThreadGroup;\n"
|
|
|
|
|
"\n"
|
|
|
|
|
" // execute the per-patch hull function\n"
|
|
|
|
|
" if (lID < patchInfo.numPatchesInThreadGroup)\n"
|
|
|
|
|
" {\n"
|
|
|
|
|
" uint patchID = patchGroupID + lID;\n"
|
|
|
|
|
" device MTLQuadTessellationFactorsHalf& patchOut = tessellationFactorBuffer[patchID];\n"
|
|
|
|
|
" for (int i=0 ; i<4 ; ++i)\n"
|
|
|
|
|
" patchOut.edgeTessellationFactor[i] = v.outerLevelsIn[i];\n"
|
|
|
|
|
" for (int i=0 ; i<2 ; ++i)\n"
|
|
|
|
|
" patchOut.insideTessellationFactor[i] = v.innerLevelsIn[i];\n"
|
|
|
|
|
" }\n"
|
|
|
|
|
"}\n";
|
|
|
|
|
|
|
|
|
|
static const char* TessES =
|
|
|
|
|
"#include <metal_stdlib>\n"
|
|
|
|
|
"using namespace metal;\n"
|
|
|
|
|
"struct Ripple\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4 center; // time, distFalloff\n"
|
|
|
|
|
" float4 params; // amplitude, lookupPhase, lookupTime\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"struct FluidPlaneUniform\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4x4 mv;\n"
|
|
|
|
|
" float4x4 mvNorm;\n"
|
|
|
|
|
" float4x4 proj;\n"
|
|
|
|
|
" float4x4 texMtxs[6];\n"
|
|
|
|
|
" Ripple ripples[20];\n"
|
|
|
|
|
" float4 colorMul;\n"
|
|
|
|
|
" float rippleNormResolution;\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"struct VertToFrag\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4 pos [[ position ]];\n"
|
|
|
|
|
" float4 mvPos;\n"
|
|
|
|
|
" float4 mvNorm;\n"
|
|
|
|
|
" float4 mvBinorm;\n"
|
|
|
|
|
" float4 mvTangent;\n"
|
|
|
|
|
" float4 color;\n"
|
|
|
|
|
" float2 uv0;\n"
|
|
|
|
|
" float2 uv1;\n"
|
|
|
|
|
" float2 uv2;\n"
|
|
|
|
|
" float2 uv3;\n"
|
|
|
|
|
" float2 uv4;\n"
|
|
|
|
|
" float2 uv5;\n"
|
|
|
|
|
" float2 uv6;\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"struct VertData\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4 minMaxPos [[ attribute(0) ]];\n"
|
|
|
|
|
" float4 outerLevelsIn [[ attribute(1) ]];\n"
|
|
|
|
|
" float2 innerLevelsIn [[ attribute(2) ]];\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"#define PI_X2 6.283185307179586\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"static void ApplyRipple(constant Ripple& ripple, float2 pos, thread float& height,\n"
|
|
|
|
|
" sampler samp, texture2d<float> RippleMap)\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float dist = length(ripple.center.xy - pos);\n"
|
|
|
|
|
" float rippleV = RippleMap.sample(samp, float2(dist * ripple.center.w, ripple.center.z), level(0.0)).r;\n"
|
|
|
|
|
" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
|
|
|
|
|
"}\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"[[ patch(quad, 1) ]]\n"
|
|
|
|
|
"vertex VertToFrag emain(VertData v [[ stage_in ]], float2 TessCoord [[ position_in_patch ]],\n"
|
|
|
|
|
" constant FluidPlaneUniform& fu [[ buffer(2) ]],\n"
|
|
|
|
|
" sampler samp [[ sampler(2) ]],\n"
|
|
|
|
|
" texture2d<float> RippleMap [[ texture(%d) ]])\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float2 posIn = float2(mix(v.minMaxPos.x, v.minMaxPos.z, TessCoord.x),\n"
|
|
|
|
|
" mix(v.minMaxPos.y, v.minMaxPos.w, TessCoord.y));\n"
|
|
|
|
|
" float height = 0.0;\n"
|
|
|
|
|
" float upHeight = 0.0;\n"
|
|
|
|
|
" float downHeight = 0.0;\n"
|
|
|
|
|
" float rightHeight = 0.0;\n"
|
|
|
|
|
" float leftHeight = 0.0;\n"
|
|
|
|
|
" for (int i=0 ; i<20 ; ++i)\n"
|
|
|
|
|
" {\n"
|
|
|
|
|
" ApplyRipple(fu.ripples[i], posIn, height, samp, RippleMap);\n"
|
|
|
|
|
" ApplyRipple(fu.ripples[i], posIn + float2(0.0, fu.rippleNormResolution), upHeight, samp, RippleMap);\n"
|
|
|
|
|
" ApplyRipple(fu.ripples[i], posIn - float2(0.0, fu.rippleNormResolution), downHeight, samp, RippleMap);\n"
