mirror of https://github.com/AxioDL/metaforce.git
123 lines
4.4 KiB
C++
123 lines
4.4 KiB
C++
#include "CThermalHotFilter.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform ThermalHotUniform\n"
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"{\n"
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" vec4 colorReg0;\n"
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" vec4 colorReg1;\n"
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" vec4 colorReg2;\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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" vec2 sceneUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.sceneUv = uvIn.xy;\n"
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" gl_Position = vec4(posIn.xyz, 1.0);\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec2 sceneUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D sceneTex;\n"
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"TBINDING1 uniform sampler2D paletteTex;\n"
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"const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);\n"
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"void main()\n"
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"{\n"
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" float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime);\n"
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" vec4 colorSample = texture(paletteTex, vec2(sceneSample / 17.0, 0.5));\n"
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" colorOut = colorSample * sceneSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_Pipeline = nullptr;
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struct CThermalHotFilterGLDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CThermalHotFilter& filter)
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{
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boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
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{filter.m_vbo, nullptr, boo::VertexSemantic::UV4}
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};
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
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return cctx.newShaderDataBinding(s_Pipeline,
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ctx.newVertexFormat(2, VtxVmt), filter.m_vbo, nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 2, texs, nullptr, nullptr);
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}
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};
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#if BOO_HAS_VULKAN
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struct CThermalHotFilterVulkanDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CThermalHotFilter& filter)
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{
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
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return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs, nullptr, nullptr);
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}
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};
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#endif
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TShader<CThermalHotFilter>::IDataBindingFactory* CThermalHotFilter::Initialize(boo::GLDataFactory::Context& ctx)
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{
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const char* texNames[] = {"sceneTex", "paletteTex"};
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const char* uniNames[] = {"ThermalHotUniform"};
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s_Pipeline = ctx.newShaderPipeline(VS, FS, 2, texNames, 1, uniNames, boo::BlendFactor::DstAlpha,
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boo::BlendFactor::InvDstAlpha, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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return new CThermalHotFilterGLDataBindingFactory;
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}
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#if BOO_HAS_VULKAN
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TShader<CThermalHotFilter>::IDataBindingFactory* CThermalHotFilter::Initialize(boo::VulkanDataFactory::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}
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};
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s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::DstAlpha,
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boo::BlendFactor::InvDstAlpha, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, true, boo::CullMode::None);
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return new CThermalHotFilterVulkanDataBindingFactory;
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}
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#endif
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}
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