mirror of https://github.com/AxioDL/metaforce.git
Thermal Hot filter HLSL
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9222a928ef
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@ -28,7 +28,7 @@ zeus::CTransform CMappableObject::AdjustTransformForType()
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|| x0_type == EMappableObjectType::PlasmaDoorCeiling)
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{
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zeus::CTransform orientation;
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orientation.origin = {-1.65 * doorCenterX, 0.f, -1.5 * doorCenterZ};
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orientation.origin = {-1.65f * doorCenterX, 0.f, -1.5f * doorCenterZ};
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orientation.rotateLocalY(zeus::degToRad(90.f));
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return x10_transform * orientation;
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}
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@ -36,7 +36,7 @@ zeus::CTransform CMappableObject::AdjustTransformForType()
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|| x0_type == EMappableObjectType::PlasmaDoorFloor)
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{
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zeus::CTransform orientation;
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orientation.origin = {-1.65 * doorCenterX, 0.f, -1.0 * doorCenterZ};
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orientation.origin = {-1.65f * doorCenterX, 0.f, -1.f * doorCenterZ};
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orientation.rotateLocalY(zeus::degToRad(90.f));
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return x10_transform * orientation;
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}
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@ -44,7 +44,7 @@ zeus::CTransform CMappableObject::AdjustTransformForType()
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|| x0_type == EMappableObjectType::Fifteen)
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{
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zeus::CTransform orientation;
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orientation.origin = {-0.49 * doorCenterX, 0.f, -1.0 * doorCenterZ};
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orientation.origin = {-0.49f * doorCenterX, 0.f, -1.f * doorCenterZ};
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orientation.rotateLocalY(zeus::degToRad(90.f));
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return x10_transform * orientation;
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}
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@ -1,13 +1,15 @@
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if(WIN32)
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set(PLAT_SRCS
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set(PLAT_SRCS
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Shaders/CLineRendererShadersHLSL.cpp
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Shaders/CModelShadersHLSL.cpp
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Shaders/CThermalColdFilterHLSL.cpp
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Shaders/CThermalHotFilterHLSL.cpp
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Shaders/CSpaceWarpFilterHLSL.cpp)
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elseif(APPLE)
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set(PLAT_SRCS Shaders/CLineRendererShadersMetal.cpp
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Shaders/CModelShadersMetal.cpp
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Shaders/CThermalColdFilterMetal.cpp
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Shaders/CThermalHotFilterMetal.cpp
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Shaders/CSpaceWarpFilterMetal.cpp)
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endif()
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@ -52,7 +52,7 @@ static const char* ThermalPostGLSL =
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"};\n"
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"vec4 ThermalPostFunc(vec4 colorIn)\n"
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"{\n"
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" return texture(tex7, vtf.extTcgs[0]).rrrr * mulColor + addColor;\n"
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" return vec4(texture(tex7, vtf.extTcgs[0]).rrr * mulColor.rgb + addColor.rgb, 1.0);\n"
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"}\n"
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"\n";
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@ -51,7 +51,7 @@ static const char* ThermalPostHLSL =
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"};\n"
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"float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return extTex7.Sample(samp, vtf.extTcgs[0]).rrrr * mulColor + addColor;\n"
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" return float4(extTex7.Sample(samp, vtf.extTcgs[0]).rrr * mulColor.rgb + addColor.rgb, 1.0);\n"
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"}\n"
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"\n";
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@ -51,7 +51,7 @@ static const char* ThermalPostMetal =
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"};\n"
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"static float4 ThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> tex7, float4 colorIn)\n"
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"{\n"
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" return tex7.sample(samp, vtf.extTcgs0).rrrr * lu.mulColor + lu.addColor;\n"
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" return float4(tex7.sample(samp, vtf.extTcgs0).rrr * lu.mulColor.rgb + lu.addColor.rgb, 1.0);\n"
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"}\n"
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"\n";
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@ -40,6 +40,7 @@ static const char* VS =
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" vtf.colorReg1 = colorReg1;\n"
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" vtf.colorReg2 = colorReg2;\n"
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" vtf.sceneUv = v.uvIn.xy;\n"
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" vtf.sceneUv.y = -vtf.sceneUv.y;\n"
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" vtf.shiftUv = (mul(float3x3(shiftMtx[0].xyz, shiftMtx[1].xyz, shiftMtx[2].xyz), v.uvIn.xyz)).xy;\n"
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" vtf.shiftScale = shiftScale.xy;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\n"
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@ -0,0 +1,88 @@
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#include "CThermalHotFilter.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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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 uvIn : UV;\n"
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"};\n"
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"\n"
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"cbuffer ThermalHotUniform : register(b0)\n"
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"{\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\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 : SV_Position;\n"
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" float2 sceneUv : 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.sceneUv = v.uvIn.xy;\n"
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" vtf.sceneUv.y = -vtf.sceneUv.y;\n"
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" vtf.position = 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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"Texture2D sceneTex : register(t0);\n"
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"Texture2D paletteTex : register(t1);\n"
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"SamplerState samp : register(s0);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float2 sceneUv : UV;\n"
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"};\n"
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"\n"
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"static const float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime);\n"
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" float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 17.0, 0.5));\n"
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" return colorSample * sceneSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
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struct CThermalHotFilterD3DDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CThermalHotFilter& filter)
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{
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boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
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return cctx.newShaderDataBinding(TShader<CThermalHotFilter>::m_pipeline,
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TShader<CThermalHotFilter>::m_vtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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}
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};
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TShader<CThermalHotFilter>::IDataBindingFactory* CThermalHotFilter::Initialize(boo::ID3DDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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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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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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pipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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vtxFmtOut, boo::BlendFactor::DstAlpha, boo::BlendFactor::InvDstAlpha,
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boo::Primitive::TriStrips, false, false, false);
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return new CThermalHotFilterD3DDataBindingFactory;
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}
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}
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit 089e1bd167135f24b2c2bb972f4616bd761d2f2e
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Subproject commit ecddcbf1a46cf5a1d7b610de97a10718cebcd75e
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