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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 11:47:43 +00:00

Finish CSamusDoll

This commit is contained in:
Jack Andersen
2017-05-05 19:21:42 -10:00
parent 4ff1475f0e
commit b2d375a1d7
27 changed files with 1721 additions and 229 deletions

View File

@@ -865,6 +865,14 @@ void CBooRenderer::DrawStaticGeometry(int modelCount, int mask, int targetMask)
DrawSortedGeometry(modelCount, mask, targetMask);
}
void CBooRenderer::DrawModelFlat(const CModel& model, const CModelFlags& flags, bool unsortedOnly)
{
model.GetInstance().DrawFlat(unsortedOnly ?
CBooModel::ESurfaceSelection::UnsortedOnly :
CBooModel::ESurfaceSelection::All,
flags.m_extendedShader);
}
void CBooRenderer::PostRenderFogs()
{
for (const auto& warp : x2c4_spaceWarps)
@@ -974,6 +982,14 @@ void CBooRenderer::BeginScene()
CGraphics::SetViewport(0, 0, g_Viewport.x8_width, g_Viewport.xc_height);
CGraphics::SetPerspective(75.f, CGraphics::g_ProjAspect, 1.f, 4096.f);
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
#if 0
if (x310_phazonSuitMaskCountdown != 0)
{
--x310_phazonSuitMaskCountdown;
if (x310_phazonSuitMaskCountdown == 0)
x314_phazonSuitMask.reset();
}
#endif
x318_27_currentRGBA6 = x318_26_requestRGBA6;
if (!x318_31_persistRGBA6)
x318_26_requestRGBA6 = false;
@@ -1175,6 +1191,53 @@ void CBooRenderer::SetWorldLightFadeLevel(float level)
x2fc_tevReg1Color = zeus::CColor(level, level, level, 1.f);
}
void CBooRenderer::ReallyDrawPhazonSuitIndirectEffect(const zeus::CColor& vertColor, /*const CTexture& maskTex,*/
const CTexture& indTex, const zeus::CColor& modColor,
float scale, float offX, float offY)
{
m_phazonSuitFilter.draw(modColor, scale, offX * scale, offY * scale);
}
void CBooRenderer::ReallyDrawPhazonSuitEffect(const zeus::CColor& modColor /*, const CTexture& maskTex*/)
{
m_phazonSuitFilter.draw(modColor, 0.f, 0.f, 0.f);
}
void CBooRenderer::DoPhazonSuitIndirectAlphaBlur(float blurRadius /*, float f2*/, const TLockedToken<CTexture>& indTex)
{
m_phazonSuitFilter.drawBlurPasses(blurRadius, indTex.IsLoaded() ? indTex.GetObj() : nullptr);
}
void CBooRenderer::DrawPhazonSuitIndirectEffect(const zeus::CColor& nonIndirectMod, const TLockedToken<CTexture>& indTex,
const zeus::CColor& indirectMod, float blurRadius,
float scale, float offX, float offY)
{
/* Indirect background already in binding 0 */
/* Resolve alpha channel of just-drawn phazon suit into binding 1 */
SClipScreenRect rect;
rect.x4_left = g_Viewport.x0_left;
rect.x8_top = g_Viewport.x4_top;
rect.xc_width = g_Viewport.x8_width;
rect.x10_height = g_Viewport.xc_height;
CGraphics::ResolveSpareTexture(rect, 1);
/* Perform blur filter and resolve into binding 2 */
DoPhazonSuitIndirectAlphaBlur(blurRadius, indTex);
/* Draw effect; subtracting binding 1 from binding 2 for the filter 'cutout' */
if (indTex && indTex.IsLoaded())
ReallyDrawPhazonSuitIndirectEffect(zeus::CColor::skWhite, *indTex, indirectMod, scale, offX, offY);
else
ReallyDrawPhazonSuitEffect(nonIndirectMod);
}
void CBooRenderer::AllocatePhazonSuitMaskTexture()
{
x318_26_requestRGBA6 = true;
x310_phazonSuitMaskCountdown = 2;
}
void CBooRenderer::FindOverlappingWorldModels(std::vector<u32>& modelBits, const zeus::CAABox& aabb) const
{
u32 bitmapWords = 0;

