#include "CTextSupportShader.hpp" #include "GuiSys/CTextRenderBuffer.hpp" #include "TMultiBlendShader.hpp" #include "Graphics/CTexture.hpp" namespace urde { static const char* TextVS = "#include \n" "using namespace metal;\n" "struct InstData\n" "{\n" " float4 posIn[4];\n" " float4 uvIn[4];\n" " float4 fontColorIn;\n" " float4 outlineColorIn;\n" " float4 mulColorIn;\n" "};\n" "\n" "struct TextSupportUniform\n" "{\n" " float4x4 mtx;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 pos [[ position ]];\n" " float4 fontColor;\n" " float4 outlineColor;\n" " float4 mulColor;\n" " float3 uv;\n" "};\n" "\n" "vertex VertToFrag vmain(constant InstData* instArr [[ buffer(1) ]],\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n" " constant TextSupportUniform& uData [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant InstData& inst = instArr[instId];\n" " vtf.fontColor = inst.fontColorIn * uData.color;\n" " vtf.outlineColor = inst.outlineColorIn * uData.color;\n" " vtf.mulColor = inst.mulColorIn;\n" " vtf.uv = inst.uvIn[vertId].xyz;\n" " vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);\n" " return vtf;\n" "}\n"; static const char* TextFS = "#include \n" "using namespace metal;\n" "struct VertToFrag\n" "{\n" " float4 pos [[ position ]];\n" " float4 fontColor;\n" " float4 outlineColor;\n" " float4 mulColor;\n" " float3 uv;\n" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" " sampler clampSamp [[ sampler(2) ]],\n" " texture2d_array tex [[ texture(0) ]])\n" "{\n" " float4 texel = tex.sample(clampSamp, vtf.uv.xy, vtf.uv.z);\n" " return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;\n" "}\n"; static const char* ImgVS = "#include \n" "using namespace metal;\n" "struct InstData\n" "{\n" " float4 posIn[4];\n" " float4 uvIn[4];\n" " float4 colorIn;\n" "};\n" "\n" "struct TextSupportUniform\n" "{\n" " float4x4 mtx;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 pos [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "\n" "vertex VertToFrag vmain(constant InstData* instArr [[ buffer(1) ]],\n" " uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n" " constant TextSupportUniform& uData [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " constant InstData& inst = instArr[instId];\n" " vtf.color = uData.color * inst.colorIn;\n" " vtf.uv = inst.uvIn[vertId].xy;\n" " vtf.pos = uData.mtx * float4(inst.posIn[vertId].xyz, 1.0);\n" " return vtf;\n" "}\n"; static const char* ImgFS = "#include \n" "using namespace metal;\n" "struct VertToFrag\n" "{\n" " float4 pos [[ position ]];\n" " float4 color;\n" " float2 uv;\n" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n" " sampler clampSamp [[ sampler(2) ]],\n" " texture2d tex [[ texture(0) ]])\n" "{\n" " float4 texel = tex.sample(clampSamp, vtf.uv);\n" " return vtf.color * texel;\n" "}\n"; TMultiBlendShader::IDataBindingFactory* CTextSupportShader::Initialize(boo::MetalDataFactory::Context& ctx) { boo::VertexElementDescriptor TextVtxVmt[] = { {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::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::Color | boo::VertexSemantic::Instanced, 0}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 1}, {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 2}, }; s_TextVtxFmt = ctx.newVertexFormat(11, TextVtxVmt); s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr, s_TextVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr, s_TextVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_TextAddOverdrawPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr, s_TextVtxFmt, boo::BlendFactor::One, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); boo::VertexElementDescriptor ImageVtxVmt[] = { {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::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::Color | boo::VertexSemantic::Instanced, 0}, }; s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt); s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr, s_ImageVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr, s_ImageVtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); s_ImageAddOverdrawPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr, s_ImageVtxFmt, boo::BlendFactor::One, boo::BlendFactor::One, boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None); return nullptr; } template <> void CTextSupportShader::Shutdown() { s_TextVtxFmt.reset(); s_TextAlphaPipeline.reset(); s_TextAddPipeline.reset(); s_TextAddOverdrawPipeline.reset(); s_ImageVtxFmt.reset(); s_ImageAlphaPipeline.reset(); s_ImageAddPipeline.reset(); s_ImageAddOverdrawPipeline.reset(); } }