CRadarPaintShader: Convert to hsh pipeline

This commit is contained in:
Luke Street 2020-10-03 17:58:32 -04:00
parent c4e175bd64
commit ee1462ba30
4 changed files with 25 additions and 32 deletions

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@ -67,4 +67,5 @@ runtime_add_hsh(Graphics
Shaders/CMapSurfaceShader.cpp Shaders/CMapSurfaceShader.cpp
Shaders/CParticleSwooshShaders.cpp Shaders/CParticleSwooshShaders.cpp
Shaders/CPhazonSuitFilter.cpp Shaders/CPhazonSuitFilter.cpp
Shaders/CRadarPaintShader.cpp
) )

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@ -107,6 +107,7 @@ void CPhazonSuitFilter::drawBlurPasses(float radius, const CTexture* indTex) {
m_dataBindBlurY.hsh_blury_bind( m_dataBindBlurY.hsh_blury_bind(
CPhazonSuitFilterBlurPipeline(m_blurVbo.get(), m_uniBufBlurY.get(), CGraphics::g_SpareTexture.get_color(2))); CPhazonSuitFilterBlurPipeline(m_blurVbo.get(), m_uniBufBlurY.get(), CGraphics::g_SpareTexture.get_color(2)));
// FIXME hsh bug: can't bind all constant values
bool hasIndTex = m_indTex != nullptr; bool hasIndTex = m_indTex != nullptr;
if (hasIndTex) { if (hasIndTex) {
hsh::texture2d tex = m_indTex->GetBooTexture(); hsh::texture2d tex = m_indTex->GetBooTexture();

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@ -1,45 +1,38 @@
#include "Runtime/Graphics/Shaders/CRadarPaintShader.hpp" #include "Runtime/Graphics/Shaders/CRadarPaintShader.hpp"
#include <cstring>
#include "Runtime/Graphics/CGraphics.hpp" #include "Runtime/Graphics/CGraphics.hpp"
#include "Runtime/Graphics/CTexture.hpp" #include "Runtime/Graphics/CTexture.hpp"
#include "CRadarPaintShader.cpp.hshhead"
namespace urde { namespace urde {
using namespace hsh::pipeline;
struct CRadarPaintShaderPipeline : pipeline<topology<hsh::TriangleStrip>, AdditiveAttachment<>, depth_write<false>> {
CRadarPaintShaderPipeline(hsh::vertex_buffer<CRadarPaintShader::Instance> vbo,
hsh::uniform_buffer<CRadarPaintShader::Uniform> ubo, hsh::texture2d tex) {
this->position = ubo->xf * hsh::float4(vbo->pos[this->vertex_id], 1.f);
this->color_out[0] = vbo->color * tex.sample<float>(vbo->uv[this->vertex_id]);
}
};
void CRadarPaintShader::draw(const std::vector<Instance>& instances, const CTexture* tex) { void CRadarPaintShader::draw(const std::vector<Instance>& instances, const CTexture* tex) {
if (!instances.size()) if (instances.empty()) {
return; return;
}
SCOPED_GRAPHICS_DEBUG_GROUP("CRadarPaintShader::draw", zeus::skMagenta); SCOPED_GRAPHICS_DEBUG_GROUP("CRadarPaintShader::draw", zeus::skMagenta);
if (instances.size() > m_maxInsts) { if (instances.size() > m_maxInsts) {
m_maxInsts = instances.size(); m_maxInsts = instances.size();
m_tex = tex; m_tex = tex;
CGraphics::CommitResources([this](boo::IGraphicsDataFactory::Context& ctx) { hsh::texture2d tex2d = m_tex->GetBooTexture();
m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(Instance), m_maxInsts); m_dataBind.hsh_bind(CRadarPaintShaderPipeline(m_vbo.get(), m_uniBuf.get(), tex2d));
m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CMatrix4f), 1);
const std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> bufs{m_uniBuf.get()};
constexpr std::array<boo::PipelineStage, 1> stages{boo::PipelineStage::Vertex};
const std::array<boo::ObjToken<boo::ITexture>, 1> texs{m_tex->GetBooTexture()};
m_dataBind =
ctx.newShaderDataBinding(s_Pipeline, nullptr, m_vbo.get(), nullptr, bufs.size(), bufs.data(), stages.data(),
nullptr, nullptr, texs.size(), texs.data(), nullptr, nullptr);
return true;
} BooTrace);
} }
zeus::CMatrix4f uniMtx = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f(); m_uniBuf.load({CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f()});
m_uniBuf->load(&uniMtx, sizeof(zeus::CMatrix4f)); m_vbo.load(instances);
m_dataBind.draw_instanced(0, 4, instances.size());
size_t mapSz = sizeof(Instance) * instances.size();
Instance* insts = reinterpret_cast<Instance*>(m_vbo->map(mapSz));
memmove(insts, instances.data(), mapSz);
m_vbo->unmap();
CGraphics::SetShaderDataBinding(m_dataBind);
CGraphics::DrawInstances(0, 4, instances.size());
} }
} // namespace urde } // namespace urde

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@ -3,9 +3,7 @@
#include <array> #include <array>
#include <vector> #include <vector>
#include "zeus/CColor.hpp" #include "hsh/hsh.h"
#include "zeus/CVector2f.hpp"
#include "zeus/CVector3f.hpp"
namespace urde { namespace urde {
class CTexture; class CTexture;
@ -13,9 +11,9 @@ class CTexture;
class CRadarPaintShader { class CRadarPaintShader {
public: public:
struct Instance { struct Instance {
std::array<zeus::CVector3f, 4> pos; std::array<hsh::float3, 4> pos;
std::array<zeus::CVector2f, 4> uv; std::array<hsh::float2, 4> uv;
zeus::CColor color; hsh::float4 color;
}; };
struct Uniform { struct Uniform {
hsh::float4x4 xf; hsh::float4x4 xf;