mirror of https://github.com/AxioDL/metaforce.git
Metal shader placeholder
This commit is contained in:
parent
6614171283
commit
3953f88dcf
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@ -78,11 +78,12 @@ void ViewManager::DismissSplash()
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void ViewManager::BuildTestPART(pshag::IObjectStore& objStore)
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{
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m_partGenDesc = objStore.GetObj({HECL::FOURCC('PART'), 0x0B4D0FBF});
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m_partGenDesc = objStore.GetObj({HECL::FOURCC('PART'), 0x36EA6C48});
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m_partGen.reset(new pshag::CElementGen(m_partGenDesc,
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pshag::CElementGen::EModelOrientationType::Normal,
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pshag::CElementGen::EOptionalSystemFlags::None));
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m_particleView.reset(new ParticleView(*this, m_viewResources, *m_rootView));
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m_rootView->accessContentViews().clear();
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m_rootView->accessContentViews().push_back(m_particleView.get());
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}
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@ -45,7 +45,7 @@ class ViewManager : public Specter::IViewManager
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{
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m_vm.m_partGen->Update(1.0 / 60.0);
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pshag::CGraphics::SetModelMatrix(Zeus::CTransform::Identity());
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pshag::CGraphics::SetViewPointMatrix(Zeus::CTransform::Identity() + Zeus::CVector3f(0.f, -10.f, 0.f));
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pshag::CGraphics::SetViewPointMatrix(Zeus::CTransform::Identity() + Zeus::CVector3f(0.f, 10.f, 0.f));
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boo::SWindowRect windowRect = m_vm.m_mainWindow->getWindowFrame();
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float aspect = windowRect.size[0] / float(windowRect.size[1]);
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pshag::CGraphics::SetPerspective(55.0, aspect, 0.001f, 1000.f);
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@ -16,6 +16,7 @@ Zeus::CTransform CGraphics::g_GXViewPointMatrix;
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Zeus::CTransform CGraphics::g_CameraMatrix;
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Zeus::CVector2i CGraphics::g_ViewportResolution;
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Zeus::CVector2i CGraphics::g_ViewportResolutionHalf;
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int CGraphics::g_ViewportSamples = 1;
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bool CGraphics::g_IsGXModelMatrixIdentity;
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void CGraphics::DisableAllLights()
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@ -159,6 +159,7 @@ public:
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static Zeus::CTransform g_CameraMatrix;
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static Zeus::CVector2i g_ViewportResolution;
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static Zeus::CVector2i g_ViewportResolutionHalf;
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static int g_ViewportSamples;
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static bool g_IsGXModelMatrixIdentity;
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static void DisableAllLights();
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@ -599,10 +599,16 @@ void CTexture::BuildDXT1FromGCN(CInputStream& in)
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{
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target[x].color1 = HECL::SBig(source[x].color1);
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target[x].color2 = HECL::SBig(source[x].color2);
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target[x].lines[0] = source[x].lines[3];
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target[x].lines[1] = source[x].lines[2];
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target[x].lines[2] = source[x].lines[1];
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target[x].lines[3] = source[x].lines[0];
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for (int i=0 ; i<4 ; ++i)
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{
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u8 ind[4];
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u8 packed = source[x].lines[i];
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ind[3] = packed & 0x3;
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ind[2] = (packed >> 2) & 0x3;
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ind[1] = (packed >> 4) & 0x3;
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ind[0] = (packed >> 6) & 0x3;
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target[x].lines[i] = ind[0] | (ind[1] << 2) | (ind[2] << 4) | (ind[3] << 6);
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}
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}
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}
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}
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@ -689,7 +689,7 @@ void CElementGen::CreateNewParticles(int count)
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if (!g_StaticListInitialized)
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Initialize();
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if (x2c_particleLists.size() >= x70_MAXP)
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if (!count || x2c_particleLists.size() >= x70_MAXP)
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return;
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if (count + x2c_particleLists.size() > x70_MAXP)
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@ -46,7 +46,7 @@ static const char* FS_GLSL_TEX =
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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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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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" colorOut = vtf.color;\n"
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"}\n";
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static const char* FS_GLSL_TEX_REDTOALPHA =
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@ -180,7 +180,7 @@ static const char* FS_GLSL_NOTEX =
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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struct DataBindingFactory : CElementGenShaders::IDataBindingFactory
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struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
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@ -336,7 +336,7 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLD
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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return new struct DataBindingFactory;
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return new struct MetalDataBindingFactory;
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}
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}
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@ -0,0 +1,313 @@
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#include "CElementGenShaders.hpp"
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#include "CElementGen.hpp"
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#include "CGenDescription.hpp"
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namespace pshag
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{
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static const char* VS_METAL_TEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec2 uvsIn[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\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 = uvsIn[gl_VertexID];\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n"
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"}\n";
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static const char* FS_METAL_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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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* FS_METAL_TEX_REDTOALPHA =
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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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" colorOut.a = colorOut.r;\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* VS_METAL_INDTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsInTexrTind[4];\n"
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"layout(location=9) in vec2 uvsInScene[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\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 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\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.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
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" vtf.uvScene = uvsInScene[gl_VertexID];\n"
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" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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"}\n";
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static const char* FS_METAL_INDTEX =
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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 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\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[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vtf.color * sceneTexel + texrTexel;\n"
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" colorOut.a = vtf.color.a * texrTexel.a;"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* FS_METAL_CINDTEX =
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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 uvTexr;\n"
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" vec2 uvScene;\n"
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" vec2 uvTind;\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[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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static const char* VS_METAL_NOTEX =
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"#version 330\n"
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\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 = mvp * posIn[gl_VertexID];\n"
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"}\n";
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static const char* FS_METAL_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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" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
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"}\n";
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struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
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boo::IShaderPipeline* redToAlphaPipeline)
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{
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CGenDescription* desc = gen.GetDesc();
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CUVElement* texr = desc->x54_TEXR.get();
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CUVElement* tind = desc->x58_TIND.get();
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int texCount = 0;
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boo::ITexture* textures[3];
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if (texr)
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{
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textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 1;
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if (tind)
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{
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textures[1] = CGraphics::g_SpareTexture;
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textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 3;
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}
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}
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boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
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if (regPipeline)
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gen.m_normalDataBind = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, nullptr, nullptr,
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gen.m_instBuf, nullptr, 1, uniforms,
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texCount, textures);
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if (redToAlphaPipeline)
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gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
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gen.m_instBuf, nullptr, 1, uniforms,
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texCount, textures);
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}
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};
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CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory)
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{
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m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_texNoZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_texZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_texAdditiveZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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m_texAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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m_texRedToAlphaZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_indTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_indTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, true, false);
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m_cindTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_cindTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, true, false);
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
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CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
|
||||
CGraphics::g_ViewportSamples,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
true, false, false);
|
||||
m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
|
||||
CGraphics::g_ViewportSamples,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
false, false, false);
|
||||
|
||||
m_noTexAdditiveZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
|
||||
CGraphics::g_ViewportSamples,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
|
||||
true, false, false);
|
||||
m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
|
||||
CGraphics::g_ViewportSamples,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
|
||||
false, false, false);
|
||||
|
||||
return new struct MetalDataBindingFactory;
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue