#include "CElementGenShaders.hpp" #include "CElementGen.hpp" #include "CGenDescription.hpp" #include "CElectricDescription.hpp" #include "CSwooshDescription.hpp" #include "Graphics/CModel.hpp" namespace urde { static const char* VS_HLSL_TEX = "struct VertData\n" "{\n" " float4 posIn[4] : POSITION;\n" " float4 colorIn : COLOR;\n" " float4 uvsIn[4] : UV;\n" "};\n" "\n" "cbuffer ParticleUniform : register(b0)\n" "{\n" " float4x4 mvp;\n" " float4 moduColor;\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, in uint vertId : SV_VertexID)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * moduColor;\n" " vtf.uv = v.uvsIn[vertId].xy;\n" " vtf.position = mul(mvp, v.posIn[vertId]);\n" " return vtf;\n" "}\n"; static const char* FS_HLSL_TEX = "SamplerState samp : register(s0);\n" "Texture2D tex0 : register(t0);\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " return vtf.color * tex0.Sample(samp, vtf.uv);\n" "}\n"; static const char* FS_HLSL_TEX_REDTOALPHA = "SamplerState samp : register(s0);\n" "Texture2D tex0 : register(t0);\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " float4 colr = vtf.color * tex0.Sample(samp, vtf.uv);\n" " return float4(colr.rgb, colr.r);" "}\n"; static const char* VS_HLSL_INDTEX = "struct VertData\n" "{\n" " float4 posIn[4] : POSITION;\n" " float4 colorIn : COLOR;\n" " float4 uvsInTexrTind[4] : UV0;\n" " float4 uvsInScene : UV4;\n" "};\n" "\n" "cbuffer ParticleUniform : register(b0)\n" "{\n" " float4x4 mvp;\n" " float4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float4 uvScene : UV0;\n" " float2 uvTexr : UV1;\n" " float2 uvTind : UV2;\n" "};\n" "\n" "VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * 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 = mul(mvp, v.posIn[vertId]);\n" " return vtf;\n" "}\n"; static const char* FS_HLSL_INDTEX = "SamplerState samp : register(s0);\n" "Texture2D tex0 : register(t0);\n" "Texture2D tex1 : register(t1);\n" "Texture2D tex2 : register(t2);\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float4 uvScene : UV0;\n" " float2 uvTexr : UV1;\n" " float2 uvTind : UV2;\n" "};\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;\n" " float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n" " float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n" " float4 colorOut = vtf.color * sceneTexel + texrTexel;\n" " colorOut.a = vtf.color.a * texrTexel.a;\n" " return colorOut;\n" "}\n"; static const char* FS_HLSL_CINDTEX = "SamplerState samp : register(s0);\n" "Texture2D tex0 : register(t0);\n" "Texture2D tex1 : register(t1);\n" "Texture2D tex2 : register(t2);\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float4 uvScene : UV0;\n" " float2 uvTexr : UV1;\n" " float2 uvTind : UV2;\n" "};\n" "\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n" " float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n" " return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n" "}\n"; static const char* VS_HLSL_NOTEX = "struct VertData\n" "{\n" " float4 posIn[4] : POSITION;\n" " float4 colorIn : COLOR;\n" "};\n" "\n" "cbuffer ParticleUniform : register(b0)\n" "{\n" " float4x4 mvp;\n" " float4 moduColor;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" "};\n" "\n" "VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * moduColor;\n" " vtf.position = mul(mvp, v.posIn[vertId]);\n" " return vtf;\n" "}\n"; static const char* FS_HLSL_NOTEX = "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"; struct D3DElementDataBindingFactory : CElementGenShaders::IDataBindingFactory { void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, 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 = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); if (redToAlphaPipeline) gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr, gen.m_instBuf, nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); } }; CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3DDataFactory::Context& ctx) { 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 = ctx.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 = ctx.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 = ctx.newVertexFormat(5, TexFmtNoTex); m_texZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_texNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_texZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_indTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr, nullptr, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_indTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr, nullptr, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_indTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr, nullptr, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_cindTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr, nullptr, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_cindTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr, nullptr, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_cindTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr, nullptr, m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_noTexZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr, nullptr, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr, nullptr, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr, nullptr, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr, nullptr, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr, nullptr, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr, nullptr, m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::None, true, true, false, boo::CullMode::None); return new struct D3DElementDataBindingFactory; } }