#include "CLineRendererShaders.hpp" #include "Graphics/CLineRenderer.hpp" #if BOO_HAS_METAL namespace urde { static const char* VS_METAL_TEX = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn;\n" " float4 colorIn;\n" " float4 uvIn;\n" "};\n" "\n" "struct LineUniform\n" "{\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(0) ]],\n" " uint vertId [[ vertex_id ]],\n" " constant LineUniform& line [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant VertData& v = va[vertId];\n" " vtf.color = v.colorIn * line.moduColor;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.position = v.posIn;\n" " return vtf;\n" "}\n"; static const char* FS_METAL_TEX = "#include \n" "using namespace metal;\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" " sampler samp [[ sampler(0) ]],\n" " texture2d tex0 [[ texture(0) ]])\n" "{\n" " return vtf.color * tex0.sample(samp, vtf.uv);\n" "}\n"; static const char* VS_METAL_NOTEX = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn;\n" " float4 colorIn;\n" "};\n" "\n" "struct LineUniform\n" "{\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(0) ]],\n" " uint vertId [[ vertex_id ]],\n" " constant LineUniform& line [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant VertData& v = va[vertId];\n" " vtf.color = v.colorIn * line.moduColor;\n" " vtf.position = v.posIn;\n" " return vtf;\n" "}\n"; static const char* FS_METAL_NOTEX = "#include \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 MetalLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory { void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer, const boo::ObjToken& pipeline, const boo::ObjToken& texture) { int texCount = 0; boo::ObjToken textures[1]; std::pair, hecl::VertexBufferPool::IndexTp> vbufInfo; std::pair, hecl::UniformBufferPool::IndexTp> ubufInfo = renderer.m_uniformBuf.getBufferInfo(); if (texture) { vbufInfo = renderer.m_vertBufTex.getBufferInfo(); textures[0] = texture; texCount = 1; } else { vbufInfo = renderer.m_vertBufNoTex.getBufferInfo(); } boo::ObjToken uniforms[] = {ubufInfo.first.get()}; boo::PipelineStage stages[] = {boo::PipelineStage::Vertex}; size_t ubufOffs[] = {ubufInfo.second}; size_t ubufSizes[] = {sizeof(CLineRenderer::SDrawUniform)}; renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, nullptr, vbufInfo.first.get(), nullptr, nullptr, 1, uniforms, stages, ubufOffs, ubufSizes, texCount, textures, nullptr, nullptr, vbufInfo.second); } }; CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::MetalDataFactory::Context& ctx) { static const boo::VertexElementDescriptor VtxFmtTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; m_texVtxFmt = ctx.newVertexFormat(3, VtxFmtTex); static const boo::VertexElementDescriptor VtxFmtNoTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color} }; m_noTexVtxFmt = ctx.newVertexFormat(2, VtxFmtNoTex); m_texAlpha = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texAdditive = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_noTexAlpha = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_noTexAdditive = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texAlphaZ = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texAdditiveZ = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexAlphaZ = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexAdditiveZ = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexAlphaZGEqual = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::GEqual, false, true, false, boo::CullMode::None); return new struct MetalLineDataBindingFactory; } } #endif