metaforce/Runtime/Graphics/Shaders/CRadarPaintShaderMetal.cpp

110 lines
3.6 KiB
C++

#include "CRadarPaintShader.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 uvIn[4];\n"
" float4 colorIn;\n"
"};\n"
"\n"
"struct RadarPaintUniform\n"
"{\n"
" float4x4 xf;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant RadarPaintUniform& rpu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn;\n"
" vtf.uv = v.uvIn[vertId].xy;\n"
" vtf.position = rpu.xf * float4(v.posIn[vertId].xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ 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> tex [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex.sample(samp, vtf.uv);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CRadarPaintShader)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
struct CRadarPaintShaderMetalDataBindingFactory : TShader<CRadarPaintShader>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CRadarPaintShader& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::ObjToken<boo::ITexture> texs[] = {filter.m_tex->GetBooTexture()};
return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
nullptr, filter.m_vbo.get(), nullptr, 1, bufs,
nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
};
TShader<CRadarPaintShader>::IDataBindingFactory*
CRadarPaintShader::Initialize(boo::MetalDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4, 3},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
s_VtxFmt = ctx.newVertexFormat(9, VtxVmt);
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, s_VtxFmt,
boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CRadarPaintShaderMetalDataBindingFactory;
}
template <>
void CRadarPaintShader::Shutdown<boo::MetalDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
}
}