#include "CRadarPaintShader.hpp" #include "TShader.hpp" #include "Graphics/CTexture.hpp" namespace urde { static const char* VS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec4 posIn[4];\n" "layout(location=4) in vec4 uvIn[4];\n" "layout(location=8) in vec4 colorIn;\n" "\n" "UBINDING0 uniform RadarPaintUniform\n" "{\n" " mat4 xf;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn;\n" " vtf.uv = uvIn[gl_VertexID].xy;\n" " gl_Position = xf * vec4(posIn[gl_VertexID].xyz, 1.0);\n" "}\n"; static const char* FS = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TBINDING0 uniform sampler2D tex;\n" "void main()\n" "{\n" " colorOut = vtf.color * texture(tex, vtf.uv);\n" "}\n"; URDE_DECL_SPECIALIZE_SHADER(CRadarPaintShader) static boo::ObjToken s_VtxFmt; static boo::ObjToken s_Pipeline; struct CRadarPaintShaderGLDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CRadarPaintShader& filter) { boo::GLDataFactory::Context& cctx = static_cast(ctx); const boo::VertexElementDescriptor VtxVmt[] = { {filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4, 0}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4, 1}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4, 2}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4, 3}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 0}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 1}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 2}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 3}, {filter.m_vbo.get(), nullptr, boo::VertexSemantic::Color} }; boo::ObjToken vtxFmt = ctx.newVertexFormat(9, VtxVmt); boo::ObjToken bufs[] = {filter.m_uniBuf.get()}; boo::PipelineStage stages[] = {boo::PipelineStage::Vertex}; boo::ObjToken texs[] = {filter.m_tex->GetBooTexture()}; return cctx.newShaderDataBinding(s_Pipeline, vtxFmt, nullptr, filter.m_vbo.get(), nullptr, 1, bufs, stages, nullptr, nullptr, 1, texs, nullptr, nullptr); } }; #if BOO_HAS_VULKAN struct CRadarPaintShaderVulkanDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CRadarPaintShader& filter) { boo::VulkanDataFactory::Context& cctx = static_cast(ctx); boo::ObjToken bufs[] = {filter.m_uniBuf.get()}; boo::ObjToken texs[] = {filter.m_tex->GetBooTexture()}; return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt, nullptr, filter.m_vbo.get(), nullptr, 1, bufs, nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr); } }; #endif TShader::IDataBindingFactory* CRadarPaintShader::Initialize(boo::GLDataFactory::Context& ctx) { const char* uniNames[] = {"RadarPaintUniform"}; const char* texNames[] = {"tex"}; s_Pipeline = ctx.newShaderPipeline(VS, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); return new CRadarPaintShaderGLDataBindingFactory; } template <> void CRadarPaintShader::Shutdown() { s_Pipeline.reset(); } #if BOO_HAS_VULKAN TShader::IDataBindingFactory* CRadarPaintShader::Initialize(boo::VulkanDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4, 0}, {nullptr, nullptr, boo::VertexSemantic::Position4, 1}, {nullptr, nullptr, boo::VertexSemantic::Position4, 2}, {nullptr, nullptr, boo::VertexSemantic::Position4, 3}, {nullptr, nullptr, boo::VertexSemantic::UV4, 0}, {nullptr, nullptr, boo::VertexSemantic::UV4, 1}, {nullptr, nullptr, boo::VertexSemantic::UV4, 2}, {nullptr, nullptr, boo::VertexSemantic::UV4, 3}, {nullptr, nullptr, boo::VertexSemantic::Color} }; s_VtxFmt = ctx.newVertexFormat(9, VtxVmt); s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); return new CRadarPaintShaderVulkanDataBindingFactory; } template <> void CRadarPaintShader::Shutdown() { s_VtxFmt.reset(); s_Pipeline.reset(); } #endif }