mirror of https://github.com/AxioDL/metaforce.git
141 lines
5.2 KiB
C++
141 lines
5.2 KiB
C++
#include "CXRayBlurFilter.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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"#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 [[ attribute(0) ]];\n"
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" float4 uvIn [[ attribute(1) ]];\n"
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"};\n"
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"\n"
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"struct XRayBlurUniform\n"
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"{\n"
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" float4x4 uv0;\n"
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" float4x4 uv1;\n"
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" float4x4 uv2;\n"
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" float4x4 uv3;\n"
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" float4x4 uv4;\n"
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" float4x4 uv5;\n"
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" float4x4 uv6;\n"
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" float4x4 uv7;\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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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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" float2 uv7;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant XRayBlurUniform& xbu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv0 = (xbu.uv0 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv0.y = 1.0 - vtf.uv0.y;\n"
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" vtf.uv1 = (xbu.uv1 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv1.y = 1.0 - vtf.uv1.y;\n"
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" vtf.uv2 = (xbu.uv2 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv2.y = 1.0 - vtf.uv2.y;\n"
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" vtf.uv3 = (xbu.uv3 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv3.y = 1.0 - vtf.uv3.y;\n"
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" vtf.uv4 = (xbu.uv4 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv4.y = 1.0 - vtf.uv4.y;\n"
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" vtf.uv5 = (xbu.uv5 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv5.y = 1.0 - vtf.uv5.y;\n"
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" vtf.uv6 = (xbu.uv6 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv6.y = 1.0 - vtf.uv6.y;\n"
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" vtf.uv7 = (xbu.uv7 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv7.y = 1.0 - vtf.uv7.y;\n"
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" vtf.position = float4(v.posIn.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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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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" float2 uv4;\n"
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" float2 uv5;\n"
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" float2 uv6;\n"
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" float2 uv7;\n"
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"};\n"
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"\n"
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"constant float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(3) ]],\n"
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" texture2d<float> sceneTex [[ texture(0) ]],\n"
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" texture2d<float> paletteTex [[ texture(1) ]])\n"
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"{\n"
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" float4 colorSample = paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv4), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv5), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv6), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv7), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" return colorSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
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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 CXRayBlurFilterMetalDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CXRayBlurFilter& 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[] = {CGraphics::g_SpareTexture.get(), filter.m_booTex};
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return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo.get(), 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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TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::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},
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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, nullptr, nullptr,
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s_VtxFmt, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips, boo::ZTest::None, false,
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true, false, boo::CullMode::None);
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return new CXRayBlurFilterMetalDataBindingFactory;
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}
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template <>
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void CXRayBlurFilter::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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