metaforce/Runtime/Graphics/CLineRendererShadersGLSL.cpp

206 lines
7.1 KiB
C++

#include "CLineRendererShaders.hpp"
#include "CLineRenderer.hpp"
namespace urde
{
static const char* VS_GLSL_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
"layout(location=2) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform LineUniform\n"
"{\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" vtf.uv = uvIn.xy;\n"
" gl_Position = FLIPFROMGL(posIn);\n"
"}\n";
static const char* FS_GLSL_TEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(tex, vtf.uv);\n"
"}\n";
static const char* VS_GLSL_NOTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
"\n"
"UBINDING0 uniform LineUniform\n"
"{\n"
" vec4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * moduColor;\n"
" gl_Position = FLIPFROMGL(posIn);\n"
"}\n";
static const char* FS_GLSL_NOTEX =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
struct OGLLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
{
void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
boo::IShaderPipeline* pipeline, boo::ITexture* texture)
{
boo::IVertexFormat* vtxFmt = nullptr;
int texCount = 0;
boo::ITexture* textures[1];
if (texture)
{
textures[0] = texture;
texCount = 1;
const boo::VertexElementDescriptor TexFmtTex[] =
{
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color},
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::UV4}
};
vtxFmt = ctx.newVertexFormat(3, TexFmtTex);
}
else
{
const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Position4},
{renderer.m_vertBuf, nullptr, boo::VertexSemantic::Color}
};
vtxFmt = ctx.newVertexFormat(2, TexFmtNoTex);
}
boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, vtxFmt, renderer.m_vertBuf,
nullptr, nullptr, 1, uniforms, nullptr,
texCount, textures);
}
};
CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::GLDataFactory::Context& ctx)
{
static const char* UniNames[] = {"LineUniform"};
static const char* TexNames[] = {"tex"};
m_texAlpha = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_texAdditive = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, 1, TexNames, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, false, false);
m_noTexAlpha = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_noTexAdditive = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 1, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, false, false);
return new struct OGLLineDataBindingFactory;
}
#if BOO_HAS_VULKAN
struct VulkanLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
{
void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
boo::IShaderPipeline* pipeline, boo::ITexture* texture)
{
int texCount = 0;
boo::ITexture* textures[1];
if (texture)
{
textures[0] = texture;
texCount = 1;
}
boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, nullptr, renderer.m_vertBuf,
nullptr, nullptr, 1, uniforms,
nullptr, texCount, textures);
}
};
CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::VulkanDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor VtxFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = ctx.newVertexFormat(3, VtxFmtTex);
static const boo::VertexElementDescriptor VtxFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_noTexVtxFmt = ctx.newVertexFormat(2, VtxFmtNoTex);
m_texAlpha = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_texAdditive = ctx.newShaderPipeline(VS_GLSL_TEX, FS_GLSL_TEX, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, false, false);
m_noTexAlpha = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_noTexAdditive = ctx.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, m_noTexVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, false, false);
return new struct VulkanLineDataBindingFactory;
}
#endif
}