Metal quad shader imps

This commit is contained in:
Jack Andersen 2016-08-16 18:59:05 -10:00
parent d234bffe2a
commit edaa022517
6 changed files with 214 additions and 9 deletions

View File

@ -14,6 +14,7 @@
#include "Runtime/Graphics/CGraphics.hpp"
#include "Runtime/Character/CSkinRules.hpp"
#include "Graphics/CMetroidModelInstance.hpp"
#include "World/CWorldTransManager.hpp"
#include <cstdio>
using YAMLNode = athena::io::YAMLNode;
@ -27,6 +28,17 @@ URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
void ViewManager::BuildTestPART(urde::IObjectStore& objStore)
{
SObjectTag samusCharSet = m_projManager.resourceFactoryMP1().ProjectResourceFactoryBase::TagFromPath(
_S("MP1/Shared/ANCS_77289A4A.blend"));
SObjectTag platModel = m_projManager.resourceFactoryMP1().ProjectResourceFactoryBase::TagFromPath(
_S("MP1/Shared/CMDL_6FA561D0.blend"));
SObjectTag bgModel = m_projManager.resourceFactoryMP1().ProjectResourceFactoryBase::TagFromPath(
_S("MP1/Shared/CMDL_BC34D54C.blend"));
CAnimRes samusAnimRes(samusCharSet.id, -1, zeus::CVector3f::skOne, -1, true);
g_GameState->GetWorldTransitionManager()->EnableTransition(samusAnimRes,
platModel.id, zeus::CVector3f::skOne,
bgModel.id, zeus::CVector3f::skOne, false);
SObjectTag areaTag = m_projManager.resourceFactoryMP1().ProjectResourceFactoryBase::TagFromPath(
_S("MP1/Metroid1/!1IntroLevel1027/00 Exterior Docking Hangar/!area.blend"));
auto areaData = m_projManager.resourceFactoryMP1().LoadResourceSync(areaTag);
@ -79,6 +91,10 @@ void ViewManager::ParticleView::resized(const boo::SWindowRect& root, const boo:
void ViewManager::ParticleView::draw(boo::IGraphicsCommandQueue *gfxQ)
{
gfxQ->clearTarget(false, true);
g_GameState->GetWorldTransitionManager()->Update(1.f / 60.f);
g_GameState->GetWorldTransitionManager()->Draw();
if (m_vm.m_modelTest.IsLoaded())
{
CModelFlags flags;

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@ -0,0 +1,88 @@
#include "CColoredQuadFilter.hpp"
#include "TMultiBlendShader.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"
"};\n"
"\n"
"struct ColoredQuadUniform\n"
"{\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ColoredQuadUniform& cqu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = cqu.color;\n"
" vtf.position = vec4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CColoredQuadFilter)
struct CColoredQuadFilterMetalDataBindingFactory : TMultiBlendShader<CColoredQuadFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CColoredQuadFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 0, nullptr);
}
};
TMultiBlendShader<CColoredQuadFilter>::IDataBindingFactory*
CColoredQuadFilter::Initialize(boo::MetalDataFactory::Context& ctx,
boo::IShaderPipeline*& alphaPipeOut,
boo::IShaderPipeline*& additivePipeOut,
boo::IShaderPipeline*& colorMultiplyPipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4}
};
vtxFmtOut = ctx.newVertexFormat(1, VtxVmt);
alphaPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
additivePipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcColor,
boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
return new CColoredQuadFilterMetalDataBindingFactory;
}
}

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@ -59,14 +59,16 @@ URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
struct CSpaceWarpFilterMetalDataBindingFactory : TShader<CSpaceWarpFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CSpaceWarpFilter& filter)
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CSpaceWarpFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_warpTex};
return cctx.newShaderDataBinding(TShader<CSpaceWarpFilter>::m_pipeline,
TShader<CSpaceWarpFilter>::m_vtxFmt,
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}

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@ -0,0 +1,95 @@
#include "CTexturedQuadFilter.hpp"
#include "TMultiBlendShader.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 uvIn [[ attribute(1) ]];\n"
"};\n"
"\n"
"struct TexuredQuadUniform\n"
"{\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = tqu.color;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.position = vec4(v.posIn.xyz, 1.0);\n"
" return vtf;\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 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex.sample(samp, vtf.uv);\n"
"}\n";
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
struct CTexturedQuadFilterMetalDataBindingFactory : TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CTexturedQuadFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {filter.m_tex->GetBooTexture()};
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 1, texs);
}
};
TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory*
CTexturedQuadFilter::Initialize(boo::MetalDataFactory::Context& ctx,
boo::IShaderPipeline*& alphaPipeOut,
boo::IShaderPipeline*& additivePipeOut,
boo::IShaderPipeline*& colorMultiplyPipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
alphaPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false);
additivePipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false);
colorMultiplyPipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcColor,
boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false, false);
return new CTexturedQuadFilterMetalDataBindingFactory;
}
}

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@ -87,14 +87,16 @@ URDE_DECL_SPECIALIZE_SHADER(CThermalColdFilter)
struct CThermalColdFilterMetalDataBindingFactory : TShader<CThermalColdFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CThermalColdFilter& filter)
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CThermalColdFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_shiftTex};
return cctx.newShaderDataBinding(TShader<CThermalColdFilter>::m_pipeline,
TShader<CThermalColdFilter>::m_vtxFmt,
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}

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@ -60,14 +60,16 @@ URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
struct CThermalHotFilterMetalDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CThermalHotFilter& filter)
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CThermalHotFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
return cctx.newShaderDataBinding(TShader<CThermalHotFilter>::m_pipeline,
TShader<CThermalHotFilter>::m_vtxFmt,
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}