#include "CWorldShadowShader.hpp" namespace urde { static const char* VS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec4 posIn;\n" "\n" "UBINDING0 uniform ColoredQuadUniform\n" "{\n" " mat4 xf;\n" " vec4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = color;\n" " gl_Position = xf * vec4(posIn.xyz, 1.0);\n" "}\n"; static const char* FS = "#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"; URDE_DECL_SPECIALIZE_SHADER(CWorldShadowShader) static boo::ObjToken s_VtxFmt; static boo::ObjToken s_Pipeline; static boo::ObjToken s_ZPipeline; struct CWorldShadowShaderGLDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CWorldShadowShader& filter) { boo::GLDataFactory::Context& cctx = static_cast(ctx); const boo::VertexElementDescriptor VtxVmt[] = { {filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4} }; boo::ObjToken bufs[] = {filter.m_uniBuf.get()}; boo::PipelineStage stages[] = {boo::PipelineStage::Vertex}; boo::ObjToken vtxFmt = ctx.newVertexFormat(1, VtxVmt); filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, vtxFmt, filter.m_vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr); filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, vtxFmt, filter.m_vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr); return nullptr; } }; #if BOO_HAS_VULKAN struct CWorldShadowShaderVulkanDataBindingFactory : TShader::IDataBindingFactory { boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CWorldShadowShader& filter) { boo::VulkanDataFactory::Context& cctx = static_cast(ctx); boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf}; filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt, filter.m_vbo, nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr); filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, s_VtxFmt, filter.m_vbo, nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr); return nullptr; } }; #endif TShader::IDataBindingFactory* CWorldShadowShader::Initialize(boo::GLDataFactory::Context& ctx) { const char* uniNames[] = {"ColoredQuadUniform"}; s_Pipeline = ctx.newShaderPipeline(VS, FS, 0, nullptr, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); s_ZPipeline = ctx.newShaderPipeline(VS, FS, 0, nullptr, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); return new CWorldShadowShaderGLDataBindingFactory; } template <> void CWorldShadowShader::Shutdown() { s_Pipeline.reset(); s_ZPipeline.reset(); } #if BOO_HAS_VULKAN TShader::IDataBindingFactory* CWorldShadowShader::Initialize(boo::VulkanDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4} }; s_VtxFmt = ctx.newVertexFormat(1, VtxVmt); s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); s_ZPipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); return new CWorldShadowShaderVulkanDataBindingFactory; } #endif }