#include "CTextSupportShader.hpp" #include "GuiSys/CTextRenderBuffer.hpp" #include "TMultiBlendShader.hpp" #include "Graphics/CTexture.hpp" namespace urde { static const char* TextVS = "struct InstData\n" "{\n" " float4 posIn[4] : POSITION;\n" " float4 uvIn[4] : UV;\n" " float4 fontColorIn : COLOR0;\n" " float4 outlineColorIn : COLOR1;\n" "};\n" "\n" "cbuffer TextSupportUniform : register(b0)\n" "{\n" " float4x4 mtx;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float4 fontColor : COLOR0;\n" " float4 outlineColor : COLOR1;\n" " float3 uv : UV;\n" "};\n" "\n" "VertToFrag main(in InstData inst, in uint vertId : SV_VertexID)\n" "{\n" " VertToFrag vtf;\n" " vtf.fontColor = color * inst.fontColorIn;\n" " vtf.outlineColor = color * inst.outlineColorIn;\n" " vtf.uv = inst.uvIn[vertId].xyz;\n" " vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));\n" " return vtf;\n" "}\n"; static const char* TextFS = "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float4 fontColor : COLOR0;\n" " float4 outlineColor : COLOR1;\n" " float3 uv : UV;\n" "};\n" "\n" "Texture2DArray tex : register(t0);\n" "SamplerState samp : register(s0);\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " float4 texel = tex.Sample(samp, vtf.uv.xyz);\n" " return vtf.fontColor * texel.r + vtf.outlineColor * texel.g;\n" "}\n"; static const char* ImgVS = "struct InstData\n" "{\n" " float4 posIn[4] : POSITION;\n" " float4 uvIn[4] : UV;\n" " float4 colorIn : COLOR;\n" "};\n" "\n" "cbuffer TextSupportUniform : register(b0)\n" "{\n" " float4x4 mtx;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "\n" "VertToFrag main(in InstData inst, in uint vertId : SV_VertexID)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = color * inst.colorIn;\n" " vtf.uv = inst.uvIn[vertId].xy;\n" " vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));\n" " return vtf;\n" "}\n"; static const char* ImgFS = "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "\n" "Texture2D tex : register(t0);\n" "SamplerState samp : register(s0);\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " float4 texel = tex.Sample(samp, vtf.uv);\n" " return vtf.color * texel;\n" "}\n"; TMultiBlendShader::IDataBindingFactory* CTextSupportShader::Initialize(boo::ID3DDataFactory::Context& ctx) { boo::VertexElementDescriptor TextVtxVmt[] = { {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::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::Color | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 1}, }; s_TextVtxFmt = ctx.newVertexFormat(10, TextVtxVmt); s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, ComPtr(), ComPtr(), ComPtr(), s_TextVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, ComPtr(), ComPtr(), ComPtr(), s_TextVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false); boo::VertexElementDescriptor ImageVtxVmt[] = { {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::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::Color | boo::VertexSemantic::Instanced, 0}, }; s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt); s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, ComPtr(), ComPtr(), ComPtr(), s_ImageVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, ComPtr(), ComPtr(), ComPtr(), s_ImageVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false); return nullptr; } }