mirror of https://github.com/AxioDL/metaforce.git
103 lines
3.5 KiB
C++
103 lines
3.5 KiB
C++
#include "CSpaceWarpFilter.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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"struct SpaceWarpUniform\n"
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"{\n"
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" float4x4 mainMtx;\n"
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" float4x4 indMtx;\n"
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" float4 strength;\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 sceneUv;\n"
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" float2 indUv;\n"
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" float2 strength;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpaceWarpUniform& swu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.position = swu.mainMtx * float4(v.posIn.xy, 0.0, 1.0);\n"
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" vtf.sceneUv = vtf.position.xy * float2(0.5) + float2(0.5);\n"
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" vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;\n"
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" vtf.indUv = (float3x3(swu.indMtx[0].xyz, swu.indMtx[1].xyz, swu.indMtx[2].xyz) * float3(v.uvIn.xy, 1.0)).xy;\n"
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" vtf.indUv.y = 1.0 - vtf.indUv.y;\n"
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" vtf.strength = swu.strength.xy;\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 sceneUv;\n"
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" float2 indUv;\n"
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" float2 strength;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d<float> sceneTex [[ texture(0) ]],\n"
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" texture2d<float> indTex [[ texture(1) ]])\n"
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"{\n"
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" return sceneTex.sample(samp, vtf.sceneUv + (indTex.sample(samp, vtf.indUv).xy * float2(2.0) - float2(1.0 - 1.0 / 256.0)) * vtf.strength.xy);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CSpaceWarpFilter)
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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 CSpaceWarpFilterMetalDataBindingFactory : TShader<CSpaceWarpFilter>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CSpaceWarpFilter& 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_warpTex};
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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<CSpaceWarpFilter>::IDataBindingFactory* CSpaceWarpFilter::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,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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return new CSpaceWarpFilterMetalDataBindingFactory;
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}
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template <>
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void CSpaceWarpFilter::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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