|
|
|
|
|
" ApplyRipple(fu.ripples[i], posIn + float2(fu.rippleNormResolution, 0.0), rightHeight, samp, RippleMap);\n"
|
|
|
|
|
" ApplyRipple(fu.ripples[i], posIn - float2(fu.rippleNormResolution, 0.0), leftHeight, samp, RippleMap);\n"
|
|
|
|
|
" }\n"
|
|
|
|
|
" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
|
|
|
|
|
" (downHeight - upHeight),\n"
|
|
|
|
|
" fu.rippleNormResolution)), 1.0);\n"
|
|
|
|
|
" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
|
|
|
|
|
" float4 tangentIn = float4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
|
|
|
|
|
" float4 pos = float4(posIn, height, 1.0);\n"
|
|
|
|
|
" VertToFrag vtf;\n"
|
|
|
|
|
" vtf.mvPos = (fu.mv * pos);\n"
|
|
|
|
|
" vtf.pos = (fu.proj * vtf.mvPos);\n"
|
|
|
|
|
" vtf.mvNorm = (fu.mvNorm * normalIn);\n"
|
|
|
|
|
" vtf.mvBinorm = (fu.mvNorm * binormalIn);\n"
|
|
|
|
|
" vtf.mvTangent = (fu.mvNorm * tangentIn);\n"
|
|
|
|
|
" vtf.color = max(height, 0.0) * fu.colorMul;\n"
|
|
|
|
|
" vtf.color.a = 1.0;\n"
|
|
|
|
|
" vtf.uv0 = (fu.texMtxs[0] * pos).xy;\n"
|
|
|
|
|
" vtf.uv1 = (fu.texMtxs[1] * pos).xy;\n"
|
|
|
|
|
" vtf.uv2 = (fu.texMtxs[2] * pos).xy;\n"
|
|
|
|
|
"%s\n" // Additional TCGs here
|
|
|
|
|
" return vtf;\n"
|
|
|
|
|
"}\n";
|
|
|
|
|
|
|
|
|
|
static const char* FS =
|
|
|
|
|
"#include <metal_stdlib>\n"
|
|
|
|
|
"using namespace metal;\n"
|
|
|
|
|
@@ -91,22 +229,22 @@ static const char* FS =
|
|
|
|
|
" Fog fog;\n"
|
|
|
|
|
"};\n"
|
|
|
|
|
"\n"
|
|
|
|
|
"static float4 LightingFunc(float3 mvPosIn, float3 mvNormIn)\n"
|
|
|
|
|
"static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn)\n"
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4 ret = ambient;\n"
|
|
|
|
|
" float4 ret = lu.ambient;\n"
|
|
|
|
|
" \n"
|
|
|
|
|
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
|
|
|
|
|
" {\n"
|
|
|
|
|
" float3 delta = mvPosIn - lights[i].pos.xyz;\n"
|
|
|
|
|
" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
|
|
|
|
|
" float dist = length(delta);\n"
|
|
|
|
|
" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
|
|
|
|
|
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
|
|
|
|
|
" lights[i].linAtt[1] * dist +\n"
|
|
|
|
|
" lights[i].linAtt[0]);\n"
|
|
|
|
|
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
|
|
|
|
|
" lights[i].angAtt[1] * angDot +\n"
|
|
|
|
|
" lights[i].angAtt[0];\n"
|
|
|
|
|
" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
|
|
|
|
|
" float angDot = clamp(dot(normalize(delta), lu.lights[i].dir.xyz), 0.0, 1.0);\n"
|
|
|
|
|
" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
|
|
|
|
|
" lu.lights[i].linAtt[1] * dist +\n"
|
|
|
|
|
" lu.lights[i].linAtt[0]);\n"
|
|
|
|
|
" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
|
|
|
|
|
" lu.lights[i].angAtt[1] * angDot +\n"
|
|
|
|
|
" lu.lights[i].angAtt[0];\n"
|
|
|
|
|
" ret += lu.lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
|
|
|
|
|
" }\n"
|
|
|
|
|
" \n"
|
|
|
|
|
" return ret;\n"
|
|
|
|
|
@@ -133,7 +271,7 @@ static const char* FS =
|
|
|
|
|
" sampler samp [[ sampler(0) ]],\n"
|
|
|
|
|
" constant LightingUniform& lu [[ buffer(4) ]]%s)\n" // Textures here
|
|
|
|
|
"{\n"
|
|
|
|
|
" float4 lighting = LightingFunc(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
|
|
|
|
|
" float4 lighting = LightingFunc(lu, vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
|
|
|
|
|
" float4 colorOut;\n"
|
|
|
|
|
"%s" // Combiner expression here
|
|
|
|
|
" return colorOut;\n"
|
|
|
|
|
@@ -196,7 +334,7 @@ static const char* FSDoor =
|
|
|
|
|
" return colorOut;\n"
|
|
|
|
|
"}\n";
|
|
|
|
|
|
|
|
|
|
boo::ObjToken<boo::IShaderPipeline>
