#include "CElementGenShaders.hpp" #include "CElementGen.hpp" #include "CGenDescription.hpp" #include "CElectricDescription.hpp" #include "CSwooshDescription.hpp" #include "CModel.hpp" namespace pshag { 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[4] : 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" " float2 uvTexr : UV0;\n" " float2 uvScene : 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.uvTexr = v.uvsInTexrTind[vertId].xy;\n" " vtf.uvScene = v.uvsInScene[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" " float2 uvTexr : UV0;\n" " float2 uvScene : 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, vtf.uvScene + 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 = "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" " float2 uvTexr : UV0;\n" " float2 uvScene : 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, vtf.uvScene + 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 D3DDataBindingFactory : CElementGenShaders::IDataBindingFactory { void BuildShaderDataBinding(CElementGen& gen, boo::IShaderPipeline* regPipeline, boo::IShaderPipeline* redToAlphaPipeline) { CGenDescription* desc = gen.GetDesc(); CUVElement* texr = desc->x54_TEXR.get(); CUVElement* tind = desc->x58_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::ID3DDataFactory& 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}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6}, {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7} }; m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(13, 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_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_texNoZTestZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, true, false); m_texZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, false, false); m_texAdditiveZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, false, false); m_texAdditiveNoZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, false, false, false); m_texRedToAlphaZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, false, false); m_indTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_indTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_indTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, true, false); m_cindTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_METAL_CINDTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_cindTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_METAL_CINDTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_cindTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_METAL_CINDTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatIndTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, true, false); m_noTexZTestZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, true, false); m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, true, false); m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, true, false, false); m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, false, false, false); m_noTexAdditiveZTest = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, true, false, false); m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_vtxFormatNoTex, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, false, false, false); return new struct D3DDataBindingFactory; } }