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Convert CWorldShadowShader

This commit is contained in:
Luke Street 2020-10-03 23:56:36 -04:00
parent 63f7f225cc
commit 35f33333a5
3 changed files with 49 additions and 40 deletions

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@ -72,4 +72,5 @@ runtime_add_hsh(Graphics
Shaders/CScanLinesFilter.cpp Shaders/CScanLinesFilter.cpp
Shaders/CSpaceWarpFilter.cpp Shaders/CSpaceWarpFilter.cpp
Shaders/CXRayBlurFilter.cpp Shaders/CXRayBlurFilter.cpp
Shaders/CWorldShadowShader.cpp
) )

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@ -5,70 +5,74 @@
#include "Runtime/Camera/CCameraFilter.hpp" #include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/Graphics/CGraphics.hpp" #include "Runtime/Graphics/CGraphics.hpp"
#include "zeus/CVector3f.hpp" #include "CWorldShadowShader.cpp.hshhead"
namespace urde { namespace urde {
using namespace hsh::pipeline;
template <bool Depth>
struct CWorldShadowShaderPipeline : pipeline<topology<hsh::TriangleStrip>, BlendAttachment<>, depth_write<Depth>,
depth_compare<Depth ? hsh::LEqual : hsh::Always>> {
CWorldShadowShaderPipeline(hsh::vertex_buffer<CWorldShadowShader::Vert> vbo,
hsh::uniform_buffer<CWorldShadowShader::Uniform> ubo) {
this->position = ubo->m_matrix * hsh::float4(vbo->m_pos, 1.f);
this->color_out[0] = ubo->m_color;
}
};
template struct CWorldShadowShaderPipeline<true>;
template struct CWorldShadowShaderPipeline<false>;
CWorldShadowShader::CWorldShadowShader(u32 w, u32 h) : m_w(w), m_h(h) { CWorldShadowShader::CWorldShadowShader(u32 w, u32 h) : m_w(w), m_h(h) {
CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx) { m_vbo = hsh::create_dynamic_vertex_buffer<Vert>(4);
m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 16, 4); m_uniBuf = hsh::create_dynamic_uniform_buffer<Uniform>();
m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1); m_tex = hsh::create_render_texture2d({m_w, m_h}, hsh::RGBA8_UNORM, 1, 0);
const std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> bufs{m_uniBuf.get()}; // FIXME hsh bug: can't bind all constant values
constexpr std::array<boo::PipelineStage, 1> stages{boo::PipelineStage::Vertex}; bool depth = false;
m_dataBind = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr, bufs.size(), bufs.data(), m_dataBind.hsh_bind(CWorldShadowShaderPipeline<depth>(m_vbo.get(), m_uniBuf.get()));
stages.data(), nullptr, nullptr, 0, nullptr, nullptr, nullptr); depth = true;
m_zDataBind = ctx.newShaderDataBinding(s_ZPipeline, m_vbo.get(), nullptr, nullptr, bufs.size(), bufs.data(), m_dataBind.hsh_z_bind(CWorldShadowShaderPipeline<depth>(m_vbo.get(), m_uniBuf.get()));
stages.data(), nullptr, nullptr, 0, nullptr, nullptr, nullptr);
m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0);
return true;
} BooTrace);
} }
void CWorldShadowShader::bindRenderTarget() { CGraphics::g_BooMainCommandQueue->setRenderTarget(m_tex); } void CWorldShadowShader::bindRenderTarget() { m_tex.attach(); }
void CWorldShadowShader::drawBase(float extent) { void CWorldShadowShader::drawBase(float extent) {
SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::drawBase", zeus::skMagenta); SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::drawBase", zeus::skMagenta);
const std::array<zeus::CVector3f, 4> verts{{ const std::array<Vert, 4> verts{{
{-extent, 0.f, extent}, {{-extent, 0.f, extent}},
{extent, 0.f, extent}, {{extent, 0.f, extent}},
{-extent, 0.f, -extent}, {{-extent, 0.f, -extent}},
{extent, 0.f, -extent}, {{extent, 0.f, -extent}},
}}; }};
m_vbo->load(verts.data(), sizeof(verts)); m_vbo.load(verts);
m_uniform.m_matrix = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f(); m_uniform.m_matrix = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f();
m_uniform.m_color = zeus::skWhite; m_uniform.m_color = zeus::skWhite;
m_uniBuf->load(&m_uniform, sizeof(m_uniform)); m_uniBuf.load(m_uniform);
CGraphics::SetShaderDataBinding(m_zDataBind); m_zDataBind.draw(0, 4);
CGraphics::DrawArray(0, 4);
} }
void CWorldShadowShader::lightenShadow() { void CWorldShadowShader::lightenShadow() {
SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::lightenShadow", zeus::skMagenta); SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::lightenShadow", zeus::skMagenta);
m_uniform.m_color = zeus::CColor(1.f, 0.25f); m_uniform.m_color = zeus::CColor(1.f, 0.25f);
m_uniBuf->load(&m_uniform, sizeof(m_uniform)); m_uniBuf.load(m_uniform);
CGraphics::SetShaderDataBinding(m_dataBind); m_dataBind.draw(0, 4);
CGraphics::DrawArray(0, 4);
} }
void CWorldShadowShader::blendPreviousShadow() { void CWorldShadowShader::blendPreviousShadow() {
SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::blendPreviousShadow", zeus::skMagenta); SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::blendPreviousShadow", zeus::skMagenta);
if (!m_prevQuad) if (!m_prevQuad) {
m_prevQuad.emplace(EFilterType::Blend, m_tex.get()); m_prevQuad.emplace(EFilterType::Blend, m_tex.get_color(0));
}
zeus::CRectangle rect(0.f, 1.f, 1.f, -1.f); zeus::CRectangle rect(0.f, 1.f, 1.f, -1.f);
m_prevQuad->draw({1.f, 0.85f}, 1.f, rect); m_prevQuad->draw({1.f, 0.85f}, 1.f, rect);
} }
void CWorldShadowShader::resolveTexture() { void CWorldShadowShader::resolveTexture() { m_tex.resolve_color_binding(0, hsh::rect2d{{}, {m_w, m_h}}, false); }
boo::SWindowRect rect = {0, 0, int(m_w), int(m_h)};
CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false, true);
}
} // namespace urde } // namespace urde

