mirror of https://github.com/AxioDL/metaforce.git
Implement HLSL CFluidPlaneShader
This commit is contained in:
parent
3650a58a1e
commit
d68d3c26b1
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@ -480,8 +480,7 @@ CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx, const SFlui
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const char* texNames[7] = {};
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std::string finalVS, finalFS;
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_BuildShader(finalVS, finalFS, nextTex, texNames, info);
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const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
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return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), size_t(nextTex), texNames, 3, uniNames,
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return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
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info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
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info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
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@ -556,4 +555,4 @@ boo::IShaderDataBinding* CFluidPlaneShader::BuildBinding(boo::VulkanDataFactory:
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}
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#endif
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}
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}
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@ -1,4 +1,476 @@
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//
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// Created by Jack Andersen on 8/6/17.
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//
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#include "CFluidPlaneShader.hpp"
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namespace urde
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{
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static boo::IVertexFormat* s_vtxFmt = nullptr;
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 normalIn : NORMAL0;\n"
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" float4 binormalIn : NORMAL1;\n"
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" float4 tangentIn : NORMAL2;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer FluidPlaneUniform : register(b0)\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 texMtxs[6];\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 pos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n"
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" float4 mvBinorm : BINORMAL;\n"
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" float4 mvTangent : TANGENT;\n"
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" float4 color : COLOR;\n"
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" float2 uvs[7] : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.mvPos = mul(mv, float4(v.posIn.xyz, 1.0));\n"
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" vtf.pos = mul(proj, vtf.mvPos);\n"
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" vtf.mvNorm = mul(mvNorm, v.normalIn);\n"
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" vtf.mvBinorm = mul(mvNorm, v.binormalIn);\n"
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" vtf.mvTangent = mul(mvNorm, v.tangentIn);\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uvs[0] = mul(texMtxs[0], v.posIn).xy;\n"
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" vtf.uvs[1] = mul(texMtxs[1], v.posIn).xy;\n"
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" vtf.uvs[2] = mul(texMtxs[2], v.posIn).xy;\n"
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"%s" // Additional TCGs here
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n" // Reappropriated for indirect texture scaling
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"{\n"
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" float4 color;\n"
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" float indScale;\n"
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" float start;\n"
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"};\n"
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"\n"
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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 kColor0;\n"
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" float4 kColor1;\n"
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" float4 kColor2;\n"
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" float4 kColor3;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingFunc(float4 mvPosIn, float4 mvNormIn)\n"
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"{\n"
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" float4 ret = ambient;\n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn.xyz), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return clamp(ret, float4(0.0,0.0,0.0,0.0), float4(1.0,1.0,1.0,1.0));\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 pos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n"
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" float4 mvBinorm : BINORMAL;\n"
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" float4 mvTangent : TANGENT;\n"
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" float4 color : COLOR;\n"
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" float2 uvs[7] : UV;\n"
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"};\n"
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"\n"
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"SamplerState samp : register(s0);\n"
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"%s" // Textures here
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"float4 main(in VertToFrag vtf)\n"
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"{\n"
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" float4 lighting = LightingFunc(vtf.mvPos, normalize(vtf.mvNorm));\n"
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" float4 colorOut;\n"
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"%s" // Combiner expression here
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" return colorOut;\n"
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"}\n";
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boo::IShaderPipeline*
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CFluidPlaneShader::BuildShader(boo::ID3DDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
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{
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if (s_vtxFmt == nullptr)
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{
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boo::VertexElementDescriptor elements[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Normal4, 0},
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{nullptr, nullptr, boo::VertexSemantic::Normal4, 1},
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{nullptr, nullptr, boo::VertexSemantic::Normal4, 2},
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{nullptr, nullptr, boo::VertexSemantic::Color}
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};
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s_vtxFmt = ctx.newVertexFormat(5, elements);
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}
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std::string additionalTCGs;
