#include "CWorldShadowShader.hpp" namespace urde { static const char* VS = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" "};\n" "\n" "cbuffer ColoredQuadUniform : 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" "};\n" "\n" "VertToFrag main(in VertData v)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = color;\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" "};\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " return vtf.color;\n" "}\n"; URDE_DECL_SPECIALIZE_SHADER(CWorldShadowShader) static boo::IVertexFormat* s_VtxFmt = nullptr; static boo::IShaderPipeline* s_Pipeline = nullptr; static boo::IShaderPipeline* s_ZPipeline = nullptr; struct CWorldShadowShaderD3DDataBindingFactory : TShader::IDataBindingFactory { boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CWorldShadowShader& filter) { boo::ID3DDataFactory::Context& cctx = static_cast(ctx); boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf}; filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, nullptr, nullptr, nullptr, s_VtxFmt, filter.m_vbo, nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr); filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, nullptr, nullptr, nullptr, s_VtxFmt, filter.m_vbo, nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr); filter._buildTex(ctx); return nullptr; } }; TShader::IDataBindingFactory* CWorldShadowShader::Initialize(boo::ID3DDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4} }; s_VtxFmt = ctx.newVertexFormat(1, VtxVmt); s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); s_ZPipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); return new CWorldShadowShaderD3DDataBindingFactory; } }