#include "CNESShader.hpp" #include "Graphics/CGraphics.hpp" namespace urde::MP1 { boo::ObjToken CNESShader::g_Pipeline; boo::ObjToken CNESShader::g_VtxFmt; static const char* VS_GLSL = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec4 posIn;\n" "layout(location=1) in vec4 uvIn;\n" "\n" "UBINDING0 uniform TexuredQuadUniform\n" "{\n" " mat4 mtx;\n" " vec4 color;\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 = color;\n" " vtf.uv = uvIn.xy;\n" " gl_Position = mtx * vec4(posIn.xyz, 1.0);\n" " gl_Position = FLIPFROMGL(gl_Position);\n" "}\n"; static const char* FS_GLSL = "#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"; #if _WIN32 static const char* VS_HLSL = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" " float4 uvIn : UV;\n" "};\n" "\n" "cbuffer TexuredQuadUniform : register(b0)\n" "{\n" " float4x4 mat;\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(mat, float4(v.posIn.xyz, 1.0));\n" " return vtf;\n" "}\n"; static const char* FS_HLSL = "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(s4);\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " return vtf.color * tex.Sample(samp, vtf.uv);\n" "}\n"; #endif #if BOO_HAS_METAL static const char* VS_METAL = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn [[ attribute(0) ]];\n" " float4 uvIn [[ attribute(1) ]];\n" "};\n" "\n" "struct TexuredQuadUniform\n" "{\n" " float4x4 mat;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "\n" "vertex VertToFrag vmain(VertData v [[ stage_in ]], constant TexuredQuadUniform& tqu [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " vtf.color = tqu.color;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.position = tqu.mat * float4(v.posIn.xyz, 1.0);\n" " return vtf;\n" "}\n"; static const char* FS_METAL = "#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 clampSamp [[ sampler(4) ]],\n" " texture2d tex [[ texture(0) ]])\n" "{\n" " return vtf.color * tex.sample(clampSamp, vtf.uv);\n" "}\n"; #endif #if BOO_HAS_GL void CNESShader::Initialize(boo::GLDataFactory::Context& ctx) { const char* texNames[] = {"tex"}; const char* uniNames[] = {"TexuredQuadUniform"}; g_Pipeline = ctx.newShaderPipeline(VS_GLSL, FS_GLSL, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); } boo::ObjToken CNESShader::BuildShaderDataBinding(boo::GLDataFactory::Context& ctx, boo::ObjToken vbo, boo::ObjToken uniBuf, boo::ObjToken tex) { const boo::VertexElementDescriptor VtxVmt[] = { {vbo.get(), nullptr, boo::VertexSemantic::Position4}, {vbo.get(), nullptr, boo::VertexSemantic::UV4} }; boo::ObjToken bufs[] = {uniBuf.get()}; boo::PipelineStage stages[] = {boo::PipelineStage::Vertex}; boo::ObjToken texs[] = {tex.get()}; return ctx.newShaderDataBinding(g_Pipeline, ctx.newVertexFormat(2, VtxVmt), vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr, nullptr, 1, texs, nullptr, nullptr); } #endif #if _WIN32 void CNESShader::Initialize(boo::D3DDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; g_VtxFmt = ctx.newVertexFormat(2, VtxVmt); g_Pipeline = ctx.newShaderPipeline(VS_HLSL, FS_HLSL, nullptr, nullptr, nullptr, g_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); } boo::ObjToken CNESShader::BuildShaderDataBinding(boo::D3DDataFactory::Context& ctx, boo::ObjToken vbo, boo::ObjToken uniBuf, boo::ObjToken tex) { boo::ObjToken bufs[] = {uniBuf.get()}; boo::ObjToken texs[] = {tex.get()}; return ctx.newShaderDataBinding(g_Pipeline, g_VtxFmt, vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr); } #endif #if BOO_HAS_METAL void CNESShader::Initialize(boo::MetalDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; g_VtxFmt = ctx.newVertexFormat(2, VtxVmt); g_Pipeline = ctx.newShaderPipeline(VS_METAL, FS_METAL, nullptr, nullptr, g_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); } boo::ObjToken CNESShader::BuildShaderDataBinding(boo::MetalDataFactory::Context& ctx, boo::ObjToken vbo, boo::ObjToken uniBuf, boo::ObjToken tex) { boo::ObjToken bufs[] = {uniBuf.get()}; boo::ObjToken texs[] = {tex.get()}; return ctx.newShaderDataBinding(g_Pipeline, g_VtxFmt, vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr); } #endif #if BOO_HAS_VULKAN void CNESShader::Initialize(boo::VulkanDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; g_VtxFmt = ctx.newVertexFormat(2, VtxVmt); g_Pipeline = ctx.newShaderPipeline(VS_GLSL, FS_GLSL, g_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); } boo::ObjToken CNESShader::BuildShaderDataBinding(boo::VulkanDataFactory::Context& ctx, boo::ObjToken vbo, boo::ObjToken uniBuf, boo::ObjToken tex) { boo::ObjToken bufs[] = {uniBuf.get()}; boo::ObjToken texs[] = {tex.get()}; return ctx.newShaderDataBinding(g_Pipeline, g_VtxFmt, vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr); } #endif boo::ObjToken CNESShader::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, boo::ObjToken vbo, boo::ObjToken uniBuf, boo::ObjToken tex) { switch (ctx.platform()) { #if BOO_HAS_GL case boo::IGraphicsDataFactory::Platform::OpenGL: return BuildShaderDataBinding(static_cast(ctx), vbo, uniBuf, tex); #endif #if _WIN32 case boo::IGraphicsDataFactory::Platform::D3D11: return BuildShaderDataBinding(static_cast(ctx), vbo, uniBuf, tex); #endif #if BOO_HAS_METAL case boo::IGraphicsDataFactory::Platform::Metal: return BuildShaderDataBinding(static_cast(ctx), vbo, uniBuf, tex); #endif #if BOO_HAS_VULKAN case boo::IGraphicsDataFactory::Platform::Vulkan: return BuildShaderDataBinding(static_cast(ctx), vbo, uniBuf, tex); #endif default: return {}; } } void CNESShader::Initialize() { if (!CGraphics::g_BooFactory) return; CGraphics::CommitResources( [&](boo::IGraphicsDataFactory::Context& ctx) { switch (ctx.platform()) { #if BOO_HAS_GL case boo::IGraphicsDataFactory::Platform::OpenGL: Initialize(static_cast(ctx)); break; #endif #if _WIN32 case boo::IGraphicsDataFactory::Platform::D3D11: Initialize(static_cast(ctx)); break; #endif #if BOO_HAS_METAL case boo::IGraphicsDataFactory::Platform::Metal: Initialize(static_cast(ctx)); break; #endif #if BOO_HAS_VULKAN case boo::IGraphicsDataFactory::Platform::Vulkan: Initialize(static_cast(ctx)); break; #endif default: break; } return true; } BooTrace); } void CNESShader::Shutdown() { g_Pipeline.reset(); g_VtxFmt.reset(); } }