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std::string textures;
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std::string combiner;
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int nextTex = 0;
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int nextTCG = 3;
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int nextMtx = 4;
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int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv;
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if (info.m_hasPatternTex1)
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textures += hecl::Format("Texture2D patternTex1 : register(t%d)\n", nextTex++);
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if (info.m_hasPatternTex2)
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textures += hecl::Format("Texture2D patternTex2 : register(t%d)\n", nextTex++);
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if (info.m_hasColorTex)
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textures += hecl::Format("Texture2D colorTex : register(t%d)\n", nextTex++);
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if (info.m_hasBumpMap)
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textures += hecl::Format("Texture2D bumpMap : register(t%d)\n", nextTex++);
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if (info.m_hasEnvMap)
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textures += hecl::Format("Texture2D envMap : register(t%d)\n", nextTex++);
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if (info.m_hasEnvBumpMap)
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textures += hecl::Format("Texture2D envBumpMap : register(t%d)\n", nextTex++);
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if (info.m_hasLightmap)
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textures += hecl::Format("Texture2D lightMap : register(t%d)\n", nextTex++);
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if (info.m_hasBumpMap)
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{
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bumpMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[0], v.posIn).xy;\n", nextTCG++);
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}
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if (info.m_hasEnvBumpMap)
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{
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envBumpMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[3], v.posIn).xy;\n", nextTCG++);
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}
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if (info.m_hasEnvMap)
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{
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envMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], v.posIn).xy;\n", nextTCG++, nextMtx++);
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}
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if (info.m_hasLightmap)
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{
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lightmapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], v.posIn).xy;\n", nextTCG++, nextMtx++);
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}
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switch (info.m_type)
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{
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case CFluidPlane::EFluidType::NormalWater:
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case CFluidPlane::EFluidType::Three:
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case CFluidPlane::EFluidType::Four:
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if (info.m_hasLightmap)
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{
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combiner += hecl::Format(" float4 lightMapTexel = lightMap.Sample(samp, vtf.uvs[%d]);\n", lightmapUv);
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// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
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// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
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// Output reg 2
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// KColor 2
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if (info.m_doubleLightmapBlend)
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{
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// 1: Tex4TCG2, Tex4, GX_COLOR1A1
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// C2, TEX, KONST, RAS
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// Output reg 2
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// KColor 3
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// Tex * K2 + Lighting
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combiner += " lighting += mix(lightMapTexel * lu.kColor2, lightMapTexel, lu.kColor3);\n";
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}
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else
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{
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// mix(Tex * K2, Tex, K3) + Lighting
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combiner += " lighting += lightMapTexel * lu.kColor2;\n";
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}
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}
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// Next: Tex0TCG, Tex0, GX_COLOR1A1
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// ZERO, TEX, KONST, RAS
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// Output reg prev
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// KColor 0
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// Next: Tex1TCG, Tex1, GX_COLOR0A0
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// ZERO, TEX, PREV, RAS
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// Output reg prev
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// Next: Tex2TCG, Tex2, GX_COLOR1A1
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// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
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// Output reg prev
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// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
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if (info.m_hasPatternTex2)
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{
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if (info.m_hasPatternTex1)
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combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * lu.kColor0 + lighting) *\n"
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" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
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else
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combiner += " colorOut = lighting * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
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}
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else
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{
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combiner += " colorOut = vtf.color;\n";
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}
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if (info.m_hasColorTex && !info.m_hasEnvMap && info.m_hasEnvBumpMap)