View File

@@ -10,6 +10,7 @@
#include "Shaders/CSpaceWarpFilter.hpp"
#include "Shaders/CFogVolumePlaneShader.hpp"
#include "Shaders/CFogVolumeFilter.hpp"
#include "Shaders/CPhazonSuitFilter.hpp"
#include "CRandom16.hpp"
#include "CPVSVisSet.hpp"
#include "zeus/CRectangle.hpp"
@@ -149,6 +150,10 @@ class CBooRenderer : public IRenderer
std::vector<CLight> x300_dynamicLights;
u32 x310_phazonSuitMaskCountdown = 0;
//std::unique_ptr<CTexture> x314_phazonSuitMask;
CPhazonSuitFilter m_phazonSuitFilter;
union
{
struct
@@ -182,6 +187,12 @@ class CBooRenderer : public IRenderer
CFogVolumePlaneShader* fvs);
void SetupRendererStates() const;
void ReallyDrawPhazonSuitIndirectEffect(const zeus::CColor& vertColor, /*const CTexture& maskTex,*/
const CTexture& indTex, const zeus::CColor& modColor,
float scale, float offX, float offY);
void ReallyDrawPhazonSuitEffect(const zeus::CColor& modColor /*, const CTexture& maskTex*/);
void DoPhazonSuitIndirectAlphaBlur(float blurRadius /*, float f2*/, const TLockedToken<CTexture>& indTex);
public:
CBooRenderer(IObjectStore& store, IFactory& resFac);
@@ -196,6 +207,7 @@ public:
void DrawUnsortedGeometry(int areaIdx, int mask, int targetMask);
void DrawSortedGeometry(int areaIdx, int mask, int targetMask);
void DrawStaticGeometry(int areaIdx, int mask, int targetMask);
void DrawModelFlat(const CModel& model, const CModelFlags& flags, bool unsortedOnly);
void PostRenderFogs();
void AddParticleGen(const CParticleGen&);
void AddPlaneObject(const void*, const zeus::CAABox&, const zeus::CPlane&, int);
@@ -248,6 +260,10 @@ public:
void PrepareDynamicLights(const std::vector<CLight>& lights);
void SetWorldLightMultiplyColor(const zeus::CColor& color);
void SetWorldLightFadeLevel(float level);
void DrawPhazonSuitIndirectEffect(const zeus::CColor& nonIndirectMod, const TLockedToken<CTexture>& indTex,
const zeus::CColor& indirectMod, float blurRadius,
float indScale, float indOffX, float indOffY);
void AllocatePhazonSuitMaskTexture();
void ReallyRenderFogVolume(const zeus::CColor& color, const zeus::CAABox& aabb,
const CModel* model, const CSkinnedModel* sModel);

View File

@@ -14,7 +14,8 @@ if(WIN32)
Shaders/CFogVolumeFilterHLSL.cpp
Shaders/CEnergyBarShaderHLSL.cpp
Shaders/CRadarPaintShaderHLSL.cpp
Shaders/CMapSurfaceShaderHLSL.cpp)
Shaders/CMapSurfaceShaderHLSL.cpp
Shaders/CPhazonSuitFilterHLSL.cpp)
elseif(BOO_HAS_METAL)
set(PLAT_SRCS
Shaders/CLineRendererShadersMetal.cpp
@@ -31,7 +32,8 @@ elseif(BOO_HAS_METAL)
Shaders/CFogVolumeFilterMetal.cpp
Shaders/CEnergyBarShaderMetal.cpp
Shaders/CRadarPaintShaderMetal.cpp
Shaders/CMapSurfaceShaderMetal.cpp)
Shaders/CMapSurfaceShaderMetal.cpp
Shaders/CPhazonSuitFilterMetal.cpp)
endif()
set(GRAPHICS_SOURCES
@@ -70,6 +72,7 @@ set(GRAPHICS_SOURCES
Shaders/CEnergyBarShader.hpp Shaders/CEnergyBarShader.cpp Shaders/CEnergyBarShaderGLSL.cpp
Shaders/CRadarPaintShader.hpp Shaders/CRadarPaintShader.cpp Shaders/CRadarPaintShaderGLSL.cpp
Shaders/CMapSurfaceShader.hpp Shaders/CMapSurfaceShader.cpp Shaders/CMapSurfaceShaderGLSL.cpp
Shaders/CPhazonSuitFilter.hpp Shaders/CPhazonSuitFilter.cpp Shaders/CPhazonSuitFilterGLSL.cpp
${PLAT_SRCS})
runtime_add_list(Graphics GRAPHICS_SOURCES)

