#include "CElementGenShaders.hpp" #include "CElementGen.hpp" #include "CGenDescription.hpp" namespace pshag { static const char* VS_METAL_TEX = "#version 330\n" "layout(location=0) in vec4 posIn[4];\n" "layout(location=4) in vec4 colorIn;\n" "layout(location=5) in vec2 uvsIn[4];\n" "\n" "uniform ParticleUniform\n" "{\n" " mat4 mvp;\n" " vec4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn * moduColor;\n" " vtf.uv = uvsIn[gl_VertexID];\n" " gl_Position = mvp * posIn[gl_VertexID];\n" " gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n" "}\n"; static const char* FS_METAL_TEX = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "uniform sampler2D texs[1];\n" "void main()\n" "{\n" " colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " colorOut = vec4(1.0,1.0,1.0,1.0);\n" "}\n"; static const char* FS_METAL_TEX_REDTOALPHA = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "uniform sampler2D texs[1];\n" "void main()\n" "{\n" " colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " colorOut.a = colorOut.r;\n" " colorOut = vec4(1.0,1.0,1.0,1.0);\n" "}\n"; static const char* VS_METAL_INDTEX = "#version 330\n" "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 vec2 uvsInScene[4];\n" "\n" "uniform ParticleUniform\n" "{\n" " mat4 mvp;\n" " vec4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uvTexr;\n" " vec2 uvScene;\n" " vec2 uvTind;\n" "};\n" "\n" "out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn * moduColor;\n" " vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n" " vtf.uvScene = uvsInScene[gl_VertexID];\n" " vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n" " gl_Position = mvp * posIn[gl_VertexID];\n" "}\n"; static const char* FS_METAL_INDTEX = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uvTexr;\n" " vec2 uvScene;\n" " vec2 uvTind;\n" "};\n" "\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "uniform sampler2D texs[3];\n" "void main()\n" "{\n" " vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n" " vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n" " vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n" " colorOut = vtf.color * sceneTexel + texrTexel;\n" " colorOut.a = vtf.color.a * texrTexel.a;" " colorOut = vec4(1.0,1.0,1.0,1.0);\n" "}\n"; static const char* FS_METAL_CINDTEX = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uvTexr;\n" " vec2 uvScene;\n" " vec2 uvTind;\n" "};\n" "\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "uniform sampler2D texs[3];\n" "void main()\n" "{\n" " vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n" " vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n" " colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n" " colorOut = vec4(1.0,1.0,1.0,1.0);\n" "}\n"; static const char* VS_METAL_NOTEX = "#version 330\n" "layout(location=0) in vec4 posIn[4];\n" "layout(location=4) in vec4 colorIn;\n" "\n" "uniform ParticleUniform\n" "{\n" " mat4 mvp;\n" " vec4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "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_METAL_NOTEX = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "void main()\n" "{\n" " colorOut = vtf.color;\n" " colorOut = vec4(1.0,1.0,1.0,1.0);\n" "}\n"; struct MetalDataBindingFactory : CElementGenShaders::IDataBindingFactory { void BuildShaderDataBinding(CElementGen& gen, boo::IShaderPipeline* regPipeline, boo::IShaderPipeline* redToAlphaPipeline) { CGenDescription* desc = gen.GetDesc(); CUVElement* texr = desc->x54_TEXR.get(); CUVElement* tind = desc->x58_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 = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, texCount, textures); if (redToAlphaPipeline) gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, texCount, textures); } }; CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory) { m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_texNoZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, true, false); m_texZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, false, false); m_texAdditiveZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, false, false); m_texAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, false, false, false); m_texRedToAlphaZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, false, false); m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_indTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_indTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, true, false); m_cindTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_cindTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_cindTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, true, false); m_noTexZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, true, false); m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, false, false); m_noTexAdditiveZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, false, false); m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, false, false, false); return new struct MetalDataBindingFactory; } }