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Add CPlayerGun holo effect rendering
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85
Runtime/Graphics/Shaders/CAABoxShaderMetal.cpp
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85
Runtime/Graphics/Shaders/CAABoxShaderMetal.cpp
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#include "CAABoxShader.hpp"
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#include "Graphics/CBooRenderer.hpp"
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namespace urde
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{
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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"};\n"
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"\n"
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"struct CAABoxUniform\n"
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"{\n"
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" float4x4 xf;\n"
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" float4 color;\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 pos [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant CAABoxUniform& bu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = bu.color;\n"
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" vtf.pos = bu.xf * vec4(v.posIn.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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
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"{\n"
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" return vtf.color;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CAABoxShader)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_Pipeline = nullptr;
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static boo::IShaderPipeline* s_zOnlyPipeline = nullptr;
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struct CAABoxShaderMetalDataBindingFactory : TShader<CAABoxShader>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CAABoxShader& filter)
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{
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boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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return cctx.newShaderDataBinding(filter.m_zOnly ? s_zOnlyPipeline : s_Pipeline, s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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}
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};
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TShader<CAABoxShader>::IDataBindingFactory* CAABoxShader::Initialize(boo::MetalDataFactory::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},
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};
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s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, true, true, false, boo::CullMode::None);
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s_zOnlyPipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, true, false, false, boo::CullMode::None);
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return new CAABoxShaderMetalDataBindingFactory;
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}
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}
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