metaforce/specter/lib/View.cpp

453 lines
15 KiB
C++

#include "specter/View.hpp"
#include "specter/ViewResources.hpp"
#include "specter/RootView.hpp"
namespace specter
{
static logvisor::Module Log("specter::View");
#if BOO_HAS_GL
static const char* GLSLSolidVS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
SPECTER_GLSL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
" gl_Position = FLIPFROMGL(gl_Position);\n"
"}\n";
static const char* GLSLSolidFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
static const char* GLSLTexVS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec2 uvIn;\n"
SPECTER_GLSL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 uv;\n"
"};\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv.xy = uvIn;\n"
" vtf.color = mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
" gl_Position = FLIPFROMGL(gl_Position);\n"
"}\n";
static const char* GLSLTexFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 uv;\n"
"};\n"
"SBINDING(0) in VertToFrag vtf;\n"
"TBINDING0 uniform sampler2D tex;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = texture(tex, vtf.uv.xy) * vtf.color;\n"
"}\n";
static const char* BlockNames[] = {"SpecterViewBlock"};
static const char* TexNames[] = {"tex"};
void View::Resources::init(boo::GLDataFactory::Context& ctx, const IThemeData& theme)
{
m_solidShader = ctx.newShaderPipeline(GLSLSolidVS, GLSLSolidFS, 0, nullptr, 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, false,
boo::CullMode::None);
m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, TexNames, 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, false,
boo::CullMode::None);
}
#endif
#if _WIN32
void View::Resources::init(boo::ID3DDataFactory::Context& ctx, const IThemeData& theme)
{
static const char* SolidVS =
"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float4 colorIn : COLOR;\n"
"};\n"
SPECTER_HLSL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * mulColor;\n"
" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* SolidFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
static const char* TexVS =
"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float2 uvIn : UV;\n"
"};\n"
SPECTER_HLSL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn;\n"
" vtf.color = mulColor;\n"
" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* TexFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"Texture2D tex : register(t0);\n"
"SamplerState samp : register(s0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return tex.Sample(samp, vtf.uv) * vtf.color;\n"
"}\n";
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, nullptr, nullptr, nullptr, m_solidVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
m_texShader = ctx.newShaderPipeline(TexVS, TexFS, nullptr, nullptr, nullptr, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
}
#endif
#if BOO_HAS_METAL
void View::Resources::init(boo::MetalDataFactory::Context& ctx, const IThemeData& theme)
{
static const char* SolidVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float4 colorIn [[ attribute(1) ]];\n"
"};\n"
SPECTER_METAL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * view.mulColor;\n"
" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* SolidFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
static const char* TexVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float2 uvIn [[ attribute(1) ]];\n"
"};\n"
SPECTER_METAL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn;\n"
" vtf.color = view.mulColor;\n"
" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* TexFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return tex.sample(samp, vtf.uv) * vtf.color;\n"
"}\n";
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, nullptr, nullptr, m_solidVtxFmt, 1,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
m_texShader = ctx.newShaderPipeline(TexVS, TexFS, nullptr, nullptr, m_texVtxFmt, 1,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
}
#endif
#if BOO_HAS_VULKAN
void View::Resources::init(boo::VulkanDataFactory::Context& ctx, const IThemeData& theme)
{
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
m_solidShader = ctx.newShaderPipeline(GLSLSolidVS, GLSLSolidFS, m_solidVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::None, false, true, true, boo::CullMode::None);
