Metal XRayBlurFilter

This commit is contained in:
Jack Andersen 2016-08-19 19:00:54 -10:00
parent f9288a7256
commit a9451e1441
3 changed files with 195 additions and 0 deletions

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#include "CCameraBlurFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
static const char* VS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform ThermalHotUniform\n"
"{\n"
" vec4 colorReg0;\n"
" vec4 colorReg1;\n"
" vec4 colorReg2;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec2 sceneUv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.sceneUv = uvIn.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec2 sceneUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D sceneTex;\n"
"TBINDING1 uniform sampler2D paletteTex;\n"
"const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);\n"
"void main()\n"
"{\n"
" float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime);\n"
" vec4 colorSample = texture(paletteTex, vec2(sceneSample / 17.0, 0.5));\n"
" colorOut = colorSample * sceneSample;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
struct CCameraBlurFilterMetalDataBindingFactory : TShader<CCameraBlurFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CCameraBlurFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}
};
TShader<CCameraBlurFilter>::IDataBindingFactory* CCameraBlurFilter::Initialize(boo::MetalDataFactory::Context& ctx,
boo::IShaderPipeline*& pipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::DstAlpha,
boo::BlendFactor::InvDstAlpha, boo::Primitive::TriStrips, false, false, false);
return new CCameraBlurFilterMetalDataBindingFactory;
}
}

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#include "CXRayBlurFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn [[ attribute(0) ]];\n"
" float4 uvIn [[ attribute(1) ]];\n"
"};\n"
"\n"
"struct XRayBlurUniform\n"
"{\n"
" float4x4 uv0;\n"
" float4x4 uv1;\n"
" float4x4 uv2;\n"
" float4x4 uv3;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv0;\n"
" float2 uv1;\n"
" float2 uv2;\n"
" float2 uv3;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant XRayBlurUniform& xbu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv0 = (xbu.uv0 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv0.y = -vtf.uv0.y;\n"
" vtf.uv1 = (xbu.uv1 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv1.y = -vtf.uv1.y;\n"
" vtf.uv2 = (xbu.uv2 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv2.y = -vtf.uv2.y;\n"
" vtf.uv3 = (xbu.uv3 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv3.y = -vtf.uv3.y;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv0;\n"
" float2 uv1;\n"
" float2 uv2;\n"
" float2 uv3;\n"
"};\n"
"\n"
"constant float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> sceneTex [[ texture(0) ]],\n"
" texture2d<float> paletteTex [[ texture(1) ]])\n"
"{\n"
" float4 colorSample = paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" return colorSample;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
struct CXRayBlurFilterMetalDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CXRayBlurFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_booTex};
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}
};
TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::Initialize(boo::MetalDataFactory::Context& ctx,
boo::IShaderPipeline*& pipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false, false);
return new CXRayBlurFilterMetalDataBindingFactory;
}
}