#include "CEnergyBarShader.hpp" #include "TShader.hpp" #include "Graphics/CTexture.hpp" namespace urde { static const char* VS = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" " float4 uvIn : UV;\n" "};\n" "\n" "cbuffer EnergyBarUniform : register(b0)\n" "{\n" " float4x4 xf;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "\n" "VertToFrag main(in VertData v)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = color;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.position = mul(xf, float4(v.posIn.xyz, 1.0));\n" " return vtf;\n" "}\n"; static const char* FS = "struct VertToFrag\n" "{\n" " float4 position : 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" " return vtf.color * tex.Sample(samp, vtf.uv);\n" "}\n"; URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader) static boo::ObjToken s_VtxFmt; static boo::ObjToken s_Pipeline; struct CEnergyBarShaderD3DDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CEnergyBarShader& filter) { boo::D3DDataFactory::Context& cctx = static_cast(ctx); boo::ObjToken bufs[1]; boo::ObjToken texs[] = {filter.m_tex->GetBooTexture()}; for (int i=0 ; i<3 ; ++i) { bufs[0] = filter.m_uniBuf[i].get(); filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr); } return filter.m_dataBind[0]; } }; TShader::IDataBindingFactory* CEnergyBarShader::Initialize(boo::D3DDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; s_VtxFmt = ctx.newVertexFormat(2, VtxVmt); s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); return new CEnergyBarShaderD3DDataBindingFactory; } template <> void CEnergyBarShader::Shutdown() { s_VtxFmt.reset(); s_Pipeline.reset(); } }