metaforce/Runtime/Particle/CElementGenShadersGLSL.cpp

337 lines
15 KiB
C++

#include "CElementGenShaders.hpp"
#include "CElementGen.hpp"
#include "CGenDescription.hpp"
namespace pshag
{
static const char* VS_GLSL_TEX =
"#version 330\n"
"layout(location=0) in vec3 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec2 uvsIn[4];\n"
"\n"
"uniform ParticleUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uv = uvsIn[gl_VertexID];\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_TEX =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[1];\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
"}\n";
static const char* FS_GLSL_TEX_REDTOALPHA =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[1];\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
" colorOut.a = colorOut.r;\n"
"}\n";
static const char* VS_GLSL_INDTEX =
"#version 330\n"
"layout(location=0) in vec3 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsInTexrTind[4];\n"
"layout(location=9) in vec2 uvsInScene[4];\n"
"\n"
"uniform ParticleUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uvTexr;\n"
" vec2 uvScene;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
" vtf.uvScene = uvsInScene[gl_VertexID];\n"
" vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_INDTEX =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uvTexr;\n"
" vec2 uvScene;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[3];\n"
"void main()\n"
"{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind);\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
" colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;"
"}\n";
static const char* FS_GLSL_CINDTEX =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uvTexr;\n"
" vec2 uvScene;\n"
" vec2 uvTind;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[3];\n"
"void main()\n"
"{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind);\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
"}\n";
static const char* VS_GLSL_NOTEX =
"#version 330\n"
"layout(location=0) in vec3 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n"
"\n"
"uniform ParticleUniform\n"
"{\n"
" mat4 mvp;\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" gl_Position = mvp * posIn[gl_VertexID];\n"
"}\n";
static const char* FS_GLSL_NOTEX =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
struct DataBindingFactory : CElementGenShaders::IDataBindingFactory
{
void BuildShaderDataBinding(CElementGen& gen,
boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
{
CGenDescription* desc = gen.GetDesc();
boo::IVertexFormat* vtxFmt = nullptr;
CUVElement* texr = desc->x54_TEXR.get();
CUVElement* tind = desc->x58_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
};
vtxFmt = CGraphics::g_BooFactory->newVertexFormat(13, TexFmtIndTex);
}
else
{
const boo::VertexElementDescriptor TexFmtTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
vtxFmt = CGraphics::g_BooFactory->newVertexFormat(9, TexFmtTex);
}
}
else
{
const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
vtxFmt = CGraphics::g_BooFactory->newVertexFormat(5, TexFmtNoTex);
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (regPipeline)
gen.m_normalDataBind = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, vtxFmt, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
texCount, textures);
if (redToAlphaPipeline)
gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, vtxFmt, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
texCount, textures);
}
};
CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLDataFactory& factory)
{
static const char* UniNames[] = {"ParticleUniform"};
m_texZTestZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
m_texNoZTestZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_texZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_texAdditiveZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, false, false);
m_texAdditiveNoZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
m_texRedToAlphaZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_indTexZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
m_indTexNoZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_indTexAdditive = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, true, false);
m_cindTexZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
m_cindTexNoZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_cindTexAdditive = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, true, false);
m_noTexZTestZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_noTexAdditiveZTest = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, false, false);
m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
return new struct DataBindingFactory;
}
}