#include "CDecalShaders.hpp" #include "Particle/CDecal.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 DecalUniform : 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" " return float4(vtf.color.rgb, tex0.Sample(samp, vtf.uv).r);\n" "}\n"; static const char* VS_HLSL_NOTEX = "struct VertData\n" "{\n" " float4 posIn[4] : POSITION;\n" " float4 colorIn : COLOR;\n" "};\n" "\n" "cbuffer DecalUniform : 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 D3DDecalDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CDecalShaders& shaders) { CQuadDecal& decal = shaders.m_decal; const SQuadDescr* desc = decal.m_desc; CUVElement* texr = desc->x14_TEX.get(); int texCount = 0; boo::ObjToken textures[1]; if (texr) { textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture(); texCount = 1; } if (decal.m_instBuf) { boo::ObjToken uniforms[] = {decal.m_uniformBuf.get()}; if (shaders.m_regPipeline) decal.m_normalDataBind = ctx.newShaderDataBinding(shaders.m_regPipeline, nullptr, nullptr, decal.m_instBuf.get(), nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); if (shaders.m_redToAlphaPipeline) decal.m_redToAlphaDataBind = ctx.newShaderDataBinding(shaders.m_redToAlphaPipeline, nullptr, nullptr, decal.m_instBuf.get(), nullptr, 1, uniforms, nullptr, texCount, textures, nullptr, nullptr); } return nullptr; } }; TShader::IDataBindingFactory* CDecalShaders::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 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_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_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_texRedToAlphaZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr, nullptr, m_vtxFormatTex, boo::BlendFactor::One, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, 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_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); return new struct D3DDecalDataBindingFactory; } template <> void CDecalShaders::Shutdown() { m_vtxFormatTex.reset(); m_vtxFormatNoTex.reset(); m_texZTestNoZWrite.reset(); m_texAdditiveZTest.reset(); m_texRedToAlphaZTest.reset(); m_noTexZTestNoZWrite.reset(); m_noTexAdditiveZTest.reset(); } }