Metal CElementGen shaders implemented

This commit is contained in:
Jack Andersen 2016-02-16 12:25:17 -10:00
parent c51b1face6
commit 468db3b203
6 changed files with 182 additions and 112 deletions

View File

@ -78,12 +78,11 @@ void ViewManager::DismissSplash()
void ViewManager::BuildTestPART(pshag::IObjectStore& objStore) void ViewManager::BuildTestPART(pshag::IObjectStore& objStore)
{ {
m_partGenDesc = objStore.GetObj({HECL::FOURCC('PART'), 0x36EA6C48}); m_partGenDesc = objStore.GetObj({HECL::FOURCC('PART'), 0x273375E3});
m_partGen.reset(new pshag::CElementGen(m_partGenDesc, m_partGen.reset(new pshag::CElementGen(m_partGenDesc,
pshag::CElementGen::EModelOrientationType::Normal, pshag::CElementGen::EModelOrientationType::Normal,
pshag::CElementGen::EOptionalSystemFlags::None)); pshag::CElementGen::EOptionalSystemFlags::None));
m_particleView.reset(new ParticleView(*this, m_viewResources, *m_rootView)); m_particleView.reset(new ParticleView(*this, m_viewResources, *m_rootView));
m_rootView->accessContentViews().clear();
m_rootView->accessContentViews().push_back(m_particleView.get()); m_rootView->accessContentViews().push_back(m_particleView.get());
} }

View File

@ -49,7 +49,7 @@ class ViewManager : public Specter::IViewManager
boo::SWindowRect windowRect = m_vm.m_mainWindow->getWindowFrame(); boo::SWindowRect windowRect = m_vm.m_mainWindow->getWindowFrame();
float aspect = windowRect.size[0] / float(windowRect.size[1]); float aspect = windowRect.size[0] / float(windowRect.size[1]);
pshag::CGraphics::SetPerspective(55.0, aspect, 0.001f, 1000.f); pshag::CGraphics::SetPerspective(55.0, aspect, 0.001f, 1000.f);
gfxQ->clearTarget(false, true); //gfxQ->clearTarget(false, true);
m_vm.m_partGen->Render(); m_vm.m_partGen->Render();
} }
} }

View File

@ -3,7 +3,10 @@
namespace pshag namespace pshag
{ {
CRandom16* CRandom16::g_randomNumber = nullptr; static CRandom16 DefaultRandom(0);
CGlobalRandom* CGlobalRandom::g_currentGlobalRandom = nullptr; static CGlobalRandom DefaultGlobalRandom(DefaultRandom);
CRandom16* CRandom16::g_randomNumber = &DefaultRandom;
CGlobalRandom* CGlobalRandom::g_currentGlobalRandom = &DefaultGlobalRandom;
} }

View File

@ -1636,7 +1636,6 @@ void CElementGen::RenderParticles()
float size = 0.5f * particle.x2c_lineLengthOrSize; float size = 0.5f * particle.x2c_lineLengthOrSize;
size = 0.5f; size = 0.5f;
fprintf(stderr, "%p (%f %f %f) %f %f\n", this, viewPoint.x, viewPoint.y, viewPoint.z, size, particle.x30_lineWidthOrRota);
if (0.f == particle.x30_lineWidthOrRota) if (0.f == particle.x30_lineWidthOrRota)
{ {
switch (m_shaderClass) switch (m_shaderClass)
@ -1691,7 +1690,6 @@ void CElementGen::RenderParticles()
inst.uvs[1] = {uvs.xMin, uvs.yMax}; inst.uvs[1] = {uvs.xMin, uvs.yMax};
inst.uvs[2] = {uvs.xMax, uvs.yMin}; inst.uvs[2] = {uvs.xMax, uvs.yMin};
inst.uvs[3] = {uvs.xMin, uvs.yMin}; inst.uvs[3] = {uvs.xMin, uvs.yMin};
fprintf(stderr, "(%f %f) (%f %f)\n", uvs.xMax, uvs.yMax, uvs.xMin, uvs.yMin);
break; break;
} }
case CElementGenShaders::EShaderClass::NoTex: case CElementGenShaders::EShaderClass::NoTex:

View File

@ -29,7 +29,6 @@ static const char* VS_GLSL_TEX =
" vtf.color = colorIn * moduColor;\n" " vtf.color = colorIn * moduColor;\n"
" vtf.uv = uvsIn[gl_VertexID].xy;\n" " vtf.uv = uvsIn[gl_VertexID].xy;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n" " gl_Position = mvp * posIn[gl_VertexID];\n"
" //gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n"
"}\n"; "}\n";
static const char* FS_GLSL_TEX = static const char* FS_GLSL_TEX =
@ -111,7 +110,7 @@ static const char* FS_GLSL_INDTEX =
"uniform sampler2D texs[3];\n" "uniform sampler2D texs[3];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n" " vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n" " vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n" " vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
" colorOut = vtf.color * sceneTexel + texrTexel;\n" " colorOut = vtf.color * sceneTexel + texrTexel;\n"
@ -133,7 +132,7 @@ static const char* FS_GLSL_CINDTEX =
"uniform sampler2D texs[3];\n" "uniform sampler2D texs[3];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n" " vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n" " vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n" " colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
"}\n"; "}\n";

View File

@ -6,178 +6,207 @@ namespace pshag
{ {
static const char* VS_METAL_TEX = static const char* VS_METAL_TEX =
"#version 330\n" "#include <metal_stdlib>\n"
"layout(location=0) in vec4 posIn[4];\n" "using namespace metal;\n"
"layout(location=4) in vec4 colorIn;\n" "struct VertData\n"
"layout(location=5) in vec2 uvsIn[4];\n"
"\n"
"uniform ParticleUniform\n"
"{\n" "{\n"
" mat4 mvp;\n" " float4 posIn[4];\n"
" vec4 moduColor;\n" " float4 colorIn;\n"
" float4 uvsIn[4];\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n" "};\n"
"\n" "\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" vec2 uv;\n" " float4 color;\n"
" float2 uv;\n"
"};\n" "};\n"
"\n" "\n"
"out VertToFrag vtf;\n" "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
"void main()\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n" "{\n"
" vtf.color = colorIn * moduColor;\n" " VertToFrag vtf;\n"
" vtf.uv = uvsIn[gl_VertexID];\n" " constant VertData& v = va[instId];\n"
" gl_Position = mvp * posIn[gl_VertexID];\n" " vtf.color = v.colorIn * particle.moduColor;\n"
" gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n" " vtf.uv = v.uvsIn[vertId].xy;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n"; "}\n";
static const char* FS_METAL_TEX = static const char* FS_METAL_TEX =
"#version 330\n" "#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" vec2 uv;\n" " float4 color;\n"
" float2 uv;\n"
"};\n" "};\n"
"\n" "\n"
"in VertToFrag vtf;\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
"layout(location=0) out vec4 colorOut;\n" " texture2d<float> tex0 [[ texture(0) ]])\n"
"uniform sampler2D texs[1];\n"
"void main()\n"
"{\n" "{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " return vtf.color * tex0.sample(samp, vtf.uv);\n"
" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
"}\n"; "}\n";
static const char* FS_METAL_TEX_REDTOALPHA = static const char* FS_METAL_TEX_REDTOALPHA =
"#version 330\n" "#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" vec2 uv;\n" " float4 color;\n"
" float2 uv;\n"
"};\n" "};\n"
"\n" "\n"
"in VertToFrag vtf;\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
"layout(location=0) out vec4 colorOut;\n" " texture2d<float> tex0 [[ texture(0) ]])\n"
"uniform sampler2D texs[1];\n"
"void main()\n"
"{\n" "{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n"
" colorOut.a = colorOut.r;\n" " return float4(colr.rgb, colr.r);"
" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
"}\n"; "}\n";
static const char* VS_METAL_INDTEX = static const char* VS_METAL_INDTEX =
"#version 330\n" "#include <metal_stdlib>\n"
"layout(location=0) in vec4 posIn[4];\n" "using namespace metal;\n"
"layout(location=4) in vec4 colorIn;\n" "struct VertData\n"
"layout(location=5) in vec4 uvsInTexrTind[4];\n"
"layout(location=9) in vec2 uvsInScene[4];\n"
"\n"
"uniform ParticleUniform\n"
"{\n" "{\n"
" mat4 mvp;\n" " float4 posIn[4];\n"
" vec4 moduColor;\n" " float4 colorIn;\n"
" float4 uvsInTexrTind[4];\n"
" float4 uvsInScene[4];\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n" "};\n"
"\n" "\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" vec2 uvTexr;\n" " float4 color;\n"
" vec2 uvScene;\n" " float2 uvTexr;\n"