}
#endif
void View::buildResources(boo::IGraphicsDataFactory::Context& ctx, ViewResources& res)
{
m_viewVertBlockBuf = res.m_viewRes.m_bufPool.allocateBlock(res.m_factory);
m_bgVertsBinding.init(ctx, res, 4, m_viewVertBlockBuf);
}
View::View(ViewResources& res)
: m_rootView(*static_cast<RootView*>(this)),
m_parentView(*static_cast<RootView*>(this)) {}
View::View(ViewResources& res, View& parentView)
: m_rootView(parentView.rootView()),
m_parentView(parentView) {}
void View::updateSize()
{
resized(m_rootView.rootRect(), m_subRect);
}
void View::resized(const boo::SWindowRect& root, const boo::SWindowRect& sub)
{
m_subRect = sub;
m_viewVertBlock.setViewRect(root, sub);
m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f);
m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f);
m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f);
m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f);
if (m_viewVertBlockBuf)
m_viewVertBlockBuf.access() = m_viewVertBlock;
m_bgVertsBinding.load<decltype(m_bgRect)>(m_bgRect);
}
void View::resized(const ViewBlock& vb, const boo::SWindowRect& sub)
{
m_subRect = sub;
m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f);
m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f);
m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f);
m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f);
if (m_viewVertBlockBuf)
m_viewVertBlockBuf.access() = vb;
m_bgVertsBinding.load<decltype(m_bgRect)>(m_bgRect);
}
void View::draw(boo::IGraphicsCommandQueue* gfxQ)
{
if (m_bgVertsBinding.m_shaderBinding)
{
gfxQ->setShaderDataBinding(m_bgVertsBinding);
gfxQ->draw(0, 4);
}
}
void View::commitResources(ViewResources& res, const boo::FactoryCommitFunc& commitFunc)
{
res.m_factory->commitTransaction(commitFunc);
}
void View::VertexBufferBindingSolid::init(boo::IGraphicsDataFactory::Context& ctx,
ViewResources& res, size_t count,
const hecl::UniformBufferPool<ViewBlock>::Token& viewBlockBuf)
{
m_vertsBuf = res.m_viewRes.m_solidPool.allocateBlock(res.m_factory, count);
auto vBufInfo = m_vertsBuf.getBufferInfo();
auto uBufInfo = viewBlockBuf.getBufferInfo();
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {uBufInfo.first.get()};
size_t bufOffs[] = {size_t(uBufInfo.second)};
size_t bufSizes[] = {sizeof(ViewBlock)};
if (!res.m_viewRes.m_solidVtxFmt)
{
boo::VertexElementDescriptor vdescs[] =
{
{vBufInfo.first.get(), nullptr, boo::VertexSemantic::Position4},
{vBufInfo.first.get(), nullptr, boo::VertexSemantic::Color}
};
m_vtxFmt = ctx.newVertexFormat(2, vdescs, vBufInfo.second);
m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_solidShader,
m_vtxFmt, vBufInfo.first.get(), nullptr,
nullptr, 1, bufs, nullptr, bufOffs,
bufSizes, 0, nullptr, nullptr, nullptr, vBufInfo.second);
}
else
{
m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_solidShader,
res.m_viewRes.m_solidVtxFmt,
vBufInfo.first.get(), nullptr,
nullptr, 1, bufs, nullptr, bufOffs,
bufSizes, 0, nullptr, nullptr, nullptr, vBufInfo.second);
}
}
void View::VertexBufferBindingTex::init(boo::IGraphicsDataFactory::Context& ctx,
ViewResources& res, size_t count,
const hecl::UniformBufferPool<ViewBlock>::Token& viewBlockBuf,
const boo::ObjToken<boo::ITexture>& texture)
{
m_vertsBuf = res.m_viewRes.m_texPool.allocateBlock(res.m_factory, count);
auto vBufInfo = m_vertsBuf.getBufferInfo();
auto uBufInfo = viewBlockBuf.getBufferInfo();
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {uBufInfo.first.get()};
size_t bufOffs[] = {size_t(uBufInfo.second)};
size_t bufSizes[] = {sizeof(ViewBlock)};
boo::ObjToken<boo::ITexture> tex[] = {texture};
if (!res.m_viewRes.m_texVtxFmt)
{
boo::VertexElementDescriptor vdescs[] =
{
{vBufInfo.first.get(), nullptr, boo::VertexSemantic::Position4},
{vBufInfo.first.get(), nullptr, boo::VertexSemantic::UV4}
};
m_vtxFmt = ctx.newVertexFormat(2, vdescs, vBufInfo.second);
m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_texShader,
m_vtxFmt, vBufInfo.first.get(), nullptr,
nullptr, 1, bufs, nullptr, bufOffs,
bufSizes, 1, tex, nullptr, nullptr, vBufInfo.second);
}
else
{
m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_texShader,
res.m_viewRes.m_texVtxFmt,
vBufInfo.first.get(), nullptr,
nullptr, 1, bufs, nullptr, bufOffs,
bufSizes, 1, tex, nullptr, nullptr, vBufInfo.second);
}
}
}