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			508 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			508 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "CElementGenShaders.hpp"
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| #include "CElementGen.hpp"
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| #include "CGenDescription.hpp"
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| #include "CElectricDescription.hpp"
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| #include "CSwooshDescription.hpp"
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| #include "Graphics/CModel.hpp"
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| 
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| namespace urde
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| {
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| 
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| static const char* VS_GLSL_TEX =
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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[4];\n"
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| "layout(location=4) in vec4 colorIn;\n"
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| "layout(location=5) in vec4 uvsIn[4];\n"
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| "\n"
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| "UBINDING0 uniform ParticleUniform\n"
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| "{\n"
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| "    mat4 mvp;\n"
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| "    vec4 moduColor;\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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| "    vec4 color;\n"
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| "    vec2 uv;\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.color = colorIn * moduColor;\n"
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| "    vtf.uv = uvsIn[gl_VertexID].xy;\n"
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| "    gl_Position = mvp * posIn[gl_VertexID];\n"
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| "}\n";
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| 
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| static const char* FS_GLSL_TEX =
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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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| "    vec4 color;\n"
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| "    vec2 uv;\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 tex;\n"
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| "void main()\n"
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| "{\n"
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| "    colorOut = vtf.color * texture(tex, vtf.uv);\n"
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| "}\n";
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| 
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| static const char* FS_GLSL_TEX_REDTOALPHA =
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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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| "    vec4 color;\n"
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| "    vec2 uv;\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 tex;\n"
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| "void main()\n"
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| "{\n"
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| "    colorOut = vtf.color * texture(tex, vtf.uv);\n"
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| "    colorOut.a = colorOut.r;\n"
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| "}\n";
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| 
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| static const char* VS_GLSL_INDTEX =
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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[4];\n"
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| "layout(location=4) in vec4 colorIn;\n"
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| "layout(location=5) in vec4 uvsInTexrTind[4];\n"
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| "layout(location=9) in vec4 uvsInScene;\n"
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| "\n"
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| "UBINDING0 uniform ParticleUniform\n"
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| "{\n"
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| "    mat4 mvp;\n"
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| "    vec4 moduColor;\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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| "    vec4 color;\n"
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| "    vec4 uvScene;\n"
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| "    vec2 uvTexr;\n"
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| "    vec2 uvTind;\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.color = colorIn * moduColor;\n"
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| "    vtf.uvScene = uvsInScene;\n"
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| "    vtf.uvTexr = uvsInTexrTind[gl_VertexID].xy;\n"
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| "    vtf.uvTind = uvsInTexrTind[gl_VertexID].zw;\n"
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| "    gl_Position = mvp * posIn[gl_VertexID];\n"
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| "    gl_Position = FLIPFROMGL(gl_Position);\n"
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| "}\n";
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| 
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| static const char* FS_GLSL_INDTEX =
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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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| "    vec4 color;\n"
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| "    vec4 uvScene;\n"
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| "    vec2 uvTexr;\n"
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| "    vec2 uvTind;\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 texrMap;\n"
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| "TBINDING1 uniform sampler2D sceneMap;\n"
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| "TBINDING2 uniform sampler2D tindMap;\n"
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| "void main()\n"
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| "{\n"
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| "    vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n"
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| "    vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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| "    vec4 texrTexel = texture(texrMap, vtf.uvTexr);\n"
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| "    colorOut = vtf.color * sceneTexel + texrTexel;\n"
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| "    colorOut.a = vtf.color.a * texrTexel.a;\n"
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| "}\n";
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| 
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| static const char* FS_GLSL_CINDTEX =
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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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| "    vec4 color;\n"
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| "    vec4 uvScene;\n"
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| "    vec2 uvTexr;\n"
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| "    vec2 uvTind;\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 texrMap;\n"
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| "TBINDING1 uniform sampler2D sceneMap;\n"
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| "TBINDING2 uniform sampler2D tindMap;\n"
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| "void main()\n"
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| "{\n"
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| "    vec2 tindTexel = texture(tindMap, vtf.uvTind).zw;\n"
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| "    vec4 sceneTexel = texture(sceneMap, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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| "    colorOut = vtf.color * sceneTexel * texture(texrMap, vtf.uvTexr);\n"
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| "}\n";
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| 
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| static const char* VS_GLSL_NOTEX =
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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[4];\n"
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| "layout(location=4) in vec4 colorIn;\n"
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| "\n"
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| "UBINDING0 uniform ParticleUniform\n"
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| "{\n"
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| "    mat4 mvp;\n"
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| "    vec4 moduColor;\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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| "    vec4 color;\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.color = colorIn * moduColor;\n"
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| "    gl_Position = mvp * posIn[gl_VertexID];\n"
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| "}\n";
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| 
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| static const char* FS_GLSL_NOTEX =
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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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| "    vec4 color;\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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| "void main()\n"
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| "{\n"
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| "    colorOut = vtf.color;\n"
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| "}\n";
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| 
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| struct OGLElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
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| {
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|     void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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|                                 CElementGen& gen,
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|                                 boo::IShaderPipeline* regPipeline,
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|                                 boo::IShaderPipeline* redToAlphaPipeline)
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|     {
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|         CGenDescription* desc = gen.GetDesc();
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| 
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|         boo::IVertexFormat* vtxFmt = nullptr;
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|         CUVElement* texr = desc->x54_x40_TEXR.get();
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|         CUVElement* tind = desc->x58_x44_TIND.get();
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|         int texCount = 0;
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|         boo::ITexture* textures[3];
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| 
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|         if (texr)
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|         {
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|             textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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|             texCount = 1;
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|             if (tind)
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|             {
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|                 textures[1] = CGraphics::g_SpareTexture;
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|                 textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
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|                 texCount = 3;
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| 
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|                 const boo::VertexElementDescriptor TexFmtIndTex[] =
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|                 {
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
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|                 };
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|                 vtxFmt = ctx.newVertexFormat(10, TexFmtIndTex);
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|             }
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|             else
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|             {
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|                 const boo::VertexElementDescriptor TexFmtTex[] =
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|                 {
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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|                     {gen.m_instBuf, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
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|                 };
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|                 vtxFmt = ctx.newVertexFormat(9, TexFmtTex);
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|             }
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|         }
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|         else
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|         {
