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D3D11/12 support

This commit is contained in:
Jack Andersen
2015-11-27 12:20:22 -10:00
parent ecbed6e82c
commit a800ff73ee
6 changed files with 181 additions and 6 deletions

View File

@@ -79,6 +79,107 @@ void TextView::System::init(boo::GLDataFactory* factory, FontCache* fcache)
false, false, false);
}
void TextView::System::init(boo::ID3DDataFactory* factory, FontCache* fcache)
{
m_fcache = fcache;
static const char* VS =
"struct VertData\n"
"{\n"
" float3 posIn[4] : POSITION;\n"
" float4x4 mvMtx : MODELVIEW;\n"
" float3 uvIn[4] : UV;\n"
" float4 colorIn : COLOR;\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_HLSL
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float3 uv : UV;\n"
" float4 color : COLOR;\n"
"};\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn[vertId];\n"
" vtf.color = v.colorIn;\n"
" vtf.position = mul(mv, mul(v.mvMtx, float4(v.posIn[vertId], 1.0)));\n"
" return vtf;\n"
"}\n";
static const char* FSReg =
"Texture2DArray fontTex : register(t0);\n"
"SamplerState samp : register(s0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float3 uv : UV;\n"
" float4 color : COLOR;\n"
"};\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float4 colorOut = vtf.color;\n"
" colorOut.a = fontTex.Sample(samp, vtf.uv).r;\n"
" return colorOut;\n"
"}\n";
static const char* FSSubpixel =
"Texture2DArray fontTex : register(t0);\n"
"SamplerState samp : register(s0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float3 uv : UV;\n"
" float4 color : COLOR;\n"
"};\n"
"struct BlendOut\n"
"{\n"
" float4 colorOut : SV_Target0;\n"
" float4 blendOut : SV_Target1;\n"
"};\n"
"BlendOut main(in VertToFrag vtf)\n"
"{\n"
" BlendOut ret;\n"
" ret.colorOut = vtf.color;\n"
" ret.blendOut = fontTex.Sample(samp, vtf.uv);\n"
" return ret;\n"
"}\n";
boo::VertexElementDescriptor vdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::ModelView | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::ModelView | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::ModelView | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::ModelView | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_vtxFmt = factory->newVertexFormat(13, vdescs);
ComPtr<ID3DBlob> blobVert;
ComPtr<ID3DBlob> blobFrag;
ComPtr<ID3DBlob> blobPipe;
m_regular =
factory->newShaderPipeline(VS, FSReg, blobVert, blobFrag, blobPipe, m_vtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
blobVert.Reset();
blobFrag.Reset();
blobPipe.Reset();
m_subpixel =
factory->newShaderPipeline(VS, FSSubpixel, blobVert, blobFrag, blobPipe, m_vtxFmt,
boo::BlendFactor::SrcColor1, boo::BlendFactor::InvSrcColor1,
false, false, false);
}
TextView::TextView(ViewSystem& system, FontTag font, size_t capacity)
: View(system),
m_capacity(capacity),
@@ -113,6 +214,14 @@ TextView::TextView(ViewSystem& system, FontTag font, size_t capacity)
(boo::IGraphicsBuffer**)&m_viewVertBlockBuf,
1, texs);
}
else
{
boo::ITexture* texs[] = {m_fontAtlas.texture()};
m_shaderBinding = system.m_factory->newShaderDataBinding(system.m_textSystem.m_regular, system.m_textSystem.m_vtxFmt,
nullptr, m_glyphBuf, nullptr, 1,
(boo::IGraphicsBuffer**)&m_viewVertBlockBuf,
1, texs);
}
m_glyphs.reserve(capacity);
}