View File

@@ -23,7 +23,7 @@ class CModel;
struct CModelFlags
{
u8 x0_blendMode = 0; /* Blend state 3/5 enable additive */
u8 x0_blendMode = 0; /* >6: additive, >4: blend, else opaque */
u8 x1_matSetIdx = 0;
EExtendedShader m_extendedShader = EExtendedShader::Flat;
u16 x2_flags = 0; /* Flags */
@@ -36,6 +36,8 @@ struct CModelFlags
: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) {}
/* Flags
0x1: depth equal
0x2: depth update
0x4: render without texture lock
0x8: depth greater
0x10: depth non-inclusive
@@ -79,6 +81,13 @@ public:
void UnlockTextures();
};
enum class ESurfaceSelection
{
UnsortedOnly,
SortedOnly,
All
};
private:
CBooModel* m_next = nullptr;
CBooModel* m_prev = nullptr;
@@ -148,6 +157,7 @@ public:
bool IsOpaque() const {return x3c_firstSortedSurface == nullptr;}
void ActivateLights(const std::vector<CLight>& lights);
void DisableAllLights();
void RemapMaterialData(SShader& shader);
bool TryLockTextures() const;
void UnlockTextures() const;
@@ -165,6 +175,8 @@ public:
void Draw(const CModelFlags& flags,
const CSkinRules* cskr,
const CPoseAsTransforms* pose) const;
void DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const;
const MaterialSet::Material& GetMaterialByIndex(int idx) const
{
@@ -217,6 +229,7 @@ public:
void DrawUnsortedParts(const CModelFlags& flags) const;
void Draw(const CModelFlags& flags) const;
bool IsLoaded(int shaderIdx) const;
void Touch(int shaderIdx) { x28_modelInst->Touch(shaderIdx); }
const zeus::CAABox& GetAABB() const {return m_aabb;}
CBooModel& GetInstance() {return *x28_modelInst;}

View File

@@ -425,6 +425,19 @@ void CBooModel::ActivateLights(const std::vector<CLight>& lights)
}
}
void CBooModel::DisableAllLights()
{
m_lightingData.ambient = zeus::CColor::skBlack;
for (size_t curLight = 0 ; curLight<URDE_MAX_LIGHTS ; ++curLight)
{
CModelShaders::Light& lightOut = m_lightingData.lights[curLight];
lightOut.color = zeus::CColor::skClear;
lightOut.linAtt[0] = 1.f;
lightOut.angAtt[0] = 1.f;
}
}
void CBooModel::RemapMaterialData(SShader& shader)
{
x4_matSet = &shader.m_matSet;
@@ -461,6 +474,33 @@ void CBooModel::UnlockTextures() const
const_cast<CBooModel*>(this)->x40_24_texturesLoaded = false;
}
void CBooModel::DrawFlat(ESurfaceSelection sel, EExtendedShader extendedIdx) const
{
const CBooSurface* surf;
CModelFlags flags = {};
flags.m_extendedShader = extendedIdx;
if (sel != ESurfaceSelection::SortedOnly)
{
surf = x38_firstUnsortedSurface;
while (surf)
{
DrawSurface(*surf, flags);
surf = surf->m_next;
}
}
if (sel != ESurfaceSelection::UnsortedOnly)
{
surf = x3c_firstSortedSurface;
while (surf)
{
DrawSurface(*surf, flags);
surf = surf->m_next;
}
}
}
void CBooModel::DrawAlphaSurfaces(const CModelFlags& flags) const
{
const CBooSurface* surf = x3c_firstSortedSurface;

