2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 22:27:41 +00:00

Implement actual CParticleSwoosh rendering

This commit is contained in:
Jack Andersen
2017-06-09 19:34:39 -10:00
parent 302bd76ebd
commit f3acc97d63
18 changed files with 851 additions and 312 deletions

View File

@@ -17,7 +17,9 @@ if(WIN32)
Shaders/CMapSurfaceShaderHLSL.cpp
Shaders/CPhazonSuitFilterHLSL.cpp
Shaders/CScanLinesFilterHLSL.cpp
Shaders/CRandomStaticFilterHLSL.cpp)
Shaders/CRandomStaticFilterHLSL.cpp
Shaders/CElementGenShadersHLSL.cpp
Shaders/CParticleSwooshShadersHLSL.cpp)
elseif(BOO_HAS_METAL)
set(PLAT_SRCS
Shaders/CLineRendererShadersMetal.cpp
@@ -37,7 +39,9 @@ elseif(BOO_HAS_METAL)
Shaders/CMapSurfaceShaderMetal.cpp
Shaders/CPhazonSuitFilterMetal.cpp
Shaders/CScanLinesFilterMetal.cpp
Shaders/CRandomStaticFilterMetal.cpp)
Shaders/CRandomStaticFilterMetal.cpp
Shaders/CElementGenShadersMetal.cpp
Shaders/CParticleSwooshShadersMetal.cpp)
endif()
set(GRAPHICS_SOURCES
@@ -79,6 +83,8 @@ set(GRAPHICS_SOURCES
Shaders/CPhazonSuitFilter.hpp Shaders/CPhazonSuitFilter.cpp Shaders/CPhazonSuitFilterGLSL.cpp
Shaders/CScanLinesFilter.hpp Shaders/CScanLinesFilter.cpp Shaders/CScanLinesFilterGLSL.cpp
Shaders/CRandomStaticFilter.hpp Shaders/CRandomStaticFilter.cpp Shaders/CRandomStaticFilterGLSL.cpp
Shaders/CElementGenShaders.hpp Shaders/CElementGenShaders.cpp Shaders/CElementGenShadersGLSL.cpp
Shaders/CParticleSwooshShaders.hpp Shaders/CParticleSwooshShaders.cpp Shaders/CParticleSwooshShadersGLSL.cpp
${PLAT_SRCS})
runtime_add_list(Graphics GRAPHICS_SOURCES)

