mirror of https://github.com/AxioDL/metaforce.git
361 lines
17 KiB
C++
361 lines
17 KiB
C++
#include "CElementGenShaders.hpp"
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#include "CElementGen.hpp"
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#include "CGenDescription.hpp"
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#include "CElectricDescription.hpp"
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#include "CSwooshDescription.hpp"
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#include "Graphics/CModel.hpp"
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namespace urde
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{
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static const char* VS_HLSL_TEX =
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"struct VertData\n"
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"{\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 colorIn : COLOR;\n"
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" float4 uvsIn[4] : UV;\n"
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"};\n"
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"\n"
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"cbuffer ParticleUniform : register(b0)\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn * moduColor;\n"
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" vtf.uv = v.uvsIn[vertId].xy;\n"
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" vtf.position = mul(mvp, v.posIn[vertId]);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_HLSL_TEX =
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"SamplerState samp : register(s0);\n"
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"Texture2D tex0 : register(t0);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color * tex0.Sample(samp, vtf.uv);\n"
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"}\n";
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static const char* FS_HLSL_TEX_REDTOALPHA =
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"SamplerState samp : register(s0);\n"
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"Texture2D tex0 : register(t0);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float4 colr = vtf.color * tex0.Sample(samp, vtf.uv);\n"
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" return float4(colr.rgb, colr.r);"
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"}\n";
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static const char* VS_HLSL_INDTEX =
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"struct VertData\n"
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"{\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 colorIn : COLOR;\n"
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" float4 uvsInTexrTind[4] : UV0;\n"
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" float4 uvsInScene : UV4;\n"
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"};\n"
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"\n"
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"cbuffer ParticleUniform : register(b0)\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float4 uvScene : UV0;\n"
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" float2 uvTexr : UV1;\n"
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" float2 uvTind : UV2;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn * moduColor;\n"
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" vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
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" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
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" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
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" vtf.position = mul(mvp, v.posIn[vertId]);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_HLSL_INDTEX =
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"SamplerState samp : register(s0);\n"
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"Texture2D tex0 : register(t0);\n"
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"Texture2D tex1 : register(t1);\n"
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"Texture2D tex2 : register(t2);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float4 uvScene : UV0;\n"
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" float2 uvTexr : UV1;\n"
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" float2 uvTind : UV2;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;\n"
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" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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" float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n"
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" float4 colorOut = vtf.color * sceneTexel + texrTexel;\n"
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" colorOut.a = vtf.color.a * texrTexel.a;\n"
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" return colorOut;\n"
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"}\n";
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static const char* FS_HLSL_CINDTEX =
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"SamplerState samp : register(s0);\n"
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"Texture2D tex0 : register(t0);\n"
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"Texture2D tex1 : register(t1);\n"
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"Texture2D tex2 : register(t2);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float4 uvScene : UV0;\n"
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" float2 uvTexr : UV1;\n"
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" float2 uvTind : UV2;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
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" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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" return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n"
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"}\n";
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static const char* VS_HLSL_NOTEX =
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"struct VertData\n"
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"{\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer ParticleUniform : register(b0)\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn * moduColor;\n"
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" vtf.position = mul(mvp, v.posIn[vertId]);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_HLSL_NOTEX =
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float4 color : COLOR;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color;\n"
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"}\n";
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struct D3DElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
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boo::IShaderPipeline* redToAlphaPipeline)
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{
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CGenDescription* desc = gen.GetDesc();
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CUVElement* texr = desc->x54_x40_TEXR.get();
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CUVElement* tind = desc->x58_x44_TIND.get();
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int texCount = 0;
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boo::ITexture* textures[3];
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if (texr)
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{
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textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 1;
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if (tind)
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{
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textures[1] = CGraphics::g_SpareTexture;
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textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 3;
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}
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}
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boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
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if (regPipeline)
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gen.m_normalDataBind = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, nullptr, nullptr,
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gen.m_instBuf, nullptr, 1, uniforms,
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texCount, textures);
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if (redToAlphaPipeline)
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gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
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gen.m_instBuf, nullptr, 1, uniforms,
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texCount, textures);
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}
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};
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CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3DDataFactory& factory)
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{
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static const boo::VertexElementDescriptor TexFmtTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
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};
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m_vtxFormatTex = factory.newVertexFormat(9, TexFmtTex);
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static const boo::VertexElementDescriptor TexFmtIndTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
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};
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m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(10, TexFmtIndTex);
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static const boo::VertexElementDescriptor TexFmtNoTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFormatNoTex = CGraphics::g_BooFactory->newVertexFormat(5, TexFmtNoTex);
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m_texZTestZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_texNoZTestZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_texZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_texAdditiveZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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m_texAdditiveNoZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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m_texRedToAlphaZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_indTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_indTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_indTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, true, false);
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m_cindTexZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_cindTexNoZWrite = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_cindTexAdditive = factory.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, true, false);
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m_noTexZTestZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, true, false);
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m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, true, false);
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m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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true, false, false);
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m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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m_noTexAdditiveZTest = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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true, false, false);
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m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
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ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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false, false, false);
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return new struct D3DElementDataBindingFactory;
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}
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}
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