View File

@@ -21,6 +21,7 @@ class CModel;
class CSkinnedModel;
class CPVSVisSet;
struct CAreaRenderOctTree;
class CModelFlags;
class IRenderer
{
@@ -51,6 +52,7 @@ public:
virtual void DrawUnsortedGeometry(int areaIdx, int mask, int targetMask)=0;
virtual void DrawSortedGeometry(int areaIdx, int mask, int targetMask)=0;
virtual void DrawStaticGeometry(int areaIdx, int mask, int targetMask)=0;
virtual void DrawModelFlat(const CModel& model, const CModelFlags& flags, bool unsortedOnly)=0;
virtual void PostRenderFogs()=0;
virtual void AddParticleGen(const CParticleGen&)=0;
virtual void AddPlaneObject(const void*, const zeus::CAABox&, const zeus::CPlane&, int)=0;

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@@ -0,0 +1,96 @@
#include "CPhazonSuitFilter.hpp"
namespace urde
{
void CPhazonSuitFilter::drawBlurPasses(float radius, const CTexture* indTex)
{
if (!m_dataBind || indTex != m_indTex)
{
m_indTex = indTex;
m_gfxTok = CGraphics::CommitResources(
[this](boo::IGraphicsDataFactory::Context& ctx)
{
m_uniBufBlurX = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
m_uniBufBlurY = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f) * 2, 1);
struct BlurVert
{
zeus::CVector3f pos;
zeus::CVector2f uv;
} blurVerts[4] =
{
{{-1.f, 1.f, 0.f}, {0.f, 1.f}},
{{-1.f, -1.f, 0.f}, {0.f, 0.f}},
{{ 1.f, 1.f, 0.f}, {1.f, 1.f}},
{{ 1.f, -1.f, 0.f}, {1.f, 0.f}}
};
m_blurVbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, blurVerts, sizeof(BlurVert), 4);
struct Vert
{
zeus::CVector3f pos;
zeus::CVector2f screenUv;
zeus::CVector2f indUv;
zeus::CVector2f maskUv;
} verts[4] =
{
{{-1.f, 1.f, 0.f}, {0.01f, 0.99f}, {0.f, 1.f}, {0.f, 1.f}},
{{-1.f, -1.f, 0.f}, {0.01f, 0.01f}, {0.f, 1.f}, {0.f, 1.f}},
{{ 1.f, 1.f, 0.f}, {0.99f, 0.99f}, {0.f, 1.f}, {0.f, 1.f}},
{{ 1.f, -1.f, 0.f}, {0.99f, 0.01f}, {0.f, 1.f}, {0.f, 1.f}}
};
m_vbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, verts, sizeof(Vert), 4);
m_dataBind = TShader<CPhazonSuitFilter>::BuildShaderDataBinding(ctx, *this);
return true;
});
}
SClipScreenRect rect;
rect.x4_left = g_Viewport.x0_left;
rect.x8_top = g_Viewport.x4_top;
rect.xc_width = g_Viewport.x8_width;
rect.x10_height = g_Viewport.xc_height;
/* X Pass */
zeus::CVector4f blurDir = zeus::CVector4f{2.f * radius / g_Viewport.x8_width, 0.f, 0.f, 0.f};
m_uniBufBlurX->load(&blurDir, sizeof(zeus::CVector4f));
CGraphics::SetShaderDataBinding(m_dataBindBlurX);
CGraphics::DrawArray(0, 4);
CGraphics::ResolveSpareTexture(rect, 2);
/* Y Pass */
blurDir = zeus::CVector4f{0.f, 2.f * radius / g_Viewport.xc_height, 0.f, 0.f};
m_uniBufBlurY->load(&blurDir, sizeof(zeus::CVector4f));
CGraphics::SetShaderDataBinding(m_dataBindBlurY);
CGraphics::DrawArray(0, 4);
CGraphics::ResolveSpareTexture(rect, 2);
}
void CPhazonSuitFilter::draw(const zeus::CColor& color,
float indScale, float indOffX, float indOffY)
{
struct Uniform
{
zeus::CColor color;
zeus::CVector4f indScaleOff;
} uniform =
{
color,
zeus::CVector4f(indScale, indScale, indOffX, indOffY)
};
m_uniBuf->load(&uniform, sizeof(Uniform));
CGraphics::SetShaderDataBinding(m_dataBind);
CGraphics::DrawArray(0, 4);
}
void CPhazonSuitFilter::Shutdown() {}
URDE_SPECIALIZE_SHADER(CPhazonSuitFilter)
}

