mirror of https://github.com/AxioDL/metaforce.git
153 lines
4.8 KiB
C++
153 lines
4.8 KiB
C++
#include "CLineRendererShaders.hpp"
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#include "Graphics/CLineRenderer.hpp"
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namespace urde
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{
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static const char* VS_HLSL_TEX =
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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 colorIn : COLOR;\n"
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" float4 uvIn : UV;\n"
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"};\n"
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"\n"
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"cbuffer LineUniform : register(b0)\n"
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"{\n"
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" float4 moduColor;\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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" float4 color : COLOR;\n"
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" float2 uv : 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.color = v.colorIn * moduColor;\n"
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" vtf.uv = v.uvIn.xy;\n"
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" vtf.position = v.posIn;\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_HLSL_TEX =
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"SamplerState samp : register(s0);\n"
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"Texture2D tex0 : register(t0);\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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" float4 color : COLOR;\n"
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" float2 uv : UV;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color * tex0.Sample(samp, vtf.uv);\n"
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"}\n";
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static const char* VS_HLSL_NOTEX =
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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 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer LineUniform : register(b0)\n"
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"{\n"
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" float4 moduColor;\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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" float4 color : COLOR;\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.color = v.colorIn * moduColor;\n"
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" vtf.position = v.posIn;\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_HLSL_NOTEX =
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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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" float4 color : COLOR;\n"
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"};\n"
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color;\n"
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"}\n";
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struct HLSLLineDataBindingFactory : CLineRendererShaders::IDataBindingFactory
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{
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void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
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boo::IShaderPipeline* pipeline, boo::ITexture* texture)
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{
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int texCount = 0;
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boo::ITexture* textures[1];
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if (texture)
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{
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textures[0] = texture;
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texCount = 1;
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}
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boo::IGraphicsBuffer* uniforms[] = {renderer.m_uniformBuf};
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renderer.m_shaderBind = ctx.newShaderDataBinding(pipeline, nullptr, renderer.m_vertBuf,
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nullptr, