metaforce/Runtime/Graphics/Shaders/CThermalHotFilterHLSL.cpp

98 lines
3.1 KiB
C++

#include "CThermalHotFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer ThermalHotUniform : register(b0)\n"
"{\n"
" float4 colorReg0;\n"
" float4 colorReg1;\n"
" float4 colorReg2;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 sceneUv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.sceneUv = v.uvIn.xy;\n"
" vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"Texture2D sceneTex : register(t0);\n"
"Texture2D paletteTex : register(t1);\n"
"SamplerState samp : register(s0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 sceneUv : UV;\n"
"};\n"
"\n"
"static const float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime);\n"
" float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 17.0, 0.5));\n"
" return colorSample * sceneSample;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
struct CThermalHotFilterD3DDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CThermalHotFilter& filter)
{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get(), g_Renderer->GetThermoPalette().get()};
return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs, nullptr, nullptr);
}
};
TShader<CThermalHotFilter>::IDataBindingFactory* CThermalHotFilter::Initialize(boo::ID3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::DstAlpha, boo::BlendFactor::InvDstAlpha,
boo::Primitive::TriStrips, boo::ZTest::None,
false, true, false, boo::CullMode::None);
return new CThermalHotFilterD3DDataBindingFactory;
}
template <>
void CThermalHotFilter::Shutdown<boo::ID3DDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
}
}