metaforce/Runtime/Graphics/Shaders/CPhazonSuitFilterGLSL.cpp

374 lines
14 KiB
C++

#include "CPhazonSuitFilter.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.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 screenUvIn;\n"
"layout(location=2) in vec4 indUvIn;\n"
"layout(location=3) in vec4 maskUvIn;\n"
"\n"
"UBINDING0 uniform PhazonSuitUniform\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = color;\n"
" vtf.indScaleOff = indScaleOff;\n"
" vtf.screenUv = screenUvIn.xy;\n"
" vtf.indUv = indUvIn.xy;\n"
" vtf.maskUv = maskUvIn.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* IndFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D screenTex;\n"
"TBINDING1 uniform sampler2D indTex;\n"
"TBINDING2 uniform sampler2D maskTex;\n"
"TBINDING3 uniform sampler2D maskTexBlur;\n"
"void main()\n"
"{\n"
" vec2 indUv = (texture(indTex, vtf.indUv).ra - vec2(0.5, 0.5)) * \n"
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
" float maskBlurAlpha = clamp(0.0, (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a) * 2.0, 1.0);\n"
" colorOut = vtf.color * texture(screenTex, indUv + vtf.screenUv) * maskBlurAlpha;\n"
" colorOut.a = vtf.color.a;\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D screenTex;\n"
"TBINDING1 uniform sampler2D maskTex;\n"
"TBINDING2 uniform sampler2D maskTexBlur;\n"
"void main()\n"
"{\n"
" float maskBlurAlpha = clamp(0.0, (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a) * 2.0, 1.0);\n"
" colorOut = vtf.color * texture(screenTex, vtf.screenUv) * maskBlurAlpha;\n"
" colorOut.a = vtf.color.a;\n"
"}\n";
static const char* BlurVS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform PhazonSuitBlurUniform\n"
"{\n"
" vec4 blurDir;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
" vec2 blurDir;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* BlurFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
" vec2 blurDir;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D maskTex;\n"
"void main()\n"
"{\n"
" //this will be our alpha sum\n"
" float sum = 0.0;\n"
"\n"
" //apply blurring, using a 23-tap filter with predefined gaussian weights\n"
" sum += texture(maskTex, vtf.uv + -11.0 * vtf.blurDir).a * 0.007249;\n"
" sum += texture(maskTex, vtf.uv + -10.0 * vtf.blurDir).a * 0.011032;\n"
" sum += texture(maskTex, vtf.uv + -9.0 * vtf.blurDir).a * 0.016133;\n"
" sum += texture(maskTex, vtf.uv + -8.0 * vtf.blurDir).a * 0.022665;\n"
" sum += texture(maskTex, vtf.uv + -7.0 * vtf.blurDir).a * 0.030595;\n"
" sum += texture(maskTex, vtf.uv + -6.0 * vtf.blurDir).a * 0.039680;\n"
" sum += texture(maskTex, vtf.uv + -5.0 * vtf.blurDir).a * 0.049444;\n"
" sum += texture(maskTex, vtf.uv + -4.0 * vtf.blurDir).a * 0.059195;\n"
" sum += texture(maskTex, vtf.uv + -3.0 * vtf.blurDir).a * 0.068091;\n"
" sum += texture(maskTex, vtf.uv + -2.0 * vtf.blurDir).a * 0.075252;\n"
" sum += texture(maskTex, vtf.uv + -1.0 * vtf.blurDir).a * 0.079905;\n"
" sum += texture(maskTex, vtf.uv + 0.0 * vtf.blurDir).a * 0.081519;\n"
" sum += texture(maskTex, vtf.uv + 1.0 * vtf.blurDir).a * 0.079905;\n"
" sum += texture(maskTex, vtf.uv + 2.0 * vtf.blurDir).a * 0.075252;\n"
" sum += texture(maskTex, vtf.uv + 3.0 * vtf.blurDir).a * 0.068091;\n"
" sum += texture(maskTex, vtf.uv + 4.0 * vtf.blurDir).a * 0.059195;\n"
" sum += texture(maskTex, vtf.uv + 5.0 * vtf.blurDir).a * 0.049444;\n"
" sum += texture(maskTex, vtf.uv + 6.0 * vtf.blurDir).a * 0.039680;\n"
" sum += texture(maskTex, vtf.uv + 7.0 * vtf.blurDir).a * 0.030595;\n"
" sum += texture(maskTex, vtf.uv + 8.0 * vtf.blurDir).a * 0.022665;\n"
" sum += texture(maskTex, vtf.uv + 9.0 * vtf.blurDir).a * 0.016133;\n"
" sum += texture(maskTex, vtf.uv + 10.0 * vtf.blurDir).a * 0.011032;\n"
" sum += texture(maskTex, vtf.uv + 11.0 * vtf.blurDir).a * 0.007249;\n"
"\n"
" colorOut = vec4(1.0, 1.0, 1.0, sum);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IVertexFormat> s_BlurVtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_IndPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
static boo::ObjToken<boo::IShaderPipeline> s_BlurPipeline;
struct CPhazonSuitFilterGLDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{filter.m_blurVbo.get(), nullptr, boo::VertexSemantic::Position4},
{filter.m_blurVbo.get(), nullptr, boo::VertexSemantic::UV4}
};
boo::ObjToken<boo::IVertexFormat> blurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBufBlurX.get()};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ObjToken<boo::ITexture> texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
blurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY.get();
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
blurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 0},
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 1},
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 2}
};
boo::ObjToken<boo::IVertexFormat> vtxFmt = ctx.newVertexFormat(4, VtxVmt);
bufs[0] = filter.m_uniBuf.get();
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture.get();
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture.get();
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture.get();
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture.get();
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
vtxFmt, filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
#if BOO_HAS_VULKAN
struct CPhazonSuitFilterVulkanDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBufBlurX.get()};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ObjToken<boo::ITexture> texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY.get();
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBuf.get();
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture.get();
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture.get();
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture.get();
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture.get();
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture.get();
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
#endif
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* uniNames[] = {"PhazonSuitUniform"};
const char* texNames[] = {"screenTex", "indTex", "maskTex", "maskTexBlur"};
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, 4, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
texNames[1] = "maskTex";
texNames[2] = "maskTexBlur";
s_Pipeline = ctx.newShaderPipeline(VS, FS, 3, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
uniNames[0] = "PhazonSuitBlurUniform";
texNames[0] = "maskTex";
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, 1, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterGLDataBindingFactory;
}
template <>
void CPhazonSuitFilter::Shutdown<boo::GLDataFactory>()
{
s_IndPipeline.reset();
s_Pipeline.reset();
s_BlurPipeline.reset();
}
#if BOO_HAS_VULKAN
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::VulkanDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
};
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterVulkanDataBindingFactory;
}
template <>
void CPhazonSuitFilter::Shutdown<boo::VulkanDataFactory>()
{
s_VtxFmt.reset();
s_BlurVtxFmt.reset();
s_IndPipeline.reset();
s_Pipeline.reset();
s_BlurPipeline.reset();
}
#endif
}