mirror of https://github.com/AxioDL/metaforce.git
98 lines
3.1 KiB
C++
98 lines
3.1 KiB
C++
#include "CThermalHotFilter.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"\n"
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"cbuffer ThermalHotUniform : register(b0)\n"
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"{\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\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 : SV_Position;\n"
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" float2 sceneUv : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.sceneUv = v.uvIn.xy;\n"
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" vtf.sceneUv.y = 1.0 - vtf.sceneUv.y;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\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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"Texture2D sceneTex : register(t0);\n"
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"Texture2D paletteTex : register(t1);\n"
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"SamplerState samp : register(s0);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position : SV_Position;\n"
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" float2 sceneUv : UV;\n"
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"};\n"
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"\n"
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"static const float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime);\n"
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" float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 17.0, 0.5));\n"
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" return colorSample * sceneSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CThermalHotFilter)
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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 CThermalHotFilterD3DDataBindingFactory : TShader<CThermalHotFilter>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding>
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BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CThermalHotFilter& filter)
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{
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boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::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(), g_Renderer->GetThermoPalette().get()};
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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<CThermalHotFilter>::IDataBindingFactory* CThermalHotFilter::Initialize(boo::ID3DDataFactory::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, nullptr,
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s_VtxFmt, boo::BlendFactor::DstAlpha, boo::BlendFactor::InvDstAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None,
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false, true, false, boo::CullMode::None);
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return new CThermalHotFilterD3DDataBindingFactory;
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}
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template <>
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void CThermalHotFilter::Shutdown<boo::ID3DDataFactory>()
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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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