metaforce/Runtime/Graphics/Shaders/CSpaceWarpFilterHLSL.cpp

90 lines
3.1 KiB
C++

#include "CSpaceWarpFilter.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"cbuffer SpaceWarpUniform : register(b0)\n"
"{\n"
" float4x4 mainMtx;\n"
" float4x4 indMtx;\n"
" float4 strength;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 sceneUv : SCENEUV;\n"
" float2 indUv : INDV;\n"
" float2 strength : STRENGTH;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.position = mul(mainMtx, float4(v.posIn.xy, 0.0, 1.0));\n"
" vtf.sceneUv = vtf.position.xy * float2(0.5, 0.5) + float2(0.5, 0.5);\n"
" vtf.sceneUv.y = -vtf.sceneUv.y;\n"
" vtf.indUv = mul(float3x3(indMtx[0].xyz, indMtx[1].xyz, indMtx[2].xyz), float3(v.uvIn.xy, 1.0)).xy;\n"
" vtf.indUv.y = -vtf.indUv.y;\n"
" vtf.strength = strength.xy;\n"
" return vtf;\n"
"}\n";
static const char* FS =
"Texture2D sceneTex : register(t0);\n"
"Texture2D indTex : register(t1);\n"
"SamplerState samp : register(s0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 sceneUv : SCENEUV;\n"
" float2 indUv : INDV;\n"
" float2 strength : STRENGTH;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return sceneTex.Sample(samp, vtf.sceneUv + (indTex.Sample(samp, vtf.indUv).xy * float2(2.0, 2.0) - float2(1.0 - 1.0 / 256.0, 1.0 - 1.0 / 256.0)) * vtf.strength.xy);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
struct CSpaceWarpFilterD3DDataBindingFactory : TShader<CSpaceWarpFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CSpaceWarpFilter& filter)
{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_warpTex};
return cctx.newShaderDataBinding(TShader<CSpaceWarpFilter>::m_pipeline,
TShader<CSpaceWarpFilter>::m_vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}
};
TShader<CSpaceWarpFilter>::IDataBindingFactory* CSpaceWarpFilter::Initialize(boo::ID3DDataFactory::Context& ctx,
boo::IShaderPipeline*& pipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
pipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
vtxFmtOut, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false, false);
return new CSpaceWarpFilterD3DDataBindingFactory;
}
}