Implement Metal CLineRenderer shaders

This commit is contained in:
Jack Andersen 2016-02-17 21:36:36 -10:00
parent 8cd46293c2
commit 5a0fb04e03
5 changed files with 175 additions and 1 deletions

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@ -10,6 +10,9 @@ boo::IShaderPipeline* CLineRendererShaders::m_texAdditive = nullptr;
boo::IShaderPipeline* CLineRendererShaders::m_noTexAlpha = nullptr;
boo::IShaderPipeline* CLineRendererShaders::m_noTexAdditive = nullptr;
boo::IVertexFormat* CLineRendererShaders::m_texVtxFmt = nullptr;
boo::IVertexFormat* CLineRendererShaders::m_noTexVtxFmt = nullptr;
std::unique_ptr<CLineRendererShaders::IDataBindingFactory> CLineRendererShaders::m_bindFactory;
boo::GraphicsDataToken CLineRendererShaders::m_gfxToken;

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@ -26,6 +26,9 @@ private:
static boo::IShaderPipeline* m_noTexAlpha;
static boo::IShaderPipeline* m_noTexAdditive;
static boo::IVertexFormat* m_texVtxFmt;
static boo::IVertexFormat* m_noTexVtxFmt;
static std::unique_ptr<IDataBindingFactory> m_bindFactory;
static boo::GraphicsDataToken m_gfxToken;

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@ -0,0 +1,161 @@
#include "CLineRendererShaders.hpp"
#include "CLineRenderer.hpp"
namespace pshag
{
static const char* VS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn;\n"
" float4 colorIn;\n"
" float4 uvIn;\n"
"};\n"
"\n"
"struct LineUniform\n"
"{\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],\n"
" uint vertId [[ vertex_id ]],\n"
" constant LineUniform& line [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[vertId];\n"
" vtf.color = v.colorIn * line.moduColor;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.position = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex0.sample(samp, vtf.uv);\n"
"}\n";
static const char* VS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn;\n"
" float4 colorIn;\n"
"};\n"
"\n"
"struct LineUniform\n"
"{\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(0) ]],\n"
" uint vertId [[ vertex_id ]],\n"
" constant LineUniform& line [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[vertId];\n"
" vtf.color = v.colorIn * line.moduColor;\n"
" vtf.position = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct MetalLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
{
void BuildShaderDataBinding(CLineRenderer& renderer, boo::IShaderPipeline* pipeline, boo::ITexture* texture)
{
int texCount = 0;
boo::ITexture* textures[1];
if (texture)
{
textures[0] = texture;
texCount = 1;
}
boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
renderer.m_shaderBind = CGraphics::g_BooFactory->newShaderDataBinding(pipeline, nullptr, renderer.m_vertBuf,
nullptr, nullptr, 1, uniforms,
texCount, textures);
}
};
CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::MetalDataFactory& factory)
{
static const boo::VertexElementDescriptor VtxFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = factory.newVertexFormat(3, VtxFmtTex);
static const boo::VertexElementDescriptor VtxFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_noTexVtxFmt = factory.newVertexFormat(2, VtxFmtNoTex);
m_texAlpha = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_texVtxFmt,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_texAdditive = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_texVtxFmt,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
m_noTexAlpha = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_noTexVtxFmt,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_noTexAdditive = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_noTexVtxFmt,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
return new struct MetalLineDataBindingFactory;
}
}

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@ -1,7 +1,14 @@
if(WIN32)
set(PLAT_SRCS CLineRendererShadersHLSL.cpp)
elseif(APPLE)
set(PLAT_SRCS CLineRendererShadersMetal.cpp)
endif()
add_library(RuntimeCommonGraphics
IRenderer.hpp
CBooRenderer.hpp CBooRenderer.cpp
CLineRenderer.hpp CLineRenderer.cpp
CLineRendererShaders.hpp CLineRendererShadersGLSL.cpp
CMetroidModelInstance.hpp
CLight.hpp)
CLight.hpp
${PLAT_SRCS})