metaforce/Runtime/Graphics/Shaders/CParticleSwooshShadersHLSL.cpp

148 lines
6.0 KiB
C++

#include "CParticleSwooshShaders.hpp"
#include "Particle/CParticleSwoosh.hpp"
#include "Particle/CSwooshDescription.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
" float4 colorIn : COLOR;\n"
"};\n"
"\n"
"cbuffer SwooshUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.pos = mul(mvp, float4(v.posIn.xyz, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* FS_TEX =
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"SamplerState samp : register(s0);\n"
"Texture2D tex : register(t0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex.Sample(samp, vtf.uv);\n"
"}\n";
static const char* FS_NOTEX =
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct D3DParticleSwooshDataBindingFactory : TShader<CParticleSwooshShaders>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CParticleSwooshShaders& shaders)
{
CParticleSwoosh& gen = shaders.m_gen;
CSwooshDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x3c_TEXR.get();
boo::ObjToken<boo::ITexture> textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {gen.m_uniformBuf.get()};
gen.m_dataBind = ctx.newShaderDataBinding(shaders.m_pipeline, CParticleSwooshShaders::m_vtxFormat,
gen.m_vertBuf.get(), nullptr, nullptr, 1, uniforms,
nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
return nullptr;
}
};
TShader<CParticleSwooshShaders>::IDataBindingFactory* CParticleSwooshShaders::Initialize(boo::D3DDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor VtxFmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4},
{nullptr, nullptr, boo::VertexSemantic::Color},
};
m_vtxFormat = ctx.newVertexFormat(3, VtxFmt);
m_texZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_texAdditiveZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_texAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_TEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
m_noTexAdditiveZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, true,
true, false, boo::CullMode::None);
m_noTexAdditiveNoZWrite = ctx.newShaderPipeline(VS, FS_NOTEX, nullptr, nullptr, nullptr, m_vtxFormat,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false,
true, false, boo::CullMode::None);
return new struct D3DParticleSwooshDataBindingFactory;
}
template <>
void CParticleSwooshShaders::Shutdown<boo::D3DDataFactory>()
{
m_vtxFormat.reset();
m_texZWrite.reset();
m_texNoZWrite.reset();
m_texAdditiveZWrite.reset();
m_texAdditiveNoZWrite.reset();
m_noTexZWrite.reset();
m_noTexNoZWrite.reset();
m_noTexAdditiveZWrite.reset();
m_noTexAdditiveNoZWrite.reset();
}
}