View File

@@ -0,0 +1,154 @@
#include "CElementGenShaders.hpp"
#include "Particle/CElementGen.hpp"
namespace urde
{
boo::IShaderPipeline* CElementGenShaders::m_texZTestZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texNoZTestZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texZTestNoZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texNoZTestNoZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texAdditiveZTest = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texAdditiveNoZTest = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texRedToAlphaZTest = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_texRedToAlphaNoZTest = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_indTexZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_indTexNoZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_indTexAdditive = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_cindTexZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_cindTexNoZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_cindTexAdditive = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_noTexZTestZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_noTexNoZTestZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_noTexZTestNoZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_noTexNoZTestNoZWrite = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_noTexAdditiveZTest = nullptr;
boo::IShaderPipeline* CElementGenShaders::m_noTexAdditiveNoZTest = nullptr;
boo::IVertexFormat* CElementGenShaders::m_vtxFormatTex = nullptr;
boo::IVertexFormat* CElementGenShaders::m_vtxFormatIndTex = nullptr;
boo::IVertexFormat* CElementGenShaders::m_vtxFormatNoTex = nullptr;
CElementGenShaders::EShaderClass CElementGenShaders::GetShaderClass(CElementGen& gen)
{
CGenDescription* desc = gen.x1c_genDesc.GetObj();
if (desc->x54_x40_TEXR)
{
if (desc->x58_x44_TIND)
return EShaderClass::IndTex;
else
return EShaderClass::Tex;
}
else
return EShaderClass::NoTex;
}
void CElementGenShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen)
{
CGenDescription* desc = gen.x1c_genDesc.GetObj();
boo::IShaderPipeline* regPipeline = nullptr;
boo::IShaderPipeline* redToAlphaPipeline = nullptr;
if (desc->x54_x40_TEXR)
{
if (desc->x58_x44_TIND)
{
if (desc->x45_30_x32_24_CIND)
{
if (gen.x26c_26_AAPH)
regPipeline = m_cindTexAdditive;
else
{
if (gen.x26c_27_ZBUF)
regPipeline = m_cindTexZWrite;
else
regPipeline = m_cindTexNoZWrite;
}
}
else
{
if (gen.x26c_26_AAPH)
regPipeline = m_indTexAdditive;
else
{
if (gen.x26c_27_ZBUF)
regPipeline = m_indTexZWrite;
else
regPipeline = m_indTexNoZWrite;
}
}
}
else
{
if (gen.x26c_28_zTest)
redToAlphaPipeline = m_texRedToAlphaZTest;
else
redToAlphaPipeline = m_texRedToAlphaNoZTest;
if (gen.x26c_26_AAPH)
{
if (gen.x26c_28_zTest)
regPipeline = m_texAdditiveZTest;
else
regPipeline = m_texAdditiveNoZTest;
}
else
{
if (gen.x26c_28_zTest)
{
if (gen.x26c_27_ZBUF)
regPipeline = m_texZTestZWrite;
else
regPipeline = m_texZTestNoZWrite;
}
else
{
if (gen.x26c_27_ZBUF)
regPipeline = m_texNoZTestZWrite;
else
regPipeline = m_texNoZTestNoZWrite;
}
}
}
}
else
{
if (gen.x26c_26_AAPH)
{
if (gen.x26c_28_zTest)
regPipeline = m_noTexAdditiveZTest;
else
regPipeline = m_noTexAdditiveNoZTest;
}
else
{
if (gen.x26c_28_zTest)
{
if (gen.x26c_27_ZBUF)
regPipeline = m_noTexZTestZWrite;
else
regPipeline = m_noTexZTestNoZWrite;
}
else
{
if (gen.x26c_27_ZBUF)
regPipeline = m_noTexNoZTestZWrite;
else
regPipeline = m_noTexNoZTestNoZWrite;
}
}
}
CElementGenShaders shad(gen, regPipeline, redToAlphaPipeline);
TShader<CElementGenShaders>::BuildShaderDataBinding(ctx, shad);
}
void CElementGenShaders::Shutdown() {}
URDE_SPECIALIZE_SHADER(CElementGenShaders)
}

View File

@@ -0,0 +1,75 @@
#ifndef __URDE_CELEMENTGENSHADERS_HPP__
#define __URDE_CELEMENTGENSHADERS_HPP__
#include "TShader.hpp"
#include "Graphics/CGraphics.hpp"
#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/graphicsdev/Metal.hpp"
#include "boo/graphicsdev/Vulkan.hpp"
namespace urde
{
class CElementGen;
class CElementGenShaders
{
friend struct OGLElementDataBindingFactory;
friend struct VulkanElementDataBindingFactory;
friend struct D3DElementDataBindingFactory;
friend struct MetalElementDataBindingFactory;
public:
enum class EShaderClass
{
Tex,
IndTex,
NoTex
};
private:
static boo::IShaderPipeline* m_texZTestZWrite;
static boo::IShaderPipeline* m_texNoZTestZWrite;
static boo::IShaderPipeline* m_texZTestNoZWrite;
static boo::IShaderPipeline* m_texNoZTestNoZWrite;
static boo::IShaderPipeline* m_texAdditiveZTest;
static boo::IShaderPipeline* m_texAdditiveNoZTest;
static boo::IShaderPipeline* m_texRedToAlphaZTest;
static boo::IShaderPipeline* m_texRedToAlphaNoZTest;
static boo::IShaderPipeline* m_indTexZWrite;
static boo::IShaderPipeline* m_indTexNoZWrite;
static boo::IShaderPipeline* m_indTexAdditive;
static boo::IShaderPipeline* m_cindTexZWrite;
static boo::IShaderPipeline* m_cindTexNoZWrite;
static boo::IShaderPipeline* m_cindTexAdditive;
static boo::IShaderPipeline* m_noTexZTestZWrite;
static boo::IShaderPipeline* m_noTexNoZTestZWrite;
static boo::IShaderPipeline* m_noTexZTestNoZWrite;
static boo::IShaderPipeline* m_noTexNoZTestNoZWrite;
static boo::IShaderPipeline* m_noTexAdditiveZTest;
static boo::IShaderPipeline* m_noTexAdditiveNoZTest;
static boo::IVertexFormat* m_vtxFormatTex; /* No OpenGL */
static boo::IVertexFormat* m_vtxFormatIndTex; /* No OpenGL */
static boo::IVertexFormat* m_vtxFormatNoTex; /* No OpenGL */
CElementGen& m_gen;
boo::IShaderPipeline* m_regPipeline;
boo::IShaderPipeline* m_redToAlphaPipeline;
CElementGenShaders(CElementGen& gen, boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
: m_gen(gen), m_regPipeline(regPipeline), m_redToAlphaPipeline(redToAlphaPipeline) {}
public:
static EShaderClass GetShaderClass(CElementGen& gen);
static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CElementGen& gen);
using _CLS = CElementGenShaders;
#include "TShaderDecl.hpp"
};
}
#endif // __URDE_CELEMENTGENSHADERS_HPP__

