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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-10 16:27:43 +00:00

FRME bug fixes and shader adjustments

This commit is contained in:
Jack Andersen
2017-01-29 18:16:20 -10:00
parent 1fbd08b7c6
commit 83176b41a9
39 changed files with 424 additions and 179 deletions

View File

@@ -13,6 +13,7 @@ static const char* TextVS =
" float4 uvIn[4] : UV;\n"
" float4 fontColorIn : COLOR0;\n"
" float4 outlineColorIn : COLOR1;\n"
" float4 mulColorIn : COLOR2;\n"
"};\n"
"\n"
"cbuffer TextSupportUniform : register(b0)\n"
@@ -26,6 +27,7 @@ static const char* TextVS =
" float4 pos : SV_Position;\n"
" float4 fontColor : COLOR0;\n"
" float4 outlineColor : COLOR1;\n"
" float4 mulColor : COLOR2;\n"
" float3 uv : UV;\n"
"};\n"
"\n"
@@ -34,6 +36,7 @@ static const char* TextVS =
" VertToFrag vtf;\n"
" vtf.fontColor = color * inst.fontColorIn;\n"
" vtf.outlineColor = color * inst.outlineColorIn;\n"
" vtf.mulColor = inst.mulColorIn;\n"
" vtf.uv = inst.uvIn[vertId].xyz;\n"
" vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));\n"
" return vtf;\n"
@@ -45,6 +48,7 @@ static const char* TextFS =
" float4 pos : SV_Position;\n"
" float4 fontColor : COLOR0;\n"
" float4 outlineColor : COLOR1;\n"
" float4 mulColor : COLOR2;\n"
" float3 uv : UV;\n"
"};\n"
"\n"
@@ -54,7 +58,7 @@ static const char* TextFS =
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float4 texel = tex.Sample(samp, vtf.uv.xyz);\n"
" return vtf.fontColor * texel.r + vtf.outlineColor * texel.g;\n"
" return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;\n"
"}\n";
static const char* ImgVS =
@@ -119,14 +123,15 @@ CTextSupportShader::Initialize(boo::ID3DDataFactory::Context& ctx)
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 2},
};
s_TextVtxFmt = ctx.newVertexFormat(10, TextVtxVmt);
s_TextVtxFmt = ctx.newVertexFormat(11, TextVtxVmt);
s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
s_TextVtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, false);
s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
s_TextVtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
boo::BlendFactor::One, boo::Primitive::TriStrips, true, false, false);
boo::VertexElementDescriptor ImageVtxVmt[] =
{
@@ -143,10 +148,10 @@ CTextSupportShader::Initialize(boo::ID3DDataFactory::Context& ctx)
s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt);
s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
s_ImageVtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, false);
s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
s_ImageVtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
boo::BlendFactor::One, boo::Primitive::TriStrips, true, false, false);
return nullptr;
}