mirror of https://github.com/AxioDL/metaforce.git
280 lines
11 KiB
C++
280 lines
11 KiB
C++
#include "CPhazonSuitFilter.hpp"
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#include "TShader.hpp"
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#include "Graphics/CTexture.hpp"
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namespace urde
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{
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 screenUvIn [[ attribute(1) ]];\n"
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" float4 indUvIn [[ attribute(2) ]];\n"
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" float4 maskUvIn [[ attribute(3) ]];\n"
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"};\n"
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"\n"
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"struct PhazonSuitUniform\n"
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"{\n"
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" float4 color;\n"
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" float4 indScaleOff;\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float4 indScaleOff;\n"
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" float2 screenUv;\n"
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" float2 indUv;\n"
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" float2 maskUv;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitUniform& psu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = psu.color;\n"
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" vtf.indScaleOff = psu.indScaleOff;\n"
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" vtf.screenUv = v.screenUvIn.xy;\n"
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" vtf.screenUv.y = 1.0 - vtf.screenUv.y;\n"
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" vtf.indUv = v.indUvIn.xy;\n"
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" vtf.maskUv = v.maskUvIn.xy;\n"
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" vtf.maskUv.y = 1.0 - vtf.maskUv.y;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* IndFS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float4 indScaleOff;\n"
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" float2 screenUv;\n"
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" float2 indUv;\n"
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" float2 maskUv;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d<float> screenTex [[ texture(0) ]],\n"
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" texture2d<float> indTex [[ texture(1) ]],\n"
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" texture2d<float> maskTex [[ texture(2) ]],\n"
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" texture2d<float> maskTexBlur [[ texture(3) ]])\n"
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"{\n"
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" float2 indUv = (indTex.sample(samp, vtf.indUv).ra - float2(0.5, 0.5)) * \n"
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" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
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" float maskBlurAlpha = saturate((maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a) * 2.0);\n"
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" return float4((vtf.color * screenTex.sample(samp, indUv + vtf.screenUv) * maskBlurAlpha).rgb, vtf.color.a);\n"
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"}\n";
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static const char* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 color;\n"
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" float4 indScaleOff;\n"
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" float2 screenUv;\n"
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" float2 indUv;\n"
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" float2 maskUv;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler clampSamp [[ sampler(3) ]],\n"
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" texture2d<float> screenTex [[ texture(0) ]],\n"
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" texture2d<float> maskTex [[ texture(1) ]],\n"
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" texture2d<float> maskTexBlur [[ texture(2) ]])\n"
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"{\n"
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" float maskBlurAlpha = saturate((maskTexBlur.sample(clampSamp, vtf.maskUv).a - maskTex.sample(clampSamp, vtf.maskUv).a) * 2.0);\n"
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" return float4((vtf.color * screenTex.sample(clampSamp, vtf.screenUv) * maskBlurAlpha).rgb, vtf.color.a);\n"
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"}\n";
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static const char* BlurVS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 uvIn [[ attribute(1) ]];\n"
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"};\n"
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"\n"
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"struct PhazonSuitBlurUniform\n"
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"{\n"
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" float4 blurDir;\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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" float4 position [[ position ]];\n"
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" float2 uv;\n"
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" float2 blurDir;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitBlurUniform& psu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.uv.y = 1.0 - vtf.uv.y;\n"
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" vtf.blurDir = psu.blurDir.xy;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* BlurFS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float2 uv;\n"
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" float2 blurDir;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler clampSamp [[ sampler(3) ]],\n"
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" texture2d<float> maskTex [[ texture(0) ]])\n"
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"{\n"
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" //this will be our alpha sum\n"
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" float sum = 0.0;\n"
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"\n"
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" //apply blurring, using a 23-tap filter with predefined gaussian weights\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -11.0 * vtf.blurDir).a * 0.007249;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -10.0 * vtf.blurDir).a * 0.011032;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -9.0 * vtf.blurDir).a * 0.016133;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -8.0 * vtf.blurDir).a * 0.022665;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -7.0 * vtf.blurDir).a * 0.030595;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -6.0 * vtf.blurDir).a * 0.039680;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -5.0 * vtf.blurDir).a * 0.049444;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -4.0 * vtf.blurDir).a * 0.059195;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -3.0 * vtf.blurDir).a * 0.068091;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -2.0 * vtf.blurDir).a * 0.075252;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + -1.0 * vtf.blurDir).a * 0.079905;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv).a * 0.081519;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 1.0 * vtf.blurDir).a * 0.079905;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 2.0 * vtf.blurDir).a * 0.075252;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 3.0 * vtf.blurDir).a * 0.068091;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 4.0 * vtf.blurDir).a * 0.059195;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 5.0 * vtf.blurDir).a * 0.049444;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 6.0 * vtf.blurDir).a * 0.039680;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 7.0 * vtf.blurDir).a * 0.030595;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 8.0 * vtf.blurDir).a * 0.022665;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 9.0 * vtf.blurDir).a * 0.016133;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 10.0 * vtf.blurDir).a * 0.011032;\n"
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" sum += maskTex.sample(clampSamp, vtf.uv + 11.0 * vtf.blurDir).a * 0.007249;\n"
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"\n"
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" return float4(1.0, 1.0, 1.0, sum);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
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static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
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static boo::ObjToken<boo::IVertexFormat> s_BlurVtxFmt;
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static boo::ObjToken<boo::IShaderPipeline> s_IndPipeline;
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static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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static boo::ObjToken<boo::IShaderPipeline> s_BlurPipeline;
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struct CPhazonSuitFilterMetalDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CPhazonSuitFilter& filter)
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{
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boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBufBlurX.get()};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ObjToken<boo::ITexture> texs[4];
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int texBindIdxs[4];
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 1;
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filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
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s_BlurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
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bufs[0] = filter.m_uniBufBlurY.get();
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 2;
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filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
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s_BlurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
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bufs[0] = filter.m_uniBuf.get();
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size_t texCount;
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if (filter.m_indTex)
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{
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 0;
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texs[1] = filter.m_indTex->GetBooTexture();
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texBindIdxs[1] = 0;
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texs[2] = CGraphics::g_SpareTexture.get();
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texBindIdxs[2] = 1;
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texs[3] = CGraphics::g_SpareTexture.get();
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texBindIdxs[3] = 2;
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texCount = 4;
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}
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else
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{
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 0;
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texs[1] = CGraphics::g_SpareTexture.get();
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texBindIdxs[1] = 1;
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texs[2] = CGraphics::g_SpareTexture.get();
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texBindIdxs[2] = 2;
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texCount = 3;
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}
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return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
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s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
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}
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};
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TShader<CPhazonSuitFilter>::IDataBindingFactory*
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CPhazonSuitFilter::Initialize(boo::MetalDataFactory::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, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
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};
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s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
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const boo::VertexElementDescriptor BlurVtxVmt[] =
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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_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
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s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, nullptr, nullptr, s_VtxFmt,
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boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, s_VtxFmt,
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boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, nullptr, nullptr, s_BlurVtxFmt,
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boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::None, false, false, true, boo::CullMode::None);
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return new CPhazonSuitFilterMetalDataBindingFactory;
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}
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template <>
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void CPhazonSuitFilter::Shutdown<boo::MetalDataFactory>()
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{
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s_VtxFmt.reset();
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s_BlurVtxFmt.reset();
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s_IndPipeline.reset();
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s_Pipeline.reset();
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s_BlurPipeline.reset();
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}
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}
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