metaforce/Runtime/Graphics/Shaders/CCameraBlurFilterGLSL.cpp

164 lines
5.4 KiB
C++

#include "CCameraBlurFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
namespace urde
{
static const char* VS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform CameraBlurUniform\n"
"{\n"
" vec4 uv0;\n"
" vec4 uv1;\n"
" vec4 uv2;\n"
" vec4 uv3;\n"
" vec4 uv4;\n"
" vec4 uv5;\n"
" float opacity;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec2 uvReg;\n"
" vec2 uv0;\n"
" vec2 uv1;\n"
" vec2 uv2;\n"
" vec2 uv3;\n"
" vec2 uv4;\n"
" vec2 uv5;\n"
" float opacity;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uvReg = uvIn.xy;\n"
" vtf.uv0 = uv0.xy + uvIn.xy;\n"
" vtf.uv1 = uv1.xy + uvIn.xy;\n"
" vtf.uv2 = uv2.xy + uvIn.xy;\n"
" vtf.uv3 = uv3.xy + uvIn.xy;\n"
" vtf.uv4 = uv4.xy + uvIn.xy;\n"
" vtf.uv5 = uv5.xy + uvIn.xy;\n"
" vtf.opacity = opacity;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec2 uvReg;\n"
" vec2 uv0;\n"
" vec2 uv1;\n"
" vec2 uv2;\n"
" vec2 uv3;\n"
" vec2 uv4;\n"
" vec2 uv5;\n"
" float opacity;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D sceneTex;\n"
"void main()\n"
"{\n"
" vec4 colorSample = texture(sceneTex, vtf.uvReg) * 0.14285715;\n"
" colorSample += texture(sceneTex, vtf.uv0) * 0.14285715;\n"
" colorSample += texture(sceneTex, vtf.uv1) * 0.14285715;\n"
" colorSample += texture(sceneTex, vtf.uv2) * 0.14285715;\n"
" colorSample += texture(sceneTex, vtf.uv3) * 0.14285715;\n"
" colorSample += texture(sceneTex, vtf.uv4) * 0.14285715;\n"
" colorSample += texture(sceneTex, vtf.uv5) * 0.14285715;\n"
" colorOut = vec4(colorSample.rgb, vtf.opacity);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
struct CCameraBlurFilterGLDataBindingFactory : TShader<CCameraBlurFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CCameraBlurFilter& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4}
};
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get()};
return cctx.newShaderDataBinding(s_Pipeline,
ctx.newVertexFormat(2, VtxVmt), filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
};
#if BOO_HAS_VULKAN
struct CCameraBlurFilterVulkanDataBindingFactory : TShader<CCameraBlurFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CCameraBlurFilter& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get()};
return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
};
#endif
TShader<CCameraBlurFilter>::IDataBindingFactory* CCameraBlurFilter::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* texNames[] = {"sceneTex"};
const char* uniNames[] = {"CameraBlurUniform"};
s_Pipeline = ctx.newShaderPipeline(VS, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CCameraBlurFilterGLDataBindingFactory;
}
template <>
void CCameraBlurFilter::Shutdown<boo::GLDataFactory>()
{
s_Pipeline.reset();
}
#if BOO_HAS_VULKAN
TShader<CCameraBlurFilter>::IDataBindingFactory* CCameraBlurFilter::Initialize(boo::VulkanDataFactory::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, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CCameraBlurFilterVulkanDataBindingFactory;
}
template <>
void CCameraBlurFilter::Shutdown<boo::VulkanDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
}
#endif
}