View File

@@ -0,0 +1,547 @@
#include "CElementGenShaders.hpp"
#include "Particle/CElementGen.hpp"
#include "Particle/CGenDescription.hpp"
#include "Particle/CElectricDescription.hpp"
#include "Particle/CSwooshDescription.hpp"
#include "Graphics/CModel.hpp"
namespace urde
{
static const char* VS_GLSL_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsIn[4];\n"
"\n"
"UBINDING0 uniform ParticleUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uv = uvsIn[gl_VertexID].xy;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(tex, vtf.uv);\n"
"}\n";
static const char* FS_GLSL_TEX_REDTOALPHA =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(tex, vtf.uv);\n"
" colorOut.a = colorOut.r;\n"
"}\n";
static const char* VS_GLSL_INDTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsInTexrTind[4];\n"
"layout(location=9) in vec4 uvsInScene;\n"
"\n"
"UBINDING0 uniform ParticleUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 uvScene;\n"
" vec2 uvTexr;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uvScene = uvsInScene;\n"
" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
" gl_Position = FLIPFROMGL(gl_Position);\n"
"}\n";
static const char* FS_GLSL_INDTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 uvScene;\n"
" vec2 uvTexr;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D texrMap;\n"
"TBINDING1 uniform sampler2D sceneMap;\n"
"TBINDING2 uniform sampler2D tindMap;\n"
"void main()\n"
"{\n"
" vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n"
" vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" vec4 texrTexel = texture(texrMap, vtf.uvTexr);\n"
" colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;\n"
"}\n";
static const char* FS_GLSL_CINDTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 uvScene;\n"
" vec2 uvTexr;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D texrMap;\n"
"TBINDING1 uniform sampler2D sceneMap;\n"
"TBINDING2 uniform sampler2D tindMap;\n"
"void main()\n"
"{\n"
" vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n"
" vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" colorOut = vtf.color * sceneTexel * texture(texrMap, vtf.uvTexr);\n"
"}\n";
static const char* VS_GLSL_NOTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"\n"
"UBINDING0 uniform ParticleUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_NOTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
struct OGLElementDataBindingFactory : TShader<CElementGenShaders>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGenShaders& shader)
{
CElementGen& gen = shader.m_gen;
CGenDescription* desc = gen.GetDesc();
boo::IVertexFormat* vtxFmt = nullptr;
CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
};
vtxFmt = ctx.newVertexFormat(10, TexFmtIndTex);
}
else
{
const boo::VertexElementDescriptor TexFmtTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
vtxFmt = ctx.newVertexFormat(9, TexFmtTex);
}
}
else
{
const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
vtxFmt = ctx.newVertexFormat(5, TexFmtNoTex);
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (shader.m_regPipeline)
gen.m_normalDataBind = ctx.newShaderDataBinding(shader.m_regPipeline, vtxFmt, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
if (shader.m_redToAlphaPipeline)
gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(shader.m_redToAlphaPipeline, vtxFmt, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
return nullptr;
}
};
static const char* UniNames[] = {"ParticleUniform"};
static const char* TexNames[] = {"tex"};
static const char* TindTexNames[] = {"texrMap", "sceneMap", "tindMap"};
TShader<CElementGenShaders>::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLDataFactory::Context& ctx)
{
m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
return new struct OGLElementDataBindingFactory;
}
#if BOO_HAS_VULKAN
struct VulkanElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
{
void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGen& gen,
boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
{
CGenDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
}
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (regPipeline)
gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
if (redToAlphaPipeline)
gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
}
};
CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::VulkanDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor TexFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
static const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
};
m_vtxFormatIndTex = ctx.newVertexFormat(13, TexFmtIndTex);
static const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
return new struct VulkanElementDataBindingFactory;
}
#endif
}