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@@ -0,0 +1,39 @@
#ifndef __URDE_CPHAZONSUITFILTER_HPP__
#define __URDE_CPHAZONSUITFILTER_HPP__
#include "TShader.hpp"
namespace urde
{
class CTexture;
class CPhazonSuitFilter
{
friend struct CPhazonSuitFilterGLDataBindingFactory;
friend struct CPhazonSuitFilterVulkanDataBindingFactory;
friend struct CPhazonSuitFilterMetalDataBindingFactory;
friend struct CPhazonSuitFilterD3DDataBindingFactory;
boo::GraphicsDataToken m_gfxTok;
boo::IGraphicsBufferD* m_uniBufBlurX;
boo::IGraphicsBufferD* m_uniBufBlurY;
boo::IGraphicsBufferD* m_uniBuf;
boo::IGraphicsBufferS* m_blurVbo;
boo::IGraphicsBufferS* m_vbo;
const CTexture* m_indTex = nullptr;
boo::IShaderDataBinding* m_dataBindBlurX = nullptr;
boo::IShaderDataBinding* m_dataBindBlurY = nullptr;
boo::IShaderDataBinding* m_dataBind = nullptr;
public:
void drawBlurPasses(float radius, const CTexture* indTex);
void draw(const zeus::CColor& color,
float indScale, float indOffX, float indOffY);
using _CLS = CPhazonSuitFilter;
#include "TShaderDecl.hpp"
};
}
#endif // __URDE_CPHAZONSUITFILTER_HPP__

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@@ -0,0 +1,340 @@
#include "CPhazonSuitFilter.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.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 screenUvIn;\n"
"layout(location=2) in vec4 indUvIn;\n"
"layout(location=3) in vec4 maskUvIn;\n"
"\n"
"UBINDING0 uniform PhazonSuitUniform\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = color;\n"
" vtf.indScaleOff = indScaleOff;\n"
" vtf.screenUv = screenUvIn.xy;\n"
" vtf.indUv = indUvIn.xy;\n"
" vtf.maskUv = maskUvIn.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* IndFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D screenTex;\n"
"TBINDING1 uniform sampler2D indTex;\n"
"TBINDING2 uniform sampler2D maskTex;\n"
"TBINDING3 uniform sampler2D maskTexBlur;\n"
"void main()\n"
"{\n"
" vec2 indUv = (texture(indTex, vtf.indUv).rg - vec2(0.5, 0.5)) * \n"
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
" colorOut = vtf.color * texture(screenTex, indUv + vtf.screenUv) * \n"
" (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a);\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D screenTex;\n"
"TBINDING1 uniform sampler2D maskTex;\n"
"TBINDING2 uniform sampler2D maskTexBlur;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(screenTex, vtf.screenUv) * \n"
" (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a);\n"
"}\n";
static const char* BlurVS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=3) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform PhazonSuitBlurUniform\n"
"{\n"
" vec4 blurDir;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
" vec2 blurDir;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* BlurFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
" vec2 blurDir;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D maskTex;\n"
"void main()\n"
"{\n"
" //this will be our alpha sum\n"
" float sum = 0.0;\n"
"\n"
" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
"\n"
" sum += texture(maskTex, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
" sum += texture(maskTex, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += texture(maskTex, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += texture(maskTex, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
"\n"
" sum += texture(maskTex, vtf.uv).a * 0.2270270270;\n"
"\n"
" sum += texture(maskTex, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
" sum += texture(maskTex, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += texture(maskTex, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += texture(maskTex, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
"\n"
" colorOut = vec4(1.0, 1.0, 1.0, sum);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
static boo::IShaderPipeline* s_IndPipeline = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
struct CPhazonSuitFilterGLDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{filter.m_blurVbo, nullptr, boo::VertexSemantic::Position4},
{filter.m_blurVbo, nullptr, boo::VertexSemantic::UV4}
};
boo::IVertexFormat* blurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
blurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
blurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 0},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 1},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 2}
};
boo::IVertexFormat* vtxFmt = ctx.newVertexFormat(4, VtxVmt);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
vtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
#if BOO_HAS_VULKAN
struct CPhazonSuitFilterVulkanDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
#endif
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* uniNames[] = {"PhazonSuitUniform"};
const char* texNames[] = {"screenTex", "indTex", "maskTex", "maskTexBlur"};
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, 4, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
texNames[1] = "maskTex";
texNames[2] = "maskTexBlur";
s_Pipeline = ctx.newShaderPipeline(VS, FS, 3, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
uniNames[0] = "PhazonSuitBlurUniform";
texNames[0] = "maskTex";
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, 1, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterGLDataBindingFactory;
}
#if BOO_HAS_VULKAN
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::VulkanDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
};
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterVulkanDataBindingFactory;
}
#endif
}

