metaforce/Runtime/Graphics/Shaders/CLineRendererShaders.cpp

83 lines
2.5 KiB
C++

#include "CLineRendererShaders.hpp"
namespace urde
{
boo::IShaderPipeline* CLineRendererShaders::m_texAlpha = nullptr;
boo::IShaderPipeline* CLineRendererShaders::m_texAdditive = nullptr;
boo::IShaderPipeline* CLineRendererShaders::m_noTexAlpha = nullptr;
boo::IShaderPipeline* CLineRendererShaders::m_noTexAdditive = nullptr;
boo::IVertexFormat* CLineRendererShaders::m_texVtxFmt = nullptr;
boo::IVertexFormat* CLineRendererShaders::m_noTexVtxFmt = nullptr;
std::unique_ptr<CLineRendererShaders::IDataBindingFactory> CLineRendererShaders::m_bindFactory;
boo::GraphicsDataToken CLineRendererShaders::m_gfxToken;
void CLineRendererShaders::Initialize()
{
if (!CGraphics::g_BooFactory)
return;
m_gfxToken = CGraphics::CommitResources(
[&](boo::IGraphicsDataFactory::Context& ctx) -> bool
{
switch (ctx.platform())
{
case boo::IGraphicsDataFactory::Platform::OpenGL:
m_bindFactory.reset(Initialize(static_cast<boo::GLDataFactory::Context&>(ctx)));
break;
#if _WIN32
case boo::IGraphicsDataFactory::Platform::D3D11:
case boo::IGraphicsDataFactory::Platform::D3D12:
m_bindFactory.reset(Initialize(static_cast<boo::ID3DDataFactory::Context&>(ctx)));
break;
#endif
#if BOO_HAS_METAL
case boo::IGraphicsDataFactory::Platform::Metal:
m_bindFactory.reset(Initialize(static_cast<boo::MetalDataFactory::Context&>(ctx)));
break;
#endif
#if BOO_HAS_VULKAN
case boo::IGraphicsDataFactory::Platform::Vulkan:
m_bindFactory.reset(Initialize(static_cast<boo::VulkanDataFactory::Context&>(ctx)));
break;
#endif
default: break;
}
return true;
});
}
void CLineRendererShaders::Shutdown()
{
m_gfxToken.doDestroy();
}
void CLineRendererShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CLineRenderer& renderer,
boo::ITexture* texture,
bool additive)
{
boo::IShaderPipeline* pipeline = nullptr;
if (texture)
{
if (additive)
pipeline = m_texAdditive;
else
pipeline = m_texAlpha;
}
else
{
if (additive)
pipeline = m_noTexAdditive;
else
pipeline = m_noTexAlpha;
}
m_bindFactory->BuildShaderDataBinding(ctx, renderer, pipeline, texture);
}
}