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Additional ThermalCold filter work; CStateManager fields
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104
Runtime/Graphics/Shaders/TShader.hpp
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104
Runtime/Graphics/Shaders/TShader.hpp
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#ifndef __URDE_TSHADER_HPP__
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#define __URDE_TSHADER_HPP__
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#include "Graphics/CGraphics.hpp"
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#include "boo/graphicsdev/GL.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/graphicsdev/Metal.hpp"
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#include "boo/graphicsdev/Vulkan.hpp"
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namespace urde
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{
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template <class FilterImp>
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class TShader
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{
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public:
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struct IDataBindingFactory
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{
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virtual boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, FilterImp& filter)=0;
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};
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static boo::IShaderPipeline* m_pipeline;
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static boo::IVertexFormat* m_vtxFmt; /* No OpenGL */
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static std::unique_ptr<IDataBindingFactory> m_bindFactory;
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static boo::GraphicsDataToken m_gfxToken;
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static void Initialize()
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{
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if (!CGraphics::g_BooFactory)
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return;
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m_gfxToken = CGraphics::CommitResources(
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[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
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{
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switch (ctx.platform())
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{
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case boo::IGraphicsDataFactory::Platform::OGL:
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m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::GLDataFactory::Context&>(ctx),
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m_pipeline));
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break;
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#if _WIN32
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::ID3DDataFactory::Context&>(ctx),
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m_pipeline, m_vtxFmt));
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break;
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#endif
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#if BOO_HAS_METAL
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case boo::IGraphicsDataFactory::Platform::Metal:
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m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::MetalDataFactory::Context&>(ctx),
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m_pipeline, m_vtxFmt));
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break;
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#endif
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#if BOO_HAS_VULKAN
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case boo::IGraphicsDataFactory::Platform::Vulkan:
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m_bindFactory.reset(FilterImp::Initialize(static_cast<boo::VulkanDataFactory::Context&>(ctx),
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m_pipeline, m_vtxFmt));
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break;
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#endif
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default: break;
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}
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return true;
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});
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}
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static void Shutdown()
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{
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m_gfxToken.doDestroy();
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}
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static boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, FilterImp& filter)
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{
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return m_bindFactory->BuildShaderDataBinding(ctx, filter);
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}
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};
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#define URDE_DECL_SPECIALIZE_SHADER(cls) \
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template <> boo::IShaderPipeline* \
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TShader<cls>::m_pipeline; \
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template <> boo::IVertexFormat* \
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TShader<cls>::m_vtxFmt; \
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\
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template <> std::unique_ptr<TShader<cls>::IDataBindingFactory> \
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TShader<cls>::m_bindFactory; \
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template <> boo::GraphicsDataToken \
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TShader<cls>::m_gfxToken; \
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#define URDE_SPECIALIZE_SHADER(cls) \
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template <> boo::IShaderPipeline* \
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TShader<cls>::m_pipeline = nullptr; \
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template <> boo::IVertexFormat* \
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TShader<cls>::m_vtxFmt = nullptr; \
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\
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template <> std::unique_ptr<TShader<cls>::IDataBindingFactory> \
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TShader<cls>::m_bindFactory = {}; \
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template <> boo::GraphicsDataToken \
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TShader<cls>::m_gfxToken = {}; \
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\
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template class TShader<cls>;
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}
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#endif // __URDE_TSHADER_HPP__
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