View File

@@ -0,0 +1,384 @@
#include "CElementGenShaders.hpp"
#include "Particle/CElementGen.hpp"
#include "Particle/CGenDescription.hpp"
#include "Particle/CElectricDescription.hpp"
#include "Particle/CSwooshDescription.hpp"
#include "Graphics/CModel.hpp"
namespace urde
{
static const char* VS_HLSL_TEX =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 colorIn : COLOR;\n"
" float4 uvsIn[4] : UV;\n"
"};\n"
"\n"
"cbuffer ParticleUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.uv = v.uvsIn[vertId].xy;\n"
" vtf.position = mul(mvp, v.posIn[vertId]);\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_TEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex0.Sample(samp, vtf.uv);\n"
"}\n";
static const char* FS_HLSL_TEX_REDTOALPHA =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float4 colr = vtf.color * tex0.Sample(samp, vtf.uv);\n"
" return float4(colr.rgb, colr.r);"
"}\n";
static const char* VS_HLSL_INDTEX =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 colorIn : COLOR;\n"
" float4 uvsInTexrTind[4] : UV0;\n"
" float4 uvsInScene : UV4;\n"
"};\n"
"\n"
"cbuffer ParticleUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 uvScene : UV0;\n"
" float2 uvTexr : UV1;\n"
" float2 uvTind : UV2;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
" vtf.position = mul(mvp, v.posIn[vertId]);\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_INDTEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"Texture2D tex1 : register(t1);\n"
"Texture2D tex2 : register(t2);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 uvScene : UV0;\n"
" float2 uvTexr : UV1;\n"
" float2 uvTind : UV2;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;\n"
" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n"
" float4 colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;\n"
" return colorOut;\n"
"}\n";
static const char* FS_HLSL_CINDTEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"Texture2D tex1 : register(t1);\n"
"Texture2D tex2 : register(t2);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 uvScene : UV0;\n"
" float2 uvTexr : UV1;\n"
" float2 uvTind : UV2;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n"
"}\n";
static const char* VS_HLSL_NOTEX =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 colorIn : COLOR;\n"
"};\n"
"\n"
"cbuffer ParticleUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.position = mul(mvp, v.posIn[vertId]);\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_NOTEX =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct D3DElementDataBindingFactory : TShader<CElementGenShaders>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGenShaders& shaders)
{
CElementGen& gen = shaders.m_gen;
CGenDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
}
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (shaders.m_regPipeline)
gen.m_normalDataBind = ctx.newShaderDataBinding(shaders.m_regPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures,
nullptr, nullptr);
if (shaders.m_redToAlphaPipeline)
gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(shaders.m_redToAlphaPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures,
nullptr, nullptr);
return nullptr;
}
};
TShader<CElementGenShaders>::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3DDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor TexFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
static const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
};
m_vtxFormatIndTex = ctx.newVertexFormat(10, TexFmtIndTex);
static const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
m_texZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_texZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_texAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr,
nullptr, m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_indTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr,
nullptr, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_indTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr,
nullptr, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_indTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr,
nullptr, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_cindTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr,
nullptr, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_cindTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr,
nullptr, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_cindTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr,
nullptr, m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_noTexZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
nullptr, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
nullptr, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
nullptr, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
nullptr, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
nullptr, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
nullptr, m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true,
true, false, boo::CullMode::None);
return new struct D3DElementDataBindingFactory;
}
}