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{
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// Make previous stage indirect, mtx0
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combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
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" float2(lu.fog.indScale, -lu.fog.indScale);", envBumpMapUv);
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combiner += " colorOut += colorTex.Sample(samp, indUvs + vtf.uvs[2]) * lighting;\n";
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}
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else if (info.m_hasEnvMap)
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{
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// Next: envTCG, envTex, NULL
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// PREV, TEX, KONST, ZERO
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// Output reg prev
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// KColor 1
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// Make previous stage indirect, mtx0
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if (info.m_hasColorTex)
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combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
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combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
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" float2(lu.fog.indScale, -lu.fog.indScale);", envBumpMapUv);
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combiner += hecl::Format(" colorOut = mix(colorOut, envMap.Sample(samp, indUvs + vtf.uvs[%d]), lu.kColor1);\n",
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envMapUv);
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}
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else if (info.m_hasColorTex)
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{
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combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
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}
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break;
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case CFluidPlane::EFluidType::PoisonWater:
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if (info.m_hasLightmap)
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{
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combiner += hecl::Format(" float4 lightMapTexel = lightMap.Sample(samp, vtf.uvs[%d]);\n", lightmapUv);
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// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
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// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
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// Output reg 2
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// KColor 2
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if (info.m_doubleLightmapBlend)
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{
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// 1: Tex4TCG2, Tex4, GX_COLOR1A1
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// C2, TEX, KONST, RAS
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// Output reg 2
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// KColor 3
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// Tex * K2 + Lighting
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combiner += " lighting += mix(lightMapTexel * lu.kColor2, lightMapTexel, lu.kColor3);\n";
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}
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else
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{
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// mix(Tex * K2, Tex, K3) + Lighting
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combiner += " lighting += lightMapTexel * lu.kColor2;\n";
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}
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}
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// Next: Tex0TCG, Tex0, GX_COLOR1A1
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// ZERO, TEX, KONST, RAS
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// Output reg prev
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// KColor 0
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// Next: Tex1TCG, Tex1, GX_COLOR0A0
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// ZERO, TEX, PREV, RAS
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// Output reg prev
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// Next: Tex2TCG, Tex2, GX_COLOR1A1
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// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
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// Output reg prev
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// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
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if (info.m_hasPatternTex2)
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{
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if (info.m_hasPatternTex1)
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combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * lu.kColor0 + lighting) *\n"
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" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
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else
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combiner += " colorOut = lighting * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
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}
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else
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{
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combiner += " colorOut = vtf.color;\n";
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}
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if (info.m_hasColorTex)
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{
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if (info.m_hasEnvBumpMap)
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{
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// Make previous stage indirect, mtx0
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combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
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" float2(lu.fog.indScale, -lu.fog.indScale);", envBumpMapUv);
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combiner += " colorOut += colorTex.Sample(samp, indUvs + vtf.uvs[2]) * lighting;\n";
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}
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else
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{
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combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
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}
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}
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break;
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case CFluidPlane::EFluidType::Lava:
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// 0: Tex0TCG, Tex0, GX_COLOR0A0
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// ZERO, TEX, KONST, RAS
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// Output reg prev
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// KColor 0
