metaforce/Runtime/Graphics/Shaders/CXRayBlurFilterGLSL.cpp

169 lines
6.2 KiB
C++

#include "CXRayBlurFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
static const char* VS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform XRayBlurUniform\n"
"{\n"
" mat4 uv0;\n"
" mat4 uv1;\n"
" mat4 uv2;\n"
" mat4 uv3;\n"
" mat4 uv4;\n"
" mat4 uv5;\n"
" mat4 uv6;\n"
" mat4 uv7;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec2 uv0;\n"
" vec2 uv1;\n"
" vec2 uv2;\n"
" vec2 uv3;\n"
" vec2 uv4;\n"
" vec2 uv5;\n"
" vec2 uv6;\n"
" vec2 uv7;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv0 = (uv0 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv1 = (uv1 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv2 = (uv2 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv3 = (uv3 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv4 = (uv4 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv5 = (uv5 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv6 = (uv6 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv7 = (uv7 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec2 uv0;\n"
" vec2 uv1;\n"
" vec2 uv2;\n"
" vec2 uv3;\n"
" vec2 uv4;\n"
" vec2 uv5;\n"
" vec2 uv6;\n"
" vec2 uv7;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D sceneTex;\n"
"TBINDING1 uniform sampler2D paletteTex;\n"
"const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);\n"
"void main()\n"
"{\n"
" vec4 colorSample = texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv4), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv5), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv6), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv7), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
" colorOut = colorSample;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
struct CXRayBlurFilterGLDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CXRayBlurFilter& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4}
};
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get(), filter.m_booTex};
return cctx.newShaderDataBinding(s_Pipeline,
ctx.newVertexFormat(2, VtxVmt), filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 2, texs, nullptr, nullptr);
}
};
#if BOO_HAS_VULKAN
struct CXRayBlurFilterVulkanDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CXRayBlurFilter& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get(), filter.m_booTex.get()};
return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs, nullptr, nullptr);
}
};
#endif
TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* texNames[] = {"sceneTex", "paletteTex"};
const char* uniNames[] = {"XRayBlurUniform"};
s_Pipeline = ctx.newShaderPipeline(VS, FS, 2, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CXRayBlurFilterGLDataBindingFactory;
}
template <>
void CXRayBlurFilter::Shutdown<boo::GLDataFactory>()
{
s_Pipeline.reset();
}
#if BOO_HAS_VULKAN
TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::Initialize(boo::VulkanDataFactory::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, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CXRayBlurFilterVulkanDataBindingFactory;
}
template <>
void CXRayBlurFilter::Shutdown<boo::VulkanDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
}
#endif
}