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Implement line renderer (OpenGL only for now)
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142
Runtime/Graphics/CLineRendererShadersGLSL.cpp
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142
Runtime/Graphics/CLineRendererShadersGLSL.cpp
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#include "CLineRendererShaders.hpp"
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#include "CLineRenderer.hpp"
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namespace pshag
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{
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static const char* VS_GLSL_TEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 colorIn;\n"
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"layout(location=2) in vec4 uvIn;\n"
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"\n"
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"uniform LineUniform\n"
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"{\n"
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" vec4 moduColor;\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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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvIn.xy;\n"
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" gl_Position = posIn;\n"
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"}\n";
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static const char* FS_GLSL_TEX =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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"}\n";
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static const char* VS_GLSL_NOTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 colorIn;\n"
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"\n"
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"uniform LineUniform\n"
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"{\n"
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" vec4 moduColor;\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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" vec4 color;\n"
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"};\n"
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"\n"
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"out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn * moduColor;\n"
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" gl_Position = posIn;\n"
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"}\n";
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static const char* FS_GLSL_NOTEX =
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"#version 330\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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"};\n"
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color;\n"
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"}\n";
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struct GLSLLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(CLineRenderer& renderer, boo::IShaderPipeline* pipeline, boo::ITexture* texture)
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{
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boo::IVertexFormat* vtxFmt = nullptr;
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int texCount = 0;
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boo::ITexture* textures[1];
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if (texture)
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{
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textures[0] = texture;
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texCount = 1;
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const boo::VertexElementDescriptor TexFmtTex[] =
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{
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{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
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{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color},
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{renderer.m_vertBuf, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmt = CGraphics::g_BooFactory->newVertexFormat(3, TexFmtTex);
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}
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else
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{
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const boo::VertexElementDescriptor TexFmtNoTex[] =
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{
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{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
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{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color}
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};
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vtxFmt = CGraphics::g_BooFactory->newVertexFormat(2, TexFmtNoTex);
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}
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boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
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renderer.m_shaderBind = CGraphics::g_BooFactory->newShaderDataBinding(pipeline, vtxFmt, renderer.m_vertBuf,
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nullptr, nullptr, 1, uniforms,
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texCount, textures);
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}
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};
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CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::GLDataFactory& factory)
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{
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static const char* UniNames[] = {"LineUniform"};
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m_texAlpha = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_texAdditive = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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m_noTexAlpha = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_noTexAdditive = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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return new struct GLSLLineDataBindingFactory;
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}
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}
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