#include "CParticleSwooshShaders.hpp" #include "Particle/CParticleSwoosh.hpp" #include "Particle/CSwooshDescription.hpp" namespace urde { static const char* VS = "#include \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" "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 \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 tex [[ texture(0) ]])\n" "{\n" " return vtf.color * tex.sample(samp, vtf.uv);\n" "}\n"; static const char* FS_NOTEX = "#include \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::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::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; } }