metaforce/Runtime/Graphics/Shaders/CFogVolumeFilterMetal.cpp

148 lines
5.5 KiB
C++

#include "CFogVolumeFilter.hpp"
#include "TShader.hpp"
#include "GameGlobalObjects.hpp"
#include "Graphics/CBooRenderer.hpp"
namespace urde
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn [[ attribute(0) ]];\n"
" float2 uvIn [[ attribute(1) ]];\n"
"};\n"
"\n"
"struct FogVolumeFilterUniform\n"
"{\n"
" float4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]],\n"
" constant FogVolumeFilterUniform& fu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.pos = float4(v.posIn.x, -v.posIn.y, 0.0, 1.0);\n"
" vtf.color = fu.color;\n"
" vtf.uv = v.uvIn;\n"
" return vtf;\n"
"}\n";
static const char* FS1Way =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler samp [[ sampler(0) ]],\n"
" texture2d<float> zFrontfaceTex [[ texture(0) ]],\n"
" texture2d<float> zBackfaceTex [[ texture(1) ]],\n"
" texture2d<float> zLinearizer [[ texture(2) ]])\n"
"{\n"
" float y;\n"
" const float linScale = 65535.0 / 65536.0 * 256.0;\n"
" float x = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, y);\n"
" const float uvBias = 0.5 / 256.0;\n"
" float alpha = zLinearizer.sample(samp, float2(x * 255.0 / 256.0 + uvBias, y / 256.0 + uvBias)).r * 10.0;\n"
" return vtf.color * alpha;\n"
"}\n";
static const char* FS2Way =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler samp [[ sampler(0) ]],\n"
" texture2d<float> zFrontfaceTex [[ texture(0) ]],\n"
" texture2d<float> zBackfaceTex [[ texture(1) ]],\n"
" texture2d<float> zLinearizer [[ texture(2) ]])\n"
"{\n"
" float frontY;\n"
" float backY;\n"
" const float linScale = 65535.0 / 65536.0 * 256.0;\n"
" float frontX = modf((1.0 - zFrontfaceTex.sample(samp, vtf.uv).r) * linScale, frontY);\n"
" float backX = modf((1.0 - zBackfaceTex.sample(samp, vtf.uv).r) * linScale, backY);\n"
" const float uvBias = 0.5 / 256.0;\n"
" float frontLin = zLinearizer.sample(samp, float2(frontX * 255.0 / 256.0 + uvBias, frontY / 256.0 + uvBias)).r;\n"
" float backLin = zLinearizer.sample(samp, float2(backX * 255.0 / 256.0 + uvBias, backY / 256.0 + uvBias)).r;\n"
" return float4(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 CFogVolumeFilterMetalDataBindingFactory : TShader<CFogVolumeFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CFogVolumeFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::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;
}
};
TShader<CFogVolumeFilter>::IDataBindingFactory*
CFogVolumeFilter::Initialize(boo::MetalDataFactory::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, nullptr, nullptr,
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, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CFogVolumeFilterMetalDataBindingFactory;
}
template <>
void CFogVolumeFilter::Shutdown<boo::MetalDataFactory>()
{
s_VtxFmt.reset();
s_1WayPipeline.reset();
s_2WayPipeline.reset();
}
}