#include "CLineRendererShaders.hpp" #include "CLineRenderer.hpp" namespace pshag { static const char* VS_GLSL_TEX = "#version 330\n" "layout(location=0) in vec4 posIn;\n" "layout(location=1) in vec4 colorIn;\n" "layout(location=2) in vec4 uvIn;\n" "\n" "uniform LineUniform\n" "{\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 = uvIn.xy;\n" " gl_Position = posIn;\n" "}\n"; static const char* FS_GLSL_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" "}\n"; static const char* VS_GLSL_NOTEX = "#version 330\n" "layout(location=0) in vec4 posIn;\n" "layout(location=1) in vec4 colorIn;\n" "\n" "uniform LineUniform\n" "{\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 = posIn;\n" "}\n"; static const char* FS_GLSL_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" "}\n"; struct GLSLLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory { void BuildShaderDataBinding(CLineRenderer& renderer, boo::IShaderPipeline* pipeline, boo::ITexture* texture) { boo::IVertexFormat* vtxFmt = nullptr; int texCount = 0; boo::ITexture* textures[1]; if (texture) { textures[0] = texture; texCount = 1; const boo::VertexElementDescriptor TexFmtTex[] = { {renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4}, {renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color}, {renderer.m_vertBuf, nullptr, boo::VertexSemantic::UV4} }; vtxFmt = CGraphics::g_BooFactory->newVertexFormat(3, TexFmtTex); } else { const boo::VertexElementDescriptor TexFmtNoTex[] = { {renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4}, {renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color} }; vtxFmt = CGraphics::g_BooFactory->newVertexFormat(2, TexFmtNoTex); } boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf}; renderer.m_shaderBind = CGraphics::g_BooFactory->newShaderDataBinding(pipeline, vtxFmt, renderer.m_vertBuf, nullptr, nullptr, 1, uniforms, texCount, textures); } }; CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::GLDataFactory& factory) { static const char* UniNames[] = {"LineUniform"}; m_texAlpha = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, true, false); m_texAdditive = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, false, false, false); m_noTexAlpha = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, true, false); m_noTexAdditive = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, false, false, false); return new struct GLSLLineDataBindingFactory; } }