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@@ -0,0 +1,255 @@
#include "CPhazonSuitFilter.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.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 screenUvIn [[ attribute(1) ]];\n"
" float4 indUvIn [[ attribute(2) ]];\n"
" float4 maskUvIn [[ attribute(3) ]];\n"
"};\n"
"\n"
"struct PhazonSuitUniform\n"
"{\n"
" float4 color;\n"
" float4 indScaleOff;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 indScaleOff;\n"
" float2 screenUv;\n"
" float2 indUv;\n"
" float2 maskUv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitUniform& psu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = psu.color;\n"
" vtf.indScaleOff = psu.indScaleOff;\n"
" vtf.screenUv = v.screenUvIn.xy;\n"
" vtf.indUv = v.indUvIn.xy;\n"
" vtf.maskUv = v.maskUvIn.xy;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* IndFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 indScaleOff;\n"
" float2 screenUv;\n"
" float2 indUv;\n"
" float2 maskUv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> screenTex [[ texture(0) ]],\n"
" texture2d<float> indTex [[ texture(1) ]],\n"
" texture2d<float> maskTex [[ texture(2) ]],\n"
" texture2d<float> maskTexBlur [[ texture(3) ]])\n"
"{\n"
" float2 indUv = (indTex.sample(samp, vtf.indUv).rg - float2(0.5, 0.5)) * \n"
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
" return vtf.color * screenTex.sample(samp, indUv + vtf.screenUv) * \n"
" (maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a);\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 color;\n"
" float4 indScaleOff;\n"
" float2 screenUv;\n"
" float2 indUv;\n"
" float2 maskUv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> screenTex [[ texture(0) ]],\n"
" texture2d<float> maskTex [[ texture(1) ]],\n"
" texture2d<float> maskTexBlur [[ texture(2) ]])\n"
"{\n"
" return vtf.color * screenTex.sample(samp, vtf.screenUv) * \n"
" (maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a);\n"
"}\n";
static const char* BlurVS =
"#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 PhazonSuitBlurUniform\n"
"{\n"
" float4 blurDir;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv;\n"
" float2 blurDir;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitBlurUniform& psu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" vtf.position = float4(posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* BlurFS =
"#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 uv;\n"
" float2 blurDir;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> maskTex [[ texture(0) ]])\n"
"{\n"
" //this will be our alpha sum\n"
" float sum = 0.0;\n"
"\n"
" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
"\n"
" sum += maskTex.sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
" sum += maskTex.sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += maskTex.sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += maskTex.sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
"\n"
" sum += maskTex.sample(samp, vtf.uv).a * 0.2270270270;\n"
"\n"
" sum += maskTex.sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
" sum += maskTex.sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += maskTex.sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += maskTex.sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
"\n"
" return float4(1.0, 1.0, 1.0, sum);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
static boo::IShaderPipeline* s_IndPipeline = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
struct CPhazonSuitFilterMetalDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::MetalDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
};
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt,
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt,
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt,
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterMetalDataBindingFactory;
}
}