#include "CLineRendererShaders.hpp" #include "Graphics/CLineRenderer.hpp" namespace urde { static const char* VS_HLSL_TEX = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" " float4 colorIn : COLOR;\n" " float4 uvIn : UV;\n" "};\n" "\n" "cbuffer LineUniform : register(b0)\n" "{\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)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * moduColor;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.position = v.posIn;\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* VS_HLSL_NOTEX = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" " float4 colorIn : COLOR;\n" "};\n" "\n" "cbuffer LineUniform : register(b0)\n" "{\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)\n" "{\n" " VertToFrag vtf;\n" " vtf.color = v.colorIn * moduColor;\n" " vtf.position = v.posIn;\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 HLSLLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory { void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer, boo::IShaderPipeline* pipeline, boo::ITexture* texture) { int texCount = 0; boo::ITexture* textures[1]; if (texture) { textures[0] = texture; texCount = 1; } boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf}; renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, nullptr, renderer.m_vertBuf, nullptr, nullptr, 1, uniforms, nullptr, texCount, textures); } }; CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::ID3DDataFactory::Context& ctx) { static const boo::VertexElementDescriptor VtxFmtTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; m_texVtxFmt = ctx.newVertexFormat(3, VtxFmtTex); static const boo::VertexElementDescriptor VtxFmtNoTex[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::Color} }; m_noTexVtxFmt = ctx.newVertexFormat(2, VtxFmtNoTex); m_texAlpha = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,false, true, false); m_texAdditive = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr(), ComPtr(), ComPtr(), m_texVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips,false, false, false); m_noTexAlpha = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, true, false); m_noTexAdditive = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr(), ComPtr(), ComPtr(), m_noTexVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, false, false, false); return new struct HLSLLineDataBindingFactory; } }