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Lots of HUD-related implementations
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96
Runtime/Graphics/Shaders/CEnergyBarShaderMetal.cpp
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96
Runtime/Graphics/Shaders/CEnergyBarShaderMetal.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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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 uvIn [[ attribute(1) ]];\n"
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"};\n"
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"\n"
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"struct EnergyBarUniform\n"
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"{\n"
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" float4x4 xf;\n"
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" float4 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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant EnergyBarUniform& ebu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = ebu.color;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.position = ebu.xf * float4(v.posIn.xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
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" return vtf.color * tex.sample(samp, 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 CEnergyBarShaderMetalDataBindingFactory : 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::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::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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TShader<CEnergyBarShader>::IDataBindingFactory*
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CEnergyBarShader::Initialize(boo::MetalDataFactory::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, CGraphics::g_ViewportSamples,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual,
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false, true, false, boo::CullMode::None);
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return new CEnergyBarShaderMetalDataBindingFactory;
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}
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}
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