mirror of https://github.com/AxioDL/metaforce.git
Metal CElementGen shaders implemented
This commit is contained in:
parent
c51b1face6
commit
468db3b203
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@ -78,12 +78,11 @@ 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'), 0x36EA6C48});
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m_partGenDesc = objStore.GetObj({HECL::FOURCC('PART'), 0x273375E3});
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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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@ -49,7 +49,7 @@ class ViewManager : public Specter::IViewManager
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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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gfxQ->clearTarget(false, true);
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//gfxQ->clearTarget(false, true);
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m_vm.m_partGen->Render();
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}
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}
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@ -3,7 +3,10 @@
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namespace pshag
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{
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CRandom16* CRandom16::g_randomNumber = nullptr;
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CGlobalRandom* CGlobalRandom::g_currentGlobalRandom = nullptr;
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static CRandom16 DefaultRandom(0);
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static CGlobalRandom DefaultGlobalRandom(DefaultRandom);
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CRandom16* CRandom16::g_randomNumber = &DefaultRandom;
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CGlobalRandom* CGlobalRandom::g_currentGlobalRandom = &DefaultGlobalRandom;
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}
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@ -1636,7 +1636,6 @@ void CElementGen::RenderParticles()
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float size = 0.5f * particle.x2c_lineLengthOrSize;
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size = 0.5f;
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fprintf(stderr, "%p (%f %f %f) %f %f\n", this, viewPoint.x, viewPoint.y, viewPoint.z, size, particle.x30_lineWidthOrRota);
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if (0.f == particle.x30_lineWidthOrRota)
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{
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switch (m_shaderClass)
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@ -1691,7 +1690,6 @@ void CElementGen::RenderParticles()
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inst.uvs[1] = {uvs.xMin, uvs.yMax};
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inst.uvs[2] = {uvs.xMax, uvs.yMin};
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inst.uvs[3] = {uvs.xMin, uvs.yMin};
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fprintf(stderr, "(%f %f) (%f %f)\n", uvs.xMax, uvs.yMax, uvs.xMin, uvs.yMin);
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break;
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}
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case CElementGenShaders::EShaderClass::NoTex:
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@ -29,7 +29,6 @@ static const char* VS_GLSL_TEX =
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvsIn[gl_VertexID].xy;\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_GLSL_TEX =
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@ -111,7 +110,7 @@ static const char* FS_GLSL_INDTEX =
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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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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\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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@ -133,7 +132,7 @@ static const char* FS_GLSL_CINDTEX =
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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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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\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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"}\n";
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@ -6,178 +6,207 @@ 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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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" float4 uvsIn[4];\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 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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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant ParticleUniform& particle [[ buffer(2) ]])\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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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.uv = v.uvsIn[vertId].xy;\n"
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" vtf.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 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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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\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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" return vtf.color * tex0.sample(samp, vtf.uv);\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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 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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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\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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" float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n"
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" return float4(colr.rgb, colr.r);"
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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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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" float4 uvsInTexrTind[4];\n"
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" float4 uvsInScene[4];\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 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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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant ParticleUniform& particle [[ buffer(2) ]])\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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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
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" vtf.uvScene = v.uvsInScene[vertId].xy;\n"
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" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
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" vtf.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 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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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]],\n"
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" texture2d<float> tex1 [[ texture(1) ]],\n"
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" texture2d<float> tex2 [[ texture(2) ]])\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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" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
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" float4 sceneTexel = tex1.sample(samp, vtf.uvScene + tindTexel);\n"
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" float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n"
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" float4 colr = vtf.color * sceneTexel + texrTexel;\n"
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" return float4(colr.rgb, vtf.color.a * texrTexel.a);"
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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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uvTexr;\n"
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" float2 uvScene;\n"
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" float2 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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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]],\n"
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" texture2d<float> tex1 [[ texture(1) ]],\n"
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" texture2d<float> tex2 [[ texture(2) ]])\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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" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
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" float4 sceneTexel = tex1.sample(samp, vtf.uvScene + tindTexel);\n"
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" return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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"};\n"
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"\n"
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"struct ParticleUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 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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" float4 position [[ position ]];\n"
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" float4 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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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant ParticleUniform& particle [[ buffer(2) ]])\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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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * particle.moduColor;\n"
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" vtf.position = particle.mvp * v.posIn[vertId];\n"
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" return vtf;\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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" float4 position [[ position ]];\n"
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" float4 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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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\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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" return vtf.color;\n"
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"}\n";
|
||||
|
||||
struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
|
||||
|
@ -220,6 +249,48 @@ struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
|
|||
|
||||
CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory)
|
||||
{
|
||||
static const boo::VertexElementDescriptor TexFmtTex[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
|
||||
};
|
||||
m_vtxFormatTex = factory.newVertexFormat(9, TexFmtTex);
|
||||
|
||||
static const boo::VertexElementDescriptor TexFmtIndTex[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
|
||||
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
|
||||
};
|
||||
m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(13, TexFmtIndTex);
|
||||
|
||||
static const boo::VertexElementDescriptor TexFmtNoTex[] =
|
||||
{
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
|
||||
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
|
||||
};
|
||||
m_vtxFormatNoTex = CGraphics::g_BooFactory->newVertexFormat(5, TexFmtNoTex);
|
||||
|
||||
m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
|
||||
CGraphics::g_ViewportSamples,
|
||||
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
|
||||
|
|
Loading…
Reference in New Issue