mirror of https://github.com/AxioDL/metaforce.git
111 lines
3.7 KiB
C++
111 lines
3.7 KiB
C++
#include "CRadarPaintShader.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[4];\n"
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" float4 uvIn[4];\n"
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" float4 colorIn;\n"
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"};\n"
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"\n"
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"struct RadarPaintUniform\n"
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"{\n"
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" float4x4 xf;\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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" float2 uv;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant RadarPaintUniform& rpu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn;\n"
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" vtf.uv = v.uvIn[vertId].xy;\n"
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" vtf.position = rpu.xf * float4(v.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* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\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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" float2 uv;\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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" texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
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" return vtf.color * tex.sample(samp, vtf.uv);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CRadarPaintShader)
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static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
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static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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struct CRadarPaintShaderMetalDataBindingFactory : TShader<CRadarPaintShader>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CRadarPaintShader& 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_uniBuf.get()};
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boo::ObjToken<boo::ITexture> texs[] = {filter.m_tex->GetBooTexture()};
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return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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nullptr, filter.m_vbo.get(), nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
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}
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};
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TShader<CRadarPaintShader>::IDataBindingFactory*
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CRadarPaintShader::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, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4, 3},
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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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{nullptr, nullptr, boo::VertexSemantic::UV4, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color}
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};
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s_VtxFmt = ctx.newVertexFormat(9, VtxVmt);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr,
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s_VtxFmt, CGraphics::g_ViewportSamples,
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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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return new CRadarPaintShaderMetalDataBindingFactory;
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}
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template <>
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void CRadarPaintShader::Shutdown<boo::MetalDataFactory>()
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{
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s_VtxFmt.reset();
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s_Pipeline.reset();
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}
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}
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