#include "CTextSupportShader.hpp" #include "GuiSys/CTextRenderBuffer.hpp" #include "TMultiBlendShader.hpp" #include "Graphics/CTexture.hpp" namespace urde { static const char* TextVS = "#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 fontColorIn;\n" "layout(location=9) in vec4 outlineColorIn;\n" "layout(location=10) in vec4 mulColorIn;\n" "\n" "UBINDING0 uniform TextSupportUniform\n" "{\n" " mat4 mtx;\n" " vec4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 fontColor;\n" " vec4 outlineColor;\n" " vec4 mulColor;\n" " vec3 uv;\n" "};\n" "\n" "SBINDING(0) out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.fontColor = color * fontColorIn;\n" " vtf.outlineColor = color * outlineColorIn;\n" " vtf.mulColor = mulColorIn;\n" " vtf.uv = uvIn[gl_VertexID].xyz;\n" " gl_Position = mtx * vec4(posIn[gl_VertexID].xyz, 1.0);\n" "}\n"; static const char* TextFS = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 fontColor;\n" " vec4 outlineColor;\n" " vec4 mulColor;\n" " vec3 uv;\n" "};\n" "\n" "SBINDING(0) in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "TBINDING0 uniform sampler2DArray tex;\n" "void main()\n" "{\n" " vec4 texel = texture(tex, vtf.uv);\n" " colorOut = (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;\n" "}\n"; static const char* ImgVS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec3 posIn[4];\n" "layout(location=4) in vec2 uvIn[4];\n" "layout(location=8) in vec4 colorIn;\n" "\n" "UBINDING0 uniform TextSupportUniform\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 * colorIn;\n" " vtf.uv = uvIn[gl_VertexID];\n" " gl_Position = mtx * vec4(posIn[gl_VertexID].xyz, 1.0);\n" "}\n"; static const char* ImgFS = "#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" " vec4 texel = texture(tex, vtf.uv);\n" " colorOut = vtf.color * texel;\n" "}\n"; TMultiBlendShader::IDataBindingFactory* CTextSupportShader::Initialize(boo::GLDataFactory::Context& ctx) { const char* texNames[] = {"tex"}; const char* uniNames[] = {"TextSupportUniform"}; s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); return nullptr; } template <> void CTextSupportShader::Shutdown() { s_TextAlphaPipeline.reset(); s_TextAddPipeline.reset(); s_ImageAlphaPipeline.reset(); s_ImageAddPipeline.reset(); } #if BOO_HAS_VULKAN TMultiBlendShader::IDataBindingFactory* CTextSupportShader::Initialize(boo::VulkanDataFactory::Context& ctx) { boo::VertexElementDescriptor TextVtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 2}, }; s_TextVtxFmt = ctx.newVertexFormat(11, TextVtxVmt); s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, s_TextVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, s_TextVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); boo::VertexElementDescriptor ImageVtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 0}, }; s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt); s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, s_ImageVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, s_ImageVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); return nullptr; } template <> void CTextSupportShader::Shutdown() { s_TextVtxFmt.reset(); s_TextAlphaPipeline.reset(); s_TextAddPipeline.reset(); s_ImageVtxFmt.reset(); s_ImageAlphaPipeline.reset(); s_ImageAddPipeline.reset(); } #endif }