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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 15:07:41 +00:00

Vulkan updates

This commit is contained in:
Jack Andersen
2016-02-22 16:33:59 -10:00
parent 57e2535393
commit ac2f2ba446
16 changed files with 201 additions and 139 deletions

View File

@@ -6,77 +6,77 @@ namespace Specter
{
static LogVisor::LogModule Log("Specter::View");
static const char* GLSLSolidVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* GLSLSolidFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
static const char* GLSLTexVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec2 uvIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn;\n"
" vtf.color = mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* GLSLTexFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"in VertToFrag vtf;\n"
"uniform sampler2D tex;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = texture(tex, vtf.uv) * vtf.color;\n"
"}\n";
void View::Resources::init(boo::GLDataFactory* factory, const IThemeData& theme)
{
static const char* SolidVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* SolidFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
static const char* TexVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec2 uvIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn;\n"
" vtf.color = mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* TexFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"in VertToFrag vtf;\n"
"uniform sampler2D tex;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = texture(tex, vtf.uv) * vtf.color;\n"
"}\n";
static const char* BlockNames[] = {"SpecterViewBlock"};
m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, 0, nullptr, 1, BlockNames,
m_solidShader = factory->newShaderPipeline(GLSLSolidVS, GLSLSolidFS, 0, nullptr, 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_texShader = factory->newShaderPipeline(TexVS, TexFS, 1, "tex", 1, BlockNames,
m_texShader = factory->newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, "tex", 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
}
@@ -181,7 +181,8 @@ void View::Resources::init(boo::ID3DDataFactory* factory, const IThemeData& them
false, false, false);
}
#elif BOO_HAS_METAL
#endif
#if BOO_HAS_METAL
void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& theme)
{
@@ -282,6 +283,34 @@ void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& the
false, false, false);
}
#endif
#if BOO_HAS_VULKAN
void View::Resources::init(boo::VulkanDataFactory* factory, const IThemeData& theme)
{
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
m_solidShader = factory->newShaderPipeline(GLSLSolidVS, GLSLSolidFS, m_solidVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
m_texShader = factory->newShaderPipeline(GLSLTexVS, GLSLTexFS, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
}
#endif
void View::buildResources(ViewResources& res)
@@ -337,7 +366,6 @@ void View::resized(const ViewBlock& vb, const boo::SWindowRect& sub)
void View::draw(boo::IGraphicsCommandQueue* gfxQ)
{
gfxQ->setShaderDataBinding(m_bgVertsBinding);
gfxQ->setDrawPrimitive(boo::Primitive::TriStrips);
gfxQ->draw(0, 4);
}