" vec2 uvTind;\n" " float2 uvScene;\n"
" float2 uvTind;\n"
"};\n" "};\n"
"\n" "\n"
"out VertToFrag vtf;\n" "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
"void main()\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n" "{\n"
" vtf.color = colorIn * moduColor;\n" " VertToFrag vtf;\n"
" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n" " constant VertData& v = va[instId];\n"
" vtf.uvScene = uvsInScene[gl_VertexID];\n" " vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n" " vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n" " vtf.uvScene = v.uvsInScene[vertId].xy;\n"
" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n"; "}\n";
static const char* FS_METAL_INDTEX = static const char* FS_METAL_INDTEX =
"#version 330\n" "#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" vec2 uvTexr;\n" " float4 color;\n"
" vec2 uvScene;\n" " float2 uvTexr;\n"
" vec2 uvTind;\n" " float2 uvScene;\n"
" float2 uvTind;\n"
"};\n" "};\n"
"\n" "\n"
"in VertToFrag vtf;\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
"layout(location=0) out vec4 colorOut;\n" " texture2d<float> tex0 [[ texture(0) ]],\n"
"uniform sampler2D texs[3];\n" " texture2d<float> tex1 [[ texture(1) ]],\n"
"void main()\n" " texture2d<float> tex2 [[ texture(2) ]])\n"
"{\n" "{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n" " float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n" " float4 sceneTexel = tex1.sample(samp, vtf.uvScene + tindTexel);\n"
" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n" " float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n"
" colorOut = vtf.color * sceneTexel + texrTexel;\n" " float4 colr = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;" " return float4(colr.rgb, vtf.color.a * texrTexel.a);"
" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
"}\n"; "}\n";
static const char* FS_METAL_CINDTEX = static const char* FS_METAL_CINDTEX =
"#version 330\n" "#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" vec2 uvTexr;\n" " float4 color;\n"
" vec2 uvScene;\n" " float2 uvTexr;\n"
" vec2 uvTind;\n" " float2 uvScene;\n"
" float2 uvTind;\n"
"};\n" "};\n"
"\n" "\n"
"in VertToFrag vtf;\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
"layout(location=0) out vec4 colorOut;\n" " texture2d<float> tex0 [[ texture(0) ]],\n"
"uniform sampler2D texs[3];\n" " texture2d<float> tex1 [[ texture(1) ]],\n"
"void main()\n" " texture2d<float> tex2 [[ texture(2) ]])\n"
"{\n" "{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n" " float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n" " float4 sceneTexel = tex1.sample(samp, vtf.uvScene + tindTexel);\n"
" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n" " return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\n"
" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
"}\n"; "}\n";
static const char* VS_METAL_NOTEX = static const char* VS_METAL_NOTEX =
"#version 330\n" "#include <metal_stdlib>\n"
"layout(location=0) in vec4 posIn[4];\n" "using namespace metal;\n"
"layout(location=4) in vec4 colorIn;\n" "struct VertData\n"
"\n"
"uniform ParticleUniform\n"
"{\n" "{\n"
" mat4 mvp;\n" " float4 posIn[4];\n"
" vec4 moduColor;\n" " float4 colorIn;\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n" "};\n"
"\n" "\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" float4 color;\n"
"};\n" "};\n"
"\n" "\n"
"out VertToFrag vtf;\n" "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
"void main()\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n" "{\n"
" vtf.color = colorIn * moduColor;\n" " VertToFrag vtf;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n" " constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n"; "}\n";
static const char* FS_METAL_NOTEX = static const char* FS_METAL_NOTEX =
"#version 330\n" "#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " float4 position [[ position ]];\n"
" float4 color;\n"
"};\n" "};\n"
"\n" "\n"
"in VertToFrag vtf;\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n" "{\n"
" colorOut = vtf.color;\n" " return vtf.color;\n"
" colorOut = vec4(1.0,1.0,1.0,1.0);\n"
"}\n"; "}\n";
struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
@ -220,6 +249,48 @@ struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory
CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory) 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, m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,