View File

@@ -0,0 +1,383 @@
#include "CElementGenShaders.hpp"
#include "Particle/CElementGen.hpp"
#include "Particle/CGenDescription.hpp"
namespace urde
{
static const char* VS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 colorIn;\n"
" float4 uvsIn[4];\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.uv = v.uvsIn[vertId].xy;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_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 ]],\n"
" texture2d<float> tex0 [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex0.sample(samp, vtf.uv);\n"
"}\n";
static const char* FS_METAL_TEX_REDTOALPHA =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_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 ]],\n"
" texture2d<float> tex0 [[ texture(0) ]])\n"
"{\n"
" float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n"
" return float4(colr.rgb, colr.r);"
"}\n";
static const char* VS_METAL_INDTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 colorIn;\n"
" float4 uvsInTexrTind[4];\n"
" float4 uvsInScene;\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 uvScene;\n"
" float2 uvTexr;\n"
" float2 uvTind;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_INDTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 uvScene;\n"
" float2 uvTexr;\n"
" float2 uvTind;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]],\n"
" texture2d<float> tex1 [[ texture(1) ]],\n"
" texture2d<float> tex2 [[ texture(2) ]])\n"
"{\n"
" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
" float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n"
" float4 colr = vtf.color * sceneTexel + texrTexel;\n"
" return float4(colr.rgb, vtf.color.a * texrTexel.a);"
"}\n";
static const char* FS_METAL_CINDTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 uvScene;\n"
" float2 uvTexr;\n"
" float2 uvTind;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]],\n"
" texture2d<float> tex1 [[ texture(1) ]],\n"
" texture2d<float> tex2 [[ texture(2) ]])\n"
"{\n"
" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
" float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\n"
"}\n";
static const char* VS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 colorIn;\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_NOTEX =
"#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";
struct MetalElementDataBindingFactory : TShader<CElementGenShaders>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGenShaders& shader)
{
CElementGen& gen = shader.m_gen;
CGenDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
}
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (shader.m_regPipeline)
gen.m_normalDataBind = ctx.newShaderDataBinding(shader.m_regPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
if (shader.m_redToAlphaPipeline)
gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(shader.m_redToAlphaPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures, nullptr, nullptr);
return nullptr;
}
};
TShader<CElementGenShaders>::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor TexFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
static const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
};
m_vtxFormatIndTex = ctx.newVertexFormat(10, TexFmtIndTex);
static const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
m_texZTestZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, true, boo::CullMode::None);
m_texNoZTestZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true, true, true, boo::CullMode::None);
m_texZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
m_texAdditiveZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
m_indTexZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true, true, true, boo::CullMode::None);
m_indTexNoZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
m_indTexAdditive = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true, true, true, boo::CullMode::None);
m_cindTexZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true, true, true, boo::CullMode::None);
m_cindTexNoZWrite = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
m_cindTexAdditive = ctx.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, true, true, true, boo::CullMode::None);
m_noTexZTestZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, true, boo::CullMode::None);
m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, true, true, true, boo::CullMode::None);
m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
return new struct MetalElementDataBindingFactory;
}
}