|
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
|
|
|
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
|
|
|
|
|
{
|
|
|
|
|
if (!s_vtxFmt)
|
|
|
|
|
@@ -243,7 +381,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
if (info.m_hasEnvBumpMap)
|
|
|
|
|
{
|
|
|
|
|
envBumpMapUv = nextTCG;
|
|
|
|
|
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(v.normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
|
|
|
|
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
|
|
|
|
}
|
|
|
|
|
if (info.m_hasEnvMap)
|
|
|
|
|
{
|
|
|
|
|
@@ -258,9 +396,9 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
|
|
|
|
|
switch (info.m_type)
|
|
|
|
|
{
|
|
|
|
|
case CFluidPlane::EFluidType::NormalWater:
|
|
|
|
|
case CFluidPlane::EFluidType::PhazonFluid:
|
|
|
|
|
case CFluidPlane::EFluidType::Four:
|
|
|
|
|
case EFluidType::NormalWater:
|
|
|
|
|
case EFluidType::PhazonFluid:
|
|
|
|
|
case EFluidType::Four:
|
|
|
|
|
if (info.m_hasLightmap)
|
|
|
|
|
{
|
|
|
|
|
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%d);\n", lightmapUv);
|
|
|
|
|
@@ -341,7 +479,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CFluidPlane::EFluidType::PoisonWater:
|
|
|
|
|
case EFluidType::PoisonWater:
|
|
|
|
|
if (info.m_hasLightmap)
|
|
|
|
|
{
|
|
|
|
|
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%d);\n", lightmapUv);
|
|
|
|
|
@@ -409,7 +547,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CFluidPlane::EFluidType::Lava:
|
|
|
|
|
case EFluidType::Lava:
|
|
|
|
|
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
|
|
|
|
// ZERO, TEX, KONST, RAS
|
|
|
|
|
// Output reg prev
|
|
|
|
|
@@ -467,7 +605,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case CFluidPlane::EFluidType::ThickLava:
|
|
|
|
|
case EFluidType::ThickLava:
|
|
|
|
|
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
|
|
|
|
// ZERO, TEX, KONST, RAS
|
|
|
|
|
// Output reg prev
|
|
|
|
|
@@ -516,19 +654,45 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
asprintf(&finalVS, VS, additionalTCGs.c_str());
|
|
|
|
|
asprintf(&finalFS, FS, textures.c_str(), combiner.c_str());
|
|
|
|
|
|
|
|
|
|
auto ret = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
|
|
|
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
|
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
|
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
|
|
|
boo::CullMode::None);
|
|
|
|
|
auto regular = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
|
|
|
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
|
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
|
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
|
|
|
|
boo::CullMode::None);
|
|
|
|
|
|
|
|
|
|
boo::ObjToken<boo::IShaderPipeline> tessellation;
|
|
|
|
|
if (info.m_tessellation)
|
|
|
|
|
{
|
|
|
|
|
if (!s_tessVtxFmt)
|
|
|
|
|
{
|
|
|
|
|
boo::VertexElementDescriptor tessElements[] =
|
|
|
|
|
{
|
|
|
|
|
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
|
|
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
|
|
|
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
|
|
|
|
|
};
|
|
|
|
|
s_tessVtxFmt = ctx.newVertexFormat(3, tessElements);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char *finalES;
|
|
|
|
|
asprintf(&finalES, TessES, nextTex, additionalTCGs.c_str());
|
|
|
|
|
|
|
|
|
|
tessellation = ctx.newTessellationShaderPipeline(TessCS, finalFS, finalES, nullptr, nullptr, nullptr, s_tessVtxFmt,
|
|
|
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
|
|
|
|
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
|
|
|
|
1, boo::ZTest::LEqual, false, true, false,
|
|
|
|
|
boo::CullMode::None);