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|             const boo::VertexElementDescriptor TexFmtNoTex[] =
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|             {
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|                 {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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|                 {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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|                 {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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|                 {gen.m_instBuf, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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|                 {gen.m_instBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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|             };
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|             vtxFmt = ctx.newVertexFormat(5, TexFmtNoTex);
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|         }
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| 
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|         boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
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| 
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|         if (regPipeline)
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|             gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, vtxFmt, nullptr,
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|                                                             gen.m_instBuf, nullptr, 1, uniforms,
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|                                                             nullptr, texCount, textures);
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|         if (redToAlphaPipeline)
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|             gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, vtxFmt, nullptr,
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|                                                                 gen.m_instBuf, nullptr, 1, uniforms,
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|                                                                 nullptr, texCount, textures);
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|     }
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| };
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| 
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| static const char* UniNames[] = {"ParticleUniform"};
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| static const char* TexNames[] = {"tex"};
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| static const char* TindTexNames[] = {"texrMap", "sceneMap", "tindMap"};
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| 
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| CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLDataFactory::Context& ctx)
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| {
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|     m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                  boo::Primitive::TriStrips, true, true, boo::CullMode::None);
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|     m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                    boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                    boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
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|                                                      boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                      boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                    boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
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|                                                      boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                      boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
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|                                                      boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                      boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, 1, TexNames, 1, UniNames,
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|                                                        boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                        boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
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|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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|     m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, TindTexNames, 1, UniNames,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                  boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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| 
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|     m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
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|                                                 boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                 boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
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|                                                   boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                   boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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|     m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, TindTexNames, 1, UniNames,
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|                                                   boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                   boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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| 
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|     m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                    boo::Primitive::TriStrips, true, true, boo::CullMode::None);
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|     m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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|                                                      boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                      boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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|                                                      boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                      boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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|                                                        boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                        boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
 | |
|     m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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|                                                      boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                      boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
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|                                                        boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                        boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
 | |
|     return new struct OGLElementDataBindingFactory;
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| }
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| 
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| #if BOO_HAS_VULKAN
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| struct VulkanElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
 | |
| {
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|     void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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|                                 CElementGen& gen,
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|                                 boo::IShaderPipeline* regPipeline,
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|                                 boo::IShaderPipeline* redToAlphaPipeline)
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|     {
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|         CGenDescription* desc = gen.GetDesc();
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| 
 | |
|         CUVElement* texr = desc->x54_x40_TEXR.get();
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|         CUVElement* tind = desc->x58_x44_TIND.get();
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|         int texCount = 0;
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|         boo::ITexture* textures[3];
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| 
 | |
|         if (texr)
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|         {
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|             textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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|             texCount = 1;
 | |
|             if (tind)
 | |
|             {
 | |
|                 textures[1] = CGraphics::g_SpareTexture;
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|                 textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
 | |
|                 texCount = 3;
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
 | |
| 
 | |
|         if (regPipeline)
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|             gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr,
 | |
|                                                             gen.m_instBuf, nullptr, 1, uniforms,
 | |
|                                                             nullptr, texCount, textures);
 | |
|         if (redToAlphaPipeline)
 | |
|             gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
 | |
|                                                                 gen.m_instBuf, nullptr, 1, uniforms,
 | |
|                                                                 nullptr, texCount, textures);
 | |
|     }
 | |
| };
 | |
| 
 | |
| CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::VulkanDataFactory::Context& ctx)
 | |
| {
 | |
|     static const boo::VertexElementDescriptor TexFmtTex[] =
 | |
|     {
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
 | |
|     };
 | |
|     m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
 | |
| 
 | |
|     static const boo::VertexElementDescriptor TexFmtIndTex[] =
 | |
|     {
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 5},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 6},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 7}
 | |
|     };
 | |
|     m_vtxFormatIndTex = ctx.newVertexFormat(13, TexFmtIndTex);
 | |
| 
 | |
|     static const boo::VertexElementDescriptor TexFmtNoTex[] =
 | |
|     {
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
 | |
|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
 | |
|     };
 | |
|     m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
 | |
| 
 | |
|     m_texZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
 | |
|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                              boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
|     m_texNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
|     m_texZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_texAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_vtxFormatTex,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX_REDTOALPHA, m_vtxFormatTex,
 | |
|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_indTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
 | |
|                                            boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                            boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
|     m_indTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
 | |
|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                              boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_indTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, m_vtxFormatIndTex,
 | |
|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                              boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
| 
 | |
|     m_cindTexZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
 | |
|                                             boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                             boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
|     m_cindTexNoZWrite = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
 | |
|                                               boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                               boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_cindTexAdditive = ctx.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, m_vtxFormatIndTex,
 | |
|                                               boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                               boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
| 
 | |
|     m_noTexZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                boo::Primitive::TriStrips, true, true, boo::CullMode::None);
 | |
|     m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, false, true, boo::CullMode::None);
 | |
|     m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
 | |
|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
 | |
|     m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_vtxFormatNoTex,
 | |
|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
 | |
|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
 | |
| 
 | |
|     return new struct VulkanElementDataBindingFactory;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| }
 |