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Lots of HUD-related implementations
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133
Runtime/Graphics/Shaders/CEnergyBarShaderGLSL.cpp
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133
Runtime/Graphics/Shaders/CEnergyBarShaderGLSL.cpp
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#include "CEnergyBarShader.hpp"
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#include "TShader.hpp"
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#include "Graphics/CTexture.hpp"
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namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=0) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform EnergyBarUniform\n"
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"{\n"
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" mat4 xf;\n"
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" vec4 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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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = color;\n"
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" vtf.uv = uvIn.xy;\n"
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" gl_Position = xf * vec4(posIn.xyz, 1.0);\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(tex, vtf.uv);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_Pipeline = nullptr;
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struct CEnergyBarShaderGLDataBindingFactory : TShader<CEnergyBarShader>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CEnergyBarShader& filter)
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{
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boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
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{filter.m_vbo, nullptr, boo::VertexSemantic::UV4}
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};
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boo::IVertexFormat* vtxFmt = ctx.newVertexFormat(2, VtxVmt);
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boo::IGraphicsBuffer* bufs[1];
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ITexture* texs[] = {filter.m_tex->GetBooTexture()};
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for (int i=0 ; i<3 ; ++i)
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{
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bufs[0] = filter.m_uniBuf[i];
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filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline,
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vtxFmt, filter.m_vbo, nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, nullptr, nullptr);
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}
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return filter.m_dataBind[0];
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}
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};
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#if BOO_HAS_VULKAN
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struct CEnergyBarShaderVulkanDataBindingFactory : TShader<CEnergyBarShader>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CEnergyBarShader& filter)
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{
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[1];
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boo::ITexture* texs[] = {filter.m_tex->GetBooTexture()};
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for (int i=0 ; i<3 ; ++i)
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{
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bufs[0] = filter.m_uniBuf[i];
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filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
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}
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return filter.m_dataBind[0];
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}
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};
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#endif
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TShader<CEnergyBarShader>::IDataBindingFactory*
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CEnergyBarShader::Initialize(boo::GLDataFactory::Context& ctx)
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{
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const char* uniNames[] = {"EnergyBarUniform"};
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const char* texNames[] = {"tex"};
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s_Pipeline = ctx.newShaderPipeline(VS, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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return new CEnergyBarShaderGLDataBindingFactory;
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}
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#if BOO_HAS_VULKAN
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TShader<CEnergyBarShader>::IDataBindingFactory*
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CEnergyBarShader::Initialize(boo::VulkanDataFactory::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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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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return new CEnergyBarShaderVulkanDataBindingFactory;
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}
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#endif
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}
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