#include "CWorldShadowShader.hpp" namespace urde { static const char* VS = "#include \n" "using namespace metal;\n" "struct VertData\n" "{\n" " float4 posIn [[ attribute(0) ]];\n" "};\n" "\n" "struct ColoredQuadUniform\n" "{\n" " float4x4 xf;\n" " float4 color;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " float4 position [[ position ]];\n" " float4 color;\n" "};\n" "\n" "vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ColoredQuadUniform& cqu [[ buffer(2) ]])\n" "{\n" " VertToFrag vtf;\n" " vtf.color = cqu.color;\n" " vtf.position = cqu.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" "};\n" "\n" "fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n" "{\n" " return vtf.color;\n" "}\n"; URDE_DECL_SPECIALIZE_SHADER(CWorldShadowShader) static boo::ObjToken s_VtxFmt; static boo::ObjToken s_Pipeline; static boo::ObjToken s_ZPipeline; struct CWorldShadowShaderMetalDataBindingFactory : TShader::IDataBindingFactory { boo::ObjToken BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CWorldShadowShader& filter) { boo::MetalDataFactory::Context& cctx = static_cast(ctx); boo::ObjToken bufs[] = {filter.m_uniBuf.get()}; filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr); filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr, 1, bufs, nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr); return nullptr; } }; TShader::IDataBindingFactory* CWorldShadowShader::Initialize(boo::MetalDataFactory::Context& ctx) { const boo::VertexElementDescriptor VtxVmt[] = { {nullptr, nullptr, boo::VertexSemantic::Position4} }; s_VtxFmt = ctx.newVertexFormat(1, VtxVmt); s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::None, false, true, false, boo::CullMode::None); s_ZPipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, boo::CullMode::None); return new CWorldShadowShaderMetalDataBindingFactory; } template <> void CWorldShadowShader::Shutdown() { s_VtxFmt.reset(); s_Pipeline.reset(); s_ZPipeline.reset(); } }