#include "CElementGenShaders.hpp" #include "CElementGen.hpp" #include "CGenDescription.hpp" namespace urde { static const char* VS_METAL_TEX = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn[4];\n" " float4 colorIn;\n" " float4 uvsIn[4];\n" "};\n" "\n" "struct ParticleUniform\n" "{\n" " float4x4 mvp;\n" " float4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "\n" "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n" " constant ParticleUniform& particle [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant VertData& v = va[instId];\n" " vtf.color = v.colorIn * particle.moduColor;\n" " vtf.uv = v.uvsIn[vertId].xy;\n" " vtf.position = particle.mvp * v.posIn[vertId];\n" " return vtf;\n" "}\n"; static const char* FS_METAL_TEX = "#include \n" "using namespace metal;\n" "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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" " texture2d tex0 [[ texture(0) ]])\n" "{\n" " return vtf.color * tex0.sample(samp, vtf.uv);\n" "}\n"; static const char* FS_METAL_TEX_REDTOALPHA = "#include \n" "using namespace metal;\n" "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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" " texture2d tex0 [[ texture(0) ]])\n" "{\n" " float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n" " return float4(colr.rgb, colr.r);" "}\n"; static const char* VS_METAL_INDTEX = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn[4];\n" " float4 colorIn;\n" " float4 uvsInTexrTind[4];\n" " float4 uvsInScene;\n" "};\n" "\n" "struct ParticleUniform\n" "{\n" " float4x4 mvp;\n" " float4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float4 uvScene;\n" " float2 uvTexr;\n" " float2 uvTind;\n" "};\n" "\n" "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n" " constant ParticleUniform& particle [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant VertData& v = va[instId];\n" " vtf.color = v.colorIn * particle.moduColor;\n" " vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n" " vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n" " vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n" " vtf.position = particle.mvp * v.posIn[vertId];\n" " return vtf;\n" "}\n"; static const char* FS_METAL_INDTEX = "#include \n" "using namespace metal;\n" "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float4 uvScene;\n" " float2 uvTexr;\n" " float2 uvTind;\n" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" " texture2d tex0 [[ texture(0) ]],\n" " texture2d tex1 [[ texture(1) ]],\n" " texture2d tex2 [[ texture(2) ]])\n" "{\n" " float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n" " float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n" " float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n" " float4 colr = vtf.color * sceneTexel + texrTexel;\n" " return float4(colr.rgb, vtf.color.a * texrTexel.a);" "}\n"; static const char* FS_METAL_CINDTEX = "#include \n" "using namespace metal;\n" "constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float4 uvScene;\n" " float2 uvTexr;\n" " float2 uvTind;\n" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" " texture2d tex0 [[ texture(0) ]],\n" " texture2d tex1 [[ texture(1) ]],\n" " texture2d tex2 [[ texture(2) ]])\n" "{\n" " float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n" " float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n" " return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\n" "}\n"; static const char* VS_METAL_NOTEX = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn[4];\n" " float4 colorIn;\n" "};\n" "\n" "struct ParticleUniform\n" "{\n" " float4x4 mvp;\n" " float4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" "};\n" "\n" "vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n" " constant ParticleUniform& particle [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant VertData& v = va[instId];\n" " vtf.color = v.colorIn * particle.moduColor;\n" " vtf.position = particle.mvp * v.posIn[vertId];\n" " return vtf;\n" "}\n"; static const char* FS_METAL_NOTEX = "#include \n" "using namespace metal;\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n" "{\n" " return vtf.color;\n" "}\n"; struct MetalElementDataBindingFactory : CElementGenShaders::IDataBindingFactory { void BuildShaderDataBinding(CElementGen& gen, boo::IShaderPipeline* regPipeline, boo::IShaderPipeline* redToAlphaPipeline) { CGenDescription* desc = gen.GetDesc(); CUVElement* texr = desc->x54_x40_TEXR.get(); CUVElement* tind = desc->x58_x44_TIND.get(); int texCount = 0; boo::ITexture* textures[3]; if (texr) { textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 1; if (tind) { textures[1] = CGraphics::g_SpareTexture; textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 3; } } boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf}; if (regPipeline) gen.m_normalDataBind = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, texCount, textures); if (redToAlphaPipeline) gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, texCount, textures); } }; CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory) { static const boo::VertexElementDescriptor TexFmtTex[] = { {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::Color | boo::VertexSemantic::Instanced}, {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} }; m_vtxFormatTex = factory.newVertexFormat(9, TexFmtTex); static const boo::VertexElementDescriptor TexFmtIndTex[] = { {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::Color | boo::VertexSemantic::Instanced}, {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::UV4 | boo::VertexSemantic::Instanced, 4} }; m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(10, TexFmtIndTex); static const boo::VertexElementDescriptor TexFmtNoTex[] = { {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::Color | boo::VertexSemantic::Instanced} }; m_vtxFormatNoTex = CGraphics::g_BooFactory->newVertexFormat(5, TexFmtNoTex); m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, true, false); m_texNoZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, true, false); m_texZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, false); m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); m_texAdditiveZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, true, false, false); m_texAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false); m_texRedToAlphaZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, false); m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, true, false); m_indTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); m_indTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, true, false); m_cindTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, true, false); m_cindTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); m_cindTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, true, false); m_noTexZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, true, false); m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, true, false); m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, true, false, false); m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); m_noTexAdditiveZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, true, false, false); m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex, CGraphics::g_ViewportSamples, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false); return new struct MetalElementDataBindingFactory; } }