View File

@@ -0,0 +1,78 @@
#include "CParticleSwooshShaders.hpp"
#include "Particle/CParticleSwoosh.hpp"
#include "Particle/CSwooshDescription.hpp"
namespace urde
{
boo::IShaderPipeline* CParticleSwooshShaders::m_texZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_texNoZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_texAdditiveZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_texAdditiveNoZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_noTexZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_noTexNoZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_noTexAdditiveZWrite = nullptr;
boo::IShaderPipeline* CParticleSwooshShaders::m_noTexAdditiveNoZWrite = nullptr;
boo::IVertexFormat* CParticleSwooshShaders::m_vtxFormat = nullptr;
CParticleSwooshShaders::EShaderClass CParticleSwooshShaders::GetShaderClass(CParticleSwoosh& gen)
{
CSwooshDescription* desc = gen.GetDesc();
if (desc->x3c_TEXR)
return EShaderClass::Tex;
else
return EShaderClass::NoTex;
}
void CParticleSwooshShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CParticleSwoosh& gen)
{
CSwooshDescription* desc = gen.GetDesc();
boo::IShaderPipeline* pipeline = nullptr;
if (desc->x3c_TEXR)
{
if (desc->x44_31_AALP)
{
if (desc->x45_24_ZBUF)
pipeline = m_texAdditiveZWrite;
else
pipeline = m_texAdditiveNoZWrite;
}
else
{
if (desc->x45_24_ZBUF)
pipeline = m_texZWrite;
else
pipeline = m_texNoZWrite;
}
}
else
{
if (desc->x44_31_AALP)
{
if (desc->x45_24_ZBUF)
pipeline = m_noTexAdditiveZWrite;
else
pipeline = m_noTexAdditiveNoZWrite;
}
else
{
if (desc->x45_24_ZBUF)
pipeline = m_noTexZWrite;
else
pipeline = m_noTexNoZWrite;
}
}
CParticleSwooshShaders shad(gen, pipeline);
TShader<CParticleSwooshShaders>::BuildShaderDataBinding(ctx, shad);
}
void CParticleSwooshShaders::Shutdown() {}
URDE_SPECIALIZE_SHADER(CParticleSwooshShaders)
}

View File

@@ -0,0 +1,63 @@
#ifndef __URDE_CPARTICLESWOOSHSHADERS_HPP__
#define __URDE_CPARTICLESWOOSHSHADERS_HPP__
#include "TShader.hpp"
#include "Graphics/CGraphics.hpp"
#include "boo/graphicsdev/GL.hpp"
#include "boo/graphicsdev/D3D.hpp"
#include "boo/graphicsdev/Metal.hpp"
#include "boo/graphicsdev/Vulkan.hpp"
namespace urde
{
class CParticleSwoosh;
class CParticleSwooshShaders
{
friend struct OGLParticleSwooshDataBindingFactory;
friend struct VulkanParticleSwooshDataBindingFactory;
friend struct D3DParticleSwooshDataBindingFactory;
friend struct MetalParticleSwooshDataBindingFactory;
public:
enum class EShaderClass
{
Tex,
NoTex
};
struct Vert
{
zeus::CVector3f m_pos;
zeus::CVector2f m_uv;
zeus::CColor m_color;
};
private:
static boo::IShaderPipeline* m_texZWrite;
static boo::IShaderPipeline* m_texNoZWrite;
static boo::IShaderPipeline* m_texAdditiveZWrite;
static boo::IShaderPipeline* m_texAdditiveNoZWrite;
static boo::IShaderPipeline* m_noTexZWrite;
static boo::IShaderPipeline* m_noTexNoZWrite;
static boo::IShaderPipeline* m_noTexAdditiveZWrite;
static boo::IShaderPipeline* m_noTexAdditiveNoZWrite;
static boo::IVertexFormat* m_vtxFormat; /* No OpenGL */
CParticleSwoosh& m_gen;
boo::IShaderPipeline* m_pipeline;
CParticleSwooshShaders(CParticleSwoosh& gen, boo::IShaderPipeline* pipeline)
: m_gen(gen), m_pipeline(pipeline) {}
public:
static EShaderClass GetShaderClass(CParticleSwoosh& gen);
static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CParticleSwoosh& gen);
using _CLS = CParticleSwooshShaders;
#include "TShaderDecl.hpp"
};
}
#endif // __URDE_CPARTICLESWOOSHSHADERS_HPP__

