diff --git a/Runtime/Graphics/Shaders/CCameraBlurFilterHLSL.cpp b/Runtime/Graphics/Shaders/CCameraBlurFilterHLSL.cpp index e69de29bb..0cba6be98 100644 --- a/Runtime/Graphics/Shaders/CCameraBlurFilterHLSL.cpp +++ b/Runtime/Graphics/Shaders/CCameraBlurFilterHLSL.cpp @@ -0,0 +1,124 @@ +#include "CCameraBlurFilter.hpp" +#include "Graphics/CBooRenderer.hpp" +#include "GameGlobalObjects.hpp" + +namespace urde +{ + +static const char* VS = +"struct VertData\n" +"{\n" +" float4 posIn : POSITION;\n" +" float4 uvIn : UV;\n" +"};\n" +"\n" +"cbuffer CameraBlurUniform : register(b0)\n" +"{\n" +" float4 uv0;\n" +" float4 uv1;\n" +" float4 uv2;\n" +" float4 uv3;\n" +" float4 uv4;\n" +" float4 uv5;\n" +" float opacity;\n" +"};\n" +"\n" +"struct VertToFrag\n" +"{\n" +" float4 position : SV_Position;\n" +" float2 uvReg : UV6;\n" +" float2 uv0 : UV0;\n" +" float2 uv1 : UV1;\n" +" float2 uv2 : UV2;\n" +" float2 uv3 : UV3;\n" +" float2 uv4 : UV4;\n" +" float2 uv5 : UV5;\n" +" float opacity : OPACITY;\n" +"};\n" +"\n" +"VertToFrag main(in VertData v)\n" +"{\n" +" VertToFrag vtf;\n" +" vtf.uvReg = v.uvIn.xy;\n" +" vtf.uvReg.y = -vtf.uvReg.y;\n" +" vtf.uv0 = uv0.xy + v.uvIn.xy;\n" +" vtf.uv0.y = -vtf.uv0.y;\n" +" vtf.uv1 = uv1.xy + v.uvIn.xy;\n" +" vtf.uv1.y = -vtf.uv1.y;\n" +" vtf.uv2 = uv2.xy + v.uvIn.xy;\n" +" vtf.uv2.y = -vtf.uv2.y;\n" +" vtf.uv3 = uv3.xy + v.uvIn.xy;\n" +" vtf.uv3.y = -vtf.uv3.y;\n" +" vtf.uv4 = uv4.xy + v.uvIn.xy;\n" +" vtf.uv4.y = -vtf.uv4.y;\n" +" vtf.uv5 = uv5.xy + v.uvIn.xy;\n" +" vtf.uv5.y = -vtf.uv5.y;\n" +" vtf.opacity = opacity;\n" +" vtf.position = float4(v.posIn.xyz, 1.0);\n" +" return vtf;\n" +"}\n"; + +static const char* FS = +"Texture2D sceneTex : register(t0);\n" +"SamplerState samp : register(s0);\n" +"struct VertToFrag\n" +"{\n" +" float4 position : SV_Position;\n" +" float2 uvReg : UV6;\n" +" float2 uv0 : UV0;\n" +" float2 uv1 : UV1;\n" +" float2 uv2 : UV2;\n" +" float2 uv3 : UV3;\n" +" float2 uv4 : UV4;\n" +" float2 uv5 : UV5;\n" +" float opacity : OPACITY;\n" +"};\n" +"\n" +"float4 main(in VertToFrag vtf) : SV_Target0\n" +"{\n" +" float4 colorSample = sceneTex.Sample(samp, vtf.uvReg) * 0.14285715;\n" +" colorSample += sceneTex.Sample(samp, vtf.uv0) * 0.14285715;\n" +" colorSample += sceneTex.Sample(samp, vtf.uv1) * 0.14285715;\n" +" colorSample += sceneTex.Sample(samp, vtf.uv2) * 0.14285715;\n" +" colorSample += sceneTex.Sample(samp, vtf.uv3) * 0.14285715;\n" +" colorSample += sceneTex.Sample(samp, vtf.uv4) * 0.14285715;\n" +" colorSample += sceneTex.Sample(samp, vtf.uv5) * 0.14285715;\n" +" return float4(colorSample.rgb, vtf.opacity);\n" +"}\n"; + +URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter) + +struct CCameraBlurFilterD3DDataBindingFactory : TShader::IDataBindingFactory +{ + boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, + boo::IShaderPipeline* pipeline, + boo::IVertexFormat* vtxFmt, + CCameraBlurFilter& filter) + { + boo::ID3DDataFactory::Context& cctx = static_cast(ctx); + + boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf}; + boo::ITexture* texs[] = {CGraphics::g_SpareTexture}; + return cctx.newShaderDataBinding(pipeline, vtxFmt, + filter.m_vbo, nullptr, nullptr, 1, bufs, + nullptr, nullptr, nullptr, 1, texs); + } +}; + +TShader::IDataBindingFactory* CCameraBlurFilter::Initialize(boo::ID3DDataFactory::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, ComPtr(), ComPtr(), ComPtr(), + vtxFmtOut, boo::BlendFactor::SrcAlpha, + boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); + return new CCameraBlurFilterD3DDataBindingFactory; +} + +}