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@ -11,21 +11,25 @@
namespace urde { namespace urde {
class CWorldShadowShader { class CWorldShadowShader {
hsh::owner<hsh::render_texture2d> m_tex; public:
std::optional<CTexturedQuadFilter> m_prevQuad;
u32 m_w, m_h;
struct Vert { struct Vert {
hsh::float3 m_pos; hsh::float3 m_pos;
}; };
struct Uniform { struct Uniform {
zeus::CMatrix4f m_matrix; hsh::float4x4 m_matrix;
zeus::CColor m_color; hsh::float4 m_color;
}; };
private:
hsh::owner<hsh::render_texture2d> m_tex;
std::optional<CTexturedQuadFilter> m_prevQuad;
u32 m_w, m_h;
hsh::dynamic_owner<hsh::vertex_buffer<Vert>> m_vbo; hsh::dynamic_owner<hsh::vertex_buffer<Vert>> m_vbo;
hsh::dynamic_owner<hsh::uniform_buffer<Uniform>> m_uniBuf; hsh::dynamic_owner<hsh::uniform_buffer<Uniform>> m_uniBuf;
hsh::binding m_dataBind; hsh::binding m_dataBind;
Uniform m_uniform; hsh::binding m_zDataBind;
Uniform m_uniform{};
public: public:
explicit CWorldShadowShader(u32 w, u32 h); explicit CWorldShadowShader(u32 w, u32 h);