mirror of https://github.com/AxioDL/metaforce.git
Windows sync for CRadarPaintShader
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@ -86,7 +86,7 @@ struct CRadarPaintShaderGLDataBindingFactory : TShader<CRadarPaintShader>::IData
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struct CRadarPaintShaderVulkanDataBindingFactory : TShader<CRadarPaintShader>::IDataBindingFactory
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struct CRadarPaintShaderVulkanDataBindingFactory : TShader<CRadarPaintShader>::IDataBindingFactory
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{
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CEnergyBarShader& filter)
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CRadarPaintShader& filter)
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{
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{
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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@ -0,0 +1,95 @@
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#include "CRadarPaintShader.hpp"
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#include "TShader.hpp"
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#include "Graphics/CTexture.hpp"
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namespace urde
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{
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 uvIn[4] : UV;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer RadarPaintUniform : register(b0)\n"
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"{\n"
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" float4x4 xf;\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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" float4 position : SV_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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"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uv = v.uvIn[vertId].xy;\n"
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" vtf.position = xf * float4(v.posIn[vertId].xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_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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"SamplerState samp : register(s0);\n"
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"Texture2D tex : register(t0);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color * tex.Sample(samp, vtf.uv);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CRadarPaintShader)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_Pipeline = nullptr;
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struct CRadarPaintShaderD3DDataBindingFactory : TShader<CRadarPaintShader>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CRadarPaintShader& filter)
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{
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boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {filter.m_tex->GetBooTexture()};
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return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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nullptr, filter.m_vbo, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
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}
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};
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TShader<CRadarPaintShader>::IDataBindingFactory*
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CRadarPaintShader::Initialize(boo::ID3DDataFactory::Context& ctx)
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{
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color}
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};
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s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr,
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s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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return new CRadarPaintShaderD3DDataBindingFactory;
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}
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}
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@ -35,7 +35,7 @@ static const char* VS =
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" constant VertData& v = va[instId];\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn;\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uv = v.uvIn[vertId].xy;\n"
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" vtf.uv = v.uvIn[vertId].xy;\n"
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" vtf.position = rpu.xf * vec4(v.posIn[vertId].xyz, 1.0);\n"
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" vtf.position = rpu.xf * float4(v.posIn[vertId].xyz, 1.0);\n"
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" return vtf;\n"
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" return vtf;\n"
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"}\n";
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"}\n";
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