metaforce/Runtime/Graphics/Shaders/CFogVolumeFilterGLSL.cpp

197 lines
7.3 KiB
C++

#include "CFogVolumeFilter.hpp"
#include "TShader.hpp"
#include "GameGlobalObjects.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 vec2 uvIn;\n"
"\n"
"UBINDING0 uniform FogVolumeFilterUniform\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(posIn.xy, 0.0, 1.0);\n"
" vtf.color = color;\n"
" vtf.uv = uvIn;\n"
"}\n";
static const char* FS1Way =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D zFrontfaceTex;\n"
"TBINDING1 uniform sampler2D zBackfaceTex;\n"
"TBINDING2 uniform sampler2D zLinearizer;\n"
"void main()\n"
"{\n"
" float y;\n"
" const float linScale = 65535.0 / 65536.0 * 256.0;\n"
" float x = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, y);\n"
" const float uvBias = 0.5 / 256.0;\n"
" float alpha = texture(zLinearizer, vec2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;\n"
" colorOut = vtf.color * alpha;\n"
"}\n";
static const char* FS2Way =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D zFrontfaceTex;\n"
"TBINDING1 uniform sampler2D zBackfaceTex;\n"
"TBINDING2 uniform sampler2D zLinearizer;\n"
"void main()\n"
"{\n"
" float frontY;\n"
" float backY;\n"
" const float linScale = 65535.0 / 65536.0 * 256.0;\n"
" float frontX = modf(texture(zFrontfaceTex, vtf.uv).r * linScale, frontY);\n"
" float backX = modf(texture(zBackfaceTex, vtf.uv).r * linScale, backY);\n"
" const float uvBias = 0.5 / 256.0;\n"
" float frontLin = texture(zLinearizer, vec2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;\n"
" float backLin = texture(zLinearizer, vec2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;\n"
" colorOut = vec4(vtf.color.rgb, (frontLin - backLin) * 10.0);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CFogVolumeFilter)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_1WayPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_2WayPipeline;
struct CFogVolumeFilterGLDataBindingFactory : TShader<CFogVolumeFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CFogVolumeFilter& 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::IVertexFormat> VtxVmtObj = cctx.newVertexFormat(2, VtxVmt);
boo::ObjToken<boo::ITexture> texs[] = { CGraphics::g_SpareTexture.get(), CGraphics::g_SpareTexture.get(),
g_Renderer->GetFogRampTex().get() };
int bindIdxs[] = {0, 1, 0};
bool bindDepth[] = {true, true, false};
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = {filter.m_uniBuf.get()};
filter.m_dataBind1Way = cctx.newShaderDataBinding(s_1WayPipeline, VtxVmtObj,
filter.m_vbo.get(), nullptr, nullptr, 1, ubufs,
nullptr, nullptr, nullptr, 3, texs, bindIdxs, bindDepth);
filter.m_dataBind2Way = cctx.newShaderDataBinding(s_2WayPipeline, VtxVmtObj,
filter.m_vbo.get(), nullptr, nullptr, 1, ubufs,
nullptr, nullptr, nullptr, 3, texs, bindIdxs, bindDepth);
return filter.m_dataBind1Way;
}
};
#if BOO_HAS_VULKAN
struct CFogVolumeFilterVulkanDataBindingFactory : TShader<CFogVolumeFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CFogVolumeFilter& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::ObjToken<boo::ITexture> texs[] = { CGraphics::g_SpareTexture.get(), CGraphics::g_SpareTexture.get(),
g_Renderer->GetFogRampTex().get() };
int bindIdxs[] = {0, 1, 0};
bool bindDepth[] = {true, true, false};
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = {filter.m_uniBuf.get()};
filter.m_dataBind1Way = cctx.newShaderDataBinding(s_1WayPipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, ubufs,
nullptr, nullptr, nullptr, 3, texs, bindIdxs, bindDepth);
filter.m_dataBind2Way = cctx.newShaderDataBinding(s_2WayPipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, ubufs,
nullptr, nullptr, nullptr, 3, texs, bindIdxs, bindDepth);
return filter.m_dataBind1Way;
}
};
#endif
TShader<CFogVolumeFilter>::IDataBindingFactory*
CFogVolumeFilter::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* texNames[] = {"zFrontfaceTex", "zBackfaceTex", "zLinearizer"};
const char* uniNames[] = {"FogVolumeFilterUniform"};
s_1WayPipeline = ctx.newShaderPipeline(VS, FS1Way, 3, texNames, 1, uniNames, boo::BlendFactor::DstAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_2WayPipeline = ctx.newShaderPipeline(VS, FS2Way, 3, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CFogVolumeFilterGLDataBindingFactory;
}
template <>
void CFogVolumeFilter::Shutdown<boo::GLDataFactory>()
{
s_1WayPipeline.reset();
s_2WayPipeline.reset();
}
#if BOO_HAS_VULKAN
TShader<CFogVolumeFilter>::IDataBindingFactory*
CFogVolumeFilter::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_1WayPipeline = ctx.newShaderPipeline(VS, FS1Way, s_VtxFmt, boo::BlendFactor::DstAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_2WayPipeline = ctx.newShaderPipeline(VS, FS2Way, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CFogVolumeFilterVulkanDataBindingFactory;
}
template <>
void CFogVolumeFilter::Shutdown<boo::VulkanDataFactory>()
{
s_VtxFmt.reset();
s_1WayPipeline.reset();
s_2WayPipeline.reset();
}
#endif
}