mirror of https://github.com/AxioDL/metaforce.git
184 lines
7.4 KiB
C++
184 lines
7.4 KiB
C++
#include "CTextSupportShader.hpp"
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#include "GuiSys/CTextRenderBuffer.hpp"
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#include "TMultiBlendShader.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* TextVS =
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"struct InstData\n"
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"{\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 uvIn[4] : UV;\n"
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" float4 fontColorIn : COLOR0;\n"
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" float4 outlineColorIn : COLOR1;\n"
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" float4 mulColorIn : COLOR2;\n"
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"};\n"
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"\n"
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"cbuffer TextSupportUniform : register(b0)\n"
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"{\n"
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" float4x4 mtx;\n"
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" float4 color;\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 pos : SV_Position;\n"
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" float4 fontColor : COLOR0;\n"
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" float4 outlineColor : COLOR1;\n"
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" float4 mulColor : COLOR2;\n"
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" float3 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in InstData inst, in uint vertId : SV_VertexID)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.fontColor = color * inst.fontColorIn;\n"
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" vtf.outlineColor = color * inst.outlineColorIn;\n"
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" vtf.mulColor = inst.mulColorIn;\n"
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" vtf.uv = inst.uvIn[vertId].xyz;\n"
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" vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));\n"
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" return vtf;\n"
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"}\n";
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static const char* TextFS =
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 fontColor : COLOR0;\n"
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" float4 outlineColor : COLOR1;\n"
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" float4 mulColor : COLOR2;\n"
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" float3 uv : UV;\n"
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"};\n"
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"\n"
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"Texture2DArray tex : register(t0);\n"
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"SamplerState samp : register(s2);\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float4 texel = tex.Sample(samp, vtf.uv.xyz);\n"
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" return (vtf.fontColor * texel.r + vtf.outlineColor * texel.g) * vtf.mulColor;\n"
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"}\n";
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static const char* ImgVS =
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"struct InstData\n"
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"{\n"
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" float4 posIn[4] : POSITION;\n"
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" float4 uvIn[4] : UV;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer TextSupportUniform : register(b0)\n"
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"{\n"
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" float4x4 mtx;\n"
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" float4 color;\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 pos : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in InstData inst, in uint vertId : SV_VertexID)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = color * inst.colorIn;\n"
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" vtf.uv = inst.uvIn[vertId].xy;\n"
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" vtf.pos = mul(mtx, float4(inst.posIn[vertId].xyz, 1.0));\n"
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" return vtf;\n"
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"}\n";
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static const char* ImgFS =
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"Texture2D tex : register(t0);\n"
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"SamplerState samp : register(s2);\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float4 texel = tex.Sample(samp, vtf.uv);\n"
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" return vtf.color * texel;\n"
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"}\n";
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TMultiBlendShader<CTextSupportShader>::IDataBindingFactory*
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CTextSupportShader::Initialize(boo::D3DDataFactory::Context& ctx)
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{
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boo::VertexElementDescriptor TextVtxVmt[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 2},
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};
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s_TextVtxFmt = ctx.newVertexFormat(11, TextVtxVmt);
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s_TextAlphaPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr, nullptr,
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s_TextVtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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s_TextAddPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr, nullptr,
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s_TextVtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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s_TextAddOverdrawPipeline = ctx.newShaderPipeline(TextVS, TextFS, nullptr, nullptr, nullptr,
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s_TextVtxFmt, boo::BlendFactor::One,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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boo::VertexElementDescriptor ImageVtxVmt[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced, 0},
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};
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s_ImageVtxFmt = ctx.newVertexFormat(9, ImageVtxVmt);
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s_ImageAlphaPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr, nullptr,
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s_ImageVtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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s_ImageAddPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr, nullptr,
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s_ImageVtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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s_ImageAddOverdrawPipeline = ctx.newShaderPipeline(ImgVS, ImgFS, nullptr, nullptr, nullptr,
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s_ImageVtxFmt, boo::BlendFactor::One,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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return nullptr;
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}
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template <>
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void CTextSupportShader::Shutdown<boo::D3DDataFactory>()
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{
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s_TextVtxFmt.reset();
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s_TextAlphaPipeline.reset();
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s_TextAddPipeline.reset();
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s_TextAddOverdrawPipeline.reset();
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s_ImageVtxFmt.reset();
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s_ImageAlphaPipeline.reset();
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s_ImageAddPipeline.reset();
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s_ImageAddOverdrawPipeline.reset();
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}
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}
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