View File

@@ -0,0 +1,204 @@
#include "CParticleSwooshShaders.hpp"
#include "Particle/CParticleSwoosh.hpp"
#include "Particle/CSwooshDescription.hpp"
namespace urde
{
static const char* VS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 uvIn;\n"
"layout(location=2) in vec4 colorIn;\n"
"\n"
"UBINDING0 uniform SwooshUniform\n"
"{\n"
" mat4 mvp;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn;\n"
" vtf.uv = uvIn;\n"
" gl_Position = mvp * vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* FS_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(tex, vtf.uv);\n"
"}\n";
static const char* FS_NOTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
struct OGLParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CParticleSwooshShaders& shaders)
{
CParticleSwoosh& gen = shaders.m_gen;
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ITexture* textures[] = {texr->GetValueTexture(0).GetObj()->GetBooTexture()};
const boo::VertexElementDescriptor VtxFmt[] =
{
{gen.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
{gen.m_vertBuf, nullptr, boo::VertexSemantic::UV4},
{gen.m_vertBuf, nullptr, boo::VertexSemantic::Color},
};
boo::IVertexFormat* vtxFmt = ctx.newVertexFormat(3, VtxFmt);
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, vtxFmt, gen.m_vertBuf,
nullptr, nullptr, 1, uniforms,
nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
return nullptr;
}
};
static const char* UniNames[] = {"SwooshUniform"};
static const char* TexNames[] = {"tex"};
TShader<CParticleSwooshShaders>::IDataBindingFactory* CParticleSwooshShaders::Initialize(boo::GLDataFactory::Context& ctx)
{
m_texZWrite = ctx.newShaderPipeline(VS, FS_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveZWrite = ctx.newShaderPipeline(VS, FS_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
return new struct OGLParticleSwooshDataBindingFactory;
}
#if BOO_HAS_VULKAN
struct VulkanParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CParticleSwooshShaders& shaders)
{
CParticleSwoosh& gen = shaders.m_gen;
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ITexture* textures[] = {texr->GetValueTexture(0).GetObj()->GetBooTexture()};
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat,
gen.m_vertBuf, nullptr, nullptr, 1, uniforms,
nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
return nullptr;
}
};
TShader<CParticleSwooshShaders>::IDataBindingFactory* CParticleSwooshShaders::Initialize(boo::VulkanDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor VtxFmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4},
{nullptr, nullptr, boo::VertexSemantic::Color},
};
m_vtxFormat = ctx.newVertexFormat(3, VtxFmt);
m_texZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
return new struct VulkanParticleSwooshDataBindingFactory;
}
#endif
}

View File

@@ -0,0 +1,138 @@
#include "CParticleSwooshShaders.hpp"
#include "Particle/CParticleSwoosh.hpp"
#include "Particle/CSwooshDescription.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"
" float4 colorIn [[ attribute(2) ]];\n"
"};\n"
"\n"
"struct SwooshUniform\n"
"{\n"
" float4x4 mvp;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SwooshUniform& su [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn;\n"
" vtf.uv = v.uvIn;\n"
" vtf.pos = su.mvp * float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex.sample(samp, vtf.uv);\n"
"}\n";
static const char* FS_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct MetalParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CParticleSwooshShaders& shaders)
{
CParticleSwoosh& gen = shaders.m_gen;
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ITexture* textures[] = {texr->GetValueTexture(0).GetObj()->GetBooTexture()};
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat,
gen.m_vertBuf, nullptr, nullptr, 1, uniforms,
nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
return nullptr;
}
};
TShader<CParticleSwooshShaders>::IDataBindingFactory* CParticleSwooshShaders::Initialize(boo::MetalDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor VtxFmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4},
{nullptr, nullptr, boo::VertexSemantic::Color},
};
m_vtxFormat = ctx.newVertexFormat(3, VtxFmt);
m_texZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, m_vtxFormat, CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
return new struct MetalParticleSwooshDataBindingFactory;
}
}