#include "CEnergyBarShader.hpp" #include "TShader.hpp" #include "Graphics/CTexture.hpp" namespace urde { static const char* VS = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn [[ attribute(0) ]];\n" " float4 uvIn [[ attribute(1) ]];\n" "};\n" "\n" "struct EnergyBarUniform\n" "{\n" " float4x4 xf;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "\n" "vertex VertToFrag vmain(VertData v [[ stage_in ]], constant EnergyBarUniform& ebu [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " vtf.color = ebu.color;\n" " vtf.uv = v.uvIn.xy;\n" " vtf.position = ebu.xf * float4(v.posIn.xyz, 1.0);\n" " return vtf;\n" "}\n"; static const char* FS = "#include \n" "using namespace metal;\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" " sampler samp [[ sampler(0) ]],\n" " texture2d tex [[ texture(0) ]])\n" "{\n" " return vtf.color * tex.sample(samp, vtf.uv);\n" "}\n"; URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader) static boo::ObjToken s_VtxFmt; static boo::ObjToken s_Pipeline; struct CEnergyBarShaderMetalDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CEnergyBarShader& filter) { boo::MetalDataFactory::Context& cctx = static_cast(ctx); boo::ObjToken bufs[1]; boo::ObjToken texs[] = {filter.m_tex->GetBooTexture()}; for (int i=0 ; i<3 ; ++i) { bufs[0] = filter.m_uniBuf[i].get(); filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr); } return filter.m_dataBind[0]; } }; TShader::IDataBindingFactory* CEnergyBarShader::Initialize(boo::MetalDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4}, {nullptr, nullptr, boo::VertexSemantic::UV4} }; s_VtxFmt = ctx.newVertexFormat(2, VtxVmt); s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); return new CEnergyBarShaderMetalDataBindingFactory; } template <> void CEnergyBarShader::Shutdown() { s_VtxFmt.reset(); s_Pipeline.reset(); } }