#include "specter/View.hpp" #include "specter/ViewResources.hpp" #include "specter/RootView.hpp" namespace specter { static logvisor::Module Log("specter::View"); static const char* GLSLSolidVS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec3 posIn;\n" "layout(location=1) in vec4 colorIn;\n" SPECTER_GLSL_VIEW_VERT_BLOCK "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn * mulColor;\n" " gl_Position = mv * vec4(posIn, 1.0);\n" "}\n"; static const char* GLSLSolidFS = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "void main()\n" "{\n" " colorOut = vtf.color;\n" "}\n"; static const char* GLSLTexVS = "#version 330\n" BOO_GLSL_BINDING_HEAD "layout(location=0) in vec3 posIn;\n" "layout(location=1) in vec2 uvIn;\n" SPECTER_GLSL_VIEW_VERT_BLOCK "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.uv = uvIn;\n" " vtf.color = mulColor;\n" " gl_Position = mv * vec4(posIn, 1.0);\n" "}\n"; static const char* GLSLTexFS = "#version 330\n" BOO_GLSL_BINDING_HEAD "struct VertToFrag\n" "{\n" " vec4 color;\n" " vec2 uv;\n" "};\n" "in VertToFrag vtf;\n" "TBINDING0 uniform sampler2D tex;\n" "layout(location=0) out vec4 colorOut;\n" "void main()\n" "{\n" " colorOut = texture(tex, vtf.uv) * vtf.color;\n" "}\n"; void View::Resources::init(boo::GLDataFactory::Context& ctx, const IThemeData& theme) { static const char* BlockNames[] = {"SpecterViewBlock"}; m_solidShader = ctx.newShaderPipeline(GLSLSolidVS, GLSLSolidFS, 0, nullptr, 1, BlockNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, "tex", 1, BlockNames, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); } #if _WIN32 void View::Resources::init(boo::ID3DDataFactory* factory, const IThemeData& theme) { static const char* SolidVS = "struct VertData\n" "{\n" " float3 posIn : POSITION;\n" " float4 colorIn : COLOR;\n" "};\n" SPECTER_HLSL_VIEW_VERT_BLOCK "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" "};\n" "VertToFrag main(in VertData v)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * mulColor;\n" " vtf.position = mul(mv, float4(v.posIn, 1.0));\n" " return vtf;\n" "}\n"; static const char* SolidFS = "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" "};\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " return vtf.color;\n" "}\n"; static const char* TexVS = "struct VertData\n" "{\n" " float3 posIn : POSITION;\n" " float2 uvIn : UV;\n" "};\n" SPECTER_HLSL_VIEW_VERT_BLOCK "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "VertToFrag main(in VertData v)\n" "{\n" " VertToFrag vtf;\n" " vtf.uv = v.uvIn;\n" " vtf.color = mulColor;\n" " vtf.position = mul(mv, float4(v.posIn, 1.0));\n" " return vtf;\n" "}\n"; static const char* TexFS = "struct VertToFrag\n" "{\n" " float4 position : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "Texture2D tex : register(t0);\n" "SamplerState samp : register(s0);\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " return tex.Sample(samp, vtf.uv) * vtf.color;\n" "}\n"; boo::VertexElementDescriptor solidvdescs[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color} }; m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs); ComPtr vertBlob; ComPtr fragBlob; ComPtr pipeBlob; m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, vertBlob, fragBlob, pipeBlob, m_solidVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); boo::VertexElementDescriptor texvdescs[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; m_texVtxFmt = factory->newVertexFormat(2, texvdescs); vertBlob.Reset(); fragBlob.Reset(); pipeBlob.Reset(); m_texShader = factory->newShaderPipeline(TexVS, TexFS, vertBlob, fragBlob, pipeBlob, m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); } #endif #if BOO_HAS_METAL void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& theme) { static const char* SolidVS = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float3 posIn [[ attribute(0) ]];\n" " float4 colorIn [[ attribute(1) ]];\n" "};\n" SPECTER_METAL_VIEW_VERT_BLOCK "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" "};\n" "vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * view.mulColor;\n" " vtf.position = view.mv * float4(v.posIn, 1.0);\n" " return vtf;\n" "}\n"; static const char* SolidFS = "#include \n" "using namespace metal;\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" "};\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n" "{\n" " return vtf.color;\n" "}\n"; static const char* TexVS = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float3 posIn [[ attribute(0) ]];\n" " float2 uvIn [[ attribute(1) ]];\n" "};\n" SPECTER_METAL_VIEW_VERT_BLOCK "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " vtf.uv = v.uvIn;\n" " vtf.color = view.mulColor;\n" " vtf.position = view.mv * float4(v.posIn, 1.0);\n" " return vtf;\n" "}\n"; static const char* TexFS = "#include \n" "using namespace metal;\n" "constexpr sampler samp(address::repeat);\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d tex [[ texture(0) ]])\n" "{\n" " return tex.sample(samp, vtf.uv) * vtf.color;\n" "}\n"; boo::VertexElementDescriptor solidvdescs[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color} }; m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs); m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, m_solidVtxFmt, 1, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); boo::VertexElementDescriptor texvdescs[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; m_texVtxFmt = factory->newVertexFormat(2, texvdescs); m_texShader = factory->newShaderPipeline(TexVS, TexFS, m_texVtxFmt, 1, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); } #endif #if BOO_HAS_VULKAN void View::Resources::init(boo::VulkanDataFactory::Context& ctx, const IThemeData& theme) { boo::VertexElementDescriptor solidvdescs[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color} }; m_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs); m_solidShader = ctx.newShaderPipeline(GLSLSolidVS, GLSLSolidFS, m_solidVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); boo::VertexElementDescriptor texvdescs[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; m_texVtxFmt = ctx.newVertexFormat(2, texvdescs); m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false, false); } #endif void View::buildResources(boo::IGraphicsDataFactory::Context& ctx, ViewResources& res) { m_viewVertBlockBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1); m_bgVertsBinding.initSolid(ctx, res, 4, m_viewVertBlockBuf); } View::View(ViewResources& res) : m_rootView(*static_cast(this)), m_parentView(*static_cast(this)) {} View::View(ViewResources& res, View& parentView) : m_rootView(parentView.rootView()), m_parentView(parentView) {} void View::updateSize() { resized(m_rootView.rootRect(), m_subRect); } void View::resized(const boo::SWindowRect& root, const boo::SWindowRect& sub) { m_subRect = sub; m_viewVertBlock.setViewRect(root, sub); m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f); m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f); m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f); m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f); if (m_viewVertBlockBuf) m_viewVertBlockBuf->load(&m_viewVertBlock, sizeof(ViewBlock)); m_bgVertsBinding.load(m_bgRect, sizeof(m_bgRect)); } void View::resized(const ViewBlock& vb, const boo::SWindowRect& sub) { m_subRect = sub; m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f); m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f); m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f); m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f); if (m_viewVertBlockBuf) m_viewVertBlockBuf->load(&vb, sizeof(ViewBlock)); m_bgVertsBinding.load(m_bgRect, sizeof(m_bgRect)); } void View::draw(boo::IGraphicsCommandQueue* gfxQ) { if (m_bgVertsBinding.m_shaderBinding) { gfxQ->setShaderDataBinding(m_bgVertsBinding); gfxQ->draw(0, 4); } } void View::commitResources(ViewResources& res, const boo::FactoryCommitFunc& commitFunc) { if (m_gfxData) Log.report(logvisor::Fatal, "multiple resource commits not allowed"); m_gfxData = res.m_factory->commitTransaction(commitFunc); } void View::VertexBufferBinding::initSolid(boo::IGraphicsDataFactory::Context& ctx, ViewResources& res, size_t count, boo::IGraphicsBuffer* viewBlockBuf) { m_vertsBuf = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(SolidShaderVert), count); if (!res.m_viewRes.m_solidVtxFmt) { boo::VertexElementDescriptor vdescs[] = { {m_vertsBuf, nullptr, boo::VertexSemantic::Position4}, {m_vertsBuf, nullptr, boo::VertexSemantic::Color} }; m_vtxFmt = ctx.newVertexFormat(2, vdescs); boo::IGraphicsBuffer* bufs[] = {viewBlockBuf}; m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_solidShader, m_vtxFmt, m_vertsBuf, nullptr, nullptr, 1, bufs, 0, nullptr); } else { boo::IGraphicsBuffer* bufs[] = {viewBlockBuf}; m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_solidShader, res.m_viewRes.m_solidVtxFmt, m_vertsBuf, nullptr, nullptr, 1, bufs, 0, nullptr); } } void View::VertexBufferBinding::initTex(boo::IGraphicsDataFactory::Context& ctx, ViewResources& res, size_t count, boo::IGraphicsBuffer* viewBlockBuf, boo::ITexture* texture) { m_vertsBuf = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), count); if (!res.m_viewRes.m_texVtxFmt) { boo::VertexElementDescriptor vdescs[] = { {m_vertsBuf, nullptr, boo::VertexSemantic::Position4}, {m_vertsBuf, nullptr, boo::VertexSemantic::UV4} }; m_vtxFmt = ctx.newVertexFormat(2, vdescs); boo::IGraphicsBuffer* bufs[] = {viewBlockBuf}; boo::ITexture* tex[] = {texture}; m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_texShader, m_vtxFmt, m_vertsBuf, nullptr, nullptr, 1, bufs, 1, tex); } else { boo::IGraphicsBuffer* bufs[] = {viewBlockBuf}; boo::ITexture* tex[] = {texture}; m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_texShader, res.m_viewRes.m_texVtxFmt, m_vertsBuf, nullptr, nullptr, 1, bufs, 1, tex); } } }