#include "CParticleSwooshShaders.hpp" #include "Particle/CParticleSwoosh.hpp" #include "Particle/CSwooshDescription.hpp" namespace urde { static const char* VS = "struct VertData\n" "{\n" " float4 posIn : POSITION;\n" " float4 uvIn : UV;\n" " float4 colorIn : COLOR;\n" "};\n" "\n" "cbuffer SwooshUniform : register(b0)\n" "{\n" " float4x4 mvp;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 pos : 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;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.pos = mul(mvp, float4(v.posIn.xyz, 1.0));\n" " return vtf;\n" "}\n"; static const char* FS_TEX = "struct VertToFrag\n" "{\n" " float4 pos : SV_Position;\n" " float4 color : COLOR;\n" " float2 uv : UV;\n" "};\n" "\n" "SamplerState samp : register(s0);\n" "Texture2D tex : register(t0);\n" "float4 main(in VertToFrag vtf) : SV_Target0\n" "{\n" " return vtf.color * tex.Sample(samp, vtf.uv);\n" "}\n"; static const char* FS_NOTEX = "struct VertToFrag\n" "{\n" " float4 pos : 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;\n" "}\n"; struct D3DParticleSwooshDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CParticleSwooshShaders& shaders) { CParticleSwoosh& gen = shaders.m_gen; CSwooshDescription* desc = gen.GetDesc(); CUVElement* texr = desc->x3c_TEXR.get(); boo::ObjToken textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr}; boo::ObjToken uniforms[] = {gen.m_uniformBuf.get()}; gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat, gen.m_vertBuf.get(), nullptr, nullptr, 1, uniforms, nullptr, texr ? 1 : 0, textures, nullptr, nullptr); return nullptr; } }; TShader::IDataBindingFactory* CParticleSwooshShaders::Initialize(boo::ID3DDataFactory::Context& ctx) { static const boo::VertexElementDescriptor VtxFmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4}, {nullptr, nullptr, boo::VertexSemantic::Color}, }; m_vtxFormat = ctx.newVertexFormat(3, VtxFmt); m_texZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_texNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_texAdditiveZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_texAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); m_noTexAdditiveZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); m_noTexAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); return new struct D3DParticleSwooshDataBindingFactory; } template <> void CParticleSwooshShaders::Shutdown() { m_vtxFormat.reset(); m_texZWrite.reset(); m_texNoZWrite.reset(); m_texAdditiveZWrite.reset(); m_texAdditiveNoZWrite.reset(); m_noTexZWrite.reset(); m_noTexNoZWrite.reset(); m_noTexAdditiveZWrite.reset(); m_noTexAdditiveNoZWrite.reset(); } }