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// 1: Tex1TCG, Tex1, GX_COLOR0A0
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// ZERO, TEX, PREV, RAS
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// Output reg prev
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// 2: Tex2TCG, Tex2, NULL
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// ZERO, TEX, ONE, PREV
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// Output reg prev
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// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
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if (info.m_hasPatternTex2)
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{
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if (info.m_hasPatternTex1)
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combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * lu.kColor0 + vtf.color) *\n"
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" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
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else
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combiner += " colorOut = vtf.color * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
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}
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else
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{
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combiner += " colorOut = vtf.color;\n";
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}
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if (info.m_hasColorTex)
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combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\n";
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if (info.m_hasBumpMap)
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{
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// 3: bumpMapTCG, bumpMap, NULL
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// ZERO, TEX, ONE, HALF
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// Output reg 0, no clamp, no bias
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// 4: bumpMapTCG2, bumpMap, NULL
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// ZERO, TEX, ONE, C0
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// Output reg 0, subtract, clamp, no bias
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combiner += " float3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;\n"
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" float lx = dot(vtf.mvTangent.xyz, lightVec);\n"
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" float ly = dot(vtf.mvBinorm.xyz, lightVec);\n";
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combiner += hecl::Format(" float4 emboss1 = bumpMap.Sample(samp, vtf.uvs[%d]) + float4(0.5);\n"
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" float4 emboss2 = bumpMap.Sample(samp, vtf.uvs[%d] + float2(lx, ly));\n",
|
||||
bumpMapUv, bumpMapUv);
|
||||
|
||||
// 5: NULL, NULL, NULL
|
||||
// ZERO, PREV, C0, ZERO
|
||||
// Output reg prev, scale 2, clamp
|
||||
|
||||
// colorOut * clamp(emboss1 + 0.5 - emboss2, 0.0, 1.0) * 2.0
|
||||
combiner += "colorOut *= clamp((emboss1 + float4(0.5) - emboss2) * float4(2.0), float4(0.0), float4(1.0));\n";
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case CFluidPlane::EFluidType::Five:
|
||||
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
||||
// ZERO, TEX, KONST, RAS
|
||||
// Output reg prev
|
||||
// KColor 0
|
||||
|
||||
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
||||
// ZERO, TEX, PREV, RAS
|
||||
// Output reg prev
|
||||
|
||||
// 2: Tex2TCG, Tex2, NULL
|
||||
// ZERO, TEX, ONE, PREV
|
||||
// Output reg prev
|
||||
|
||||
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
||||
if (info.m_hasPatternTex2)
|
||||
{
|
||||
if (info.m_hasPatternTex1)
|
||||
combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * lu.kColor0 + vtf.color) *\n"
|
||||
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
else
|
||||
combiner += " colorOut = vtf.color * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
combiner += " colorOut = vtf.color;\n";
|
||||
}
|
||||
|
||||
if (info.m_hasColorTex)
|
||||
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\n";
|
||||
|
||||
if (info.m_hasBumpMap)
|
||||
{
|
||||
// 3: bumpMapTCG, bumpMap, NULL
|
||||
// ZERO, TEX, PREV, ZERO
|
||||
// Output reg prev, scale 2
|
||||
combiner += hecl::Format(" float4 emboss1 = bumpMap.Sample(samp, vtf.uvs[%d]) + float4(0.5);\n", bumpMapUv);
|
||||
combiner += "colorOut *= emboss1 * float4(2.0);\n";
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
combiner += " colorOut.a = kColor0.a;\n";
|
||||
|
||||
std::string finalVS = hecl::Format(VS, additionalTCGs.c_str());
|
||||
std::string finalFS = hecl::Format(FS, textures.c_str(), combiner.c_str());
|
||||
|
||||
return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), nullptr, nullptr, nullptr, s_vtxFmt,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
|
||||
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
|
||||
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
|
||||
boo::CullMode::None);
|
||||
}
|
||||
|
||||
boo::IShaderDataBinding* CFluidPlaneShader::BuildBinding(boo::ID3DDataFactory::Context& ctx,
|
||||
boo::IShaderPipeline* pipeline)
|
||||
{
|
||||
boo::IGraphicsBuffer* ubufs[] = { m_uniBuf, m_uniBuf, m_uniBuf };
|
||||
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
|
||||
boo::PipelineStage::Fragment };
|
||||
size_t ubufOffs[] = {0, 0, 768};
|
||||
size_t ubufSizes[] = {768, 768, 256};
|
||||
size_t texCount = 0;
|
||||
boo::ITexture* texs[7] = {};
|
||||
if (m_patternTex1)
|
||||
texs[texCount++] = (*m_patternTex1)->GetBooTexture();
|
||||
if (m_patternTex2)
|
||||
texs[texCount++] = (*m_patternTex2)->GetBooTexture();
|
||||
if (m_colorTex)
|
||||
texs[texCount++] = (*m_colorTex)->GetBooTexture();
|
||||
if (m_bumpMap)
|
||||
texs[texCount++] = (*m_bumpMap)->GetBooTexture();
|
||||
if (m_envMap)
|
||||
texs[texCount++] = (*m_envMap)->GetBooTexture();
|
||||
if (m_envBumpMap)
|
||||
texs[texCount++] = (*m_envBumpMap)->GetBooTexture();
|
||||
if (m_lightmap)
|
||||
texs[texCount++] = (*m_lightmap)->GetBooTexture();
|
||||
return ctx.newShaderDataBinding(pipeline, s_vtxFmt, m_vbo, nullptr, nullptr, 1, ubufs, ubufStages, ubufOffs,
|
||||
ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -27,6 +27,7 @@ static const char* VS =
|
|||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos : [[ position ]];\n"
|
||||
" float4 mvPos;\n"
|
||||
" float4 mvNorm;\n"
|
||||
" float4 mvBinorm;\n"
|
||||
|
@ -40,7 +41,7 @@ static const char* VS =
|
|||
"{\n"
|
||||
" VertToFrag vtf;\n"
|
||||
" vtf.mvPos = fu.mv * float4(v.posIn.xyz, 1.0);\n"
|
||||
" gl_Position = fu.proj * vtf.mvPos;\n"
|
||||
" vtf.pos = fu.proj * vtf.mvPos;\n"
|
||||
" vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
|
||||
" vtf.mvBinorm = fu.mvNorm * v.binormalIn;\n"
|
||||
" vtf.mvTangent = fu.mvNorm * v.tangentIn;\n"
|
||||
|
@ -106,6 +107,7 @@ static const char* FS =
|
|||
"\n"
|
||||
"struct VertToFrag\n"
|
||||
"{\n"
|
||||
" float4 pos : [[ position ]];\n"
|
||||
" float4 mvPos;\n"
|
||||
" float4 mvNorm;\n"
|
||||
" float4 mvBinorm;\n"
|
||||
|
@ -477,4 +479,4 @@ boo::IShaderDataBinding* CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::
|
|||
ubufSizes, texCount, texs, nullptr, nullptr);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue