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