|
|
|
|
|
|
|
|
|
|
free(finalES);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
free(finalVS);
|
|
|
|
|
free(finalFS);
|
|
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
|
return {regular, tessellation};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
boo::ObjToken<boo::IShaderPipeline>
|
|
|
|
|
CFluidPlaneShader::ShaderPair
|
|
|
|
|
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
|
|
|
|
|
{
|
|
|
|
|
if (!s_vtxFmt)
|
|
|
|
|
@@ -586,41 +750,50 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
|
|
|
|
|
free(finalVS);
|
|
|
|
|
free(finalFS);
|
|
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
|
return {ret, {}};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template <>
|
|
|
|
|
void CFluidPlaneShader::_Shutdown<boo::MetalDataFactory>()
|
|
|
|
|
{
|
|
|
|
|
s_vtxFmt.reset();
|
|
|
|
|
s_tessVtxFmt.reset();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
boo::ObjToken<boo::IShaderDataBinding> CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::Context& ctx,
|
|
|
|
|
const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door)
|
|
|
|
|
CFluidPlaneShader::BindingPair
|
|
|
|
|
CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::Context& ctx, const ShaderPair& pipeline)
|
|
|
|
|
{
|
|
|
|
|
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
|
|
|
|
|
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
|
|
|
|
boo::PipelineStage::Fragment };
|
|
|
|
|
size_t ubufOffs[] = {0, 0, 768};
|
|
|
|
|
size_t ubufSizes[] = {768, 768, sizeof(CModelShaders::LightingUniform)};
|
|
|
|
|
size_t ubufOffs[] = {0, 0, 1280};
|
|
|
|
|
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
|
|
|
|
|
size_t texCount = 0;
|
|
|
|
|
boo::ObjToken<boo::ITexture> texs[7];
|
|
|
|
|
boo::ObjToken<boo::ITexture> texs[8];
|
|
|
|
|
if (m_patternTex1)
|
|
|
|
|
texs[texCount++] = (*m_patternTex1)->GetBooTexture();
|
|
|
|
|
texs[texCount++] = m_patternTex1->GetBooTexture();
|
|
|
|
|
if (m_patternTex2)
|
|
|
|
|
texs[texCount++] = (*m_patternTex2)->GetBooTexture();
|
|
|
|
|
texs[texCount++] = m_patternTex2->GetBooTexture();
|
|
|
|
|
if (m_colorTex)
|
|
|
|
|
texs[texCount++] = (*m_colorTex)->GetBooTexture();
|
|
|
|
|
texs[texCount++] = m_colorTex->GetBooTexture();
|
|
|
|
|
if (m_bumpMap)
|
|
|
|
|
texs[texCount++] = (*m_bumpMap)->GetBooTexture();
|
|
|
|
|
texs[texCount++] = m_bumpMap->GetBooTexture();
|
|
|
|
|
if (m_envMap)
|
|
|
|
|
texs[texCount++] = (*m_envMap)->GetBooTexture();
|
|
|
|
|
texs[texCount++] = m_envMap->GetBooTexture();
|
|
|
|
|
if (m_envBumpMap)
|
|
|
|
|
texs[texCount++] = (*m_envBumpMap)->GetBooTexture();
|
|
|
|
|
texs[texCount++] = m_envBumpMap->GetBooTexture();
|
|
|
|
|
if (m_lightmap)
|
|
|
|
|
texs[texCount++] = (*m_lightmap)->GetBooTexture();
|
|
|
|
|
return ctx.newShaderDataBinding(pipeline, s_vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
|
|
|
|
|
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
|
|
|
texs[texCount++] = m_lightmap->GetBooTexture();
|
|
|
|
|
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, s_vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
|
|
|
|
|
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
|
|
|
boo::ObjToken<boo::IShaderDataBinding> tessellation;
|
|
|
|
|
if (pipeline.m_tessellation)
|
|
|
|
|
{
|
|
|
|
|
texs[texCount++] = m_rippleMap.get();
|
|
|
|
|
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, s_tessVtxFmt, m_pvbo.get(), nullptr, nullptr, 3,
|
|
|
|
|
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
|
|
|
|
|
}
|
|
|
|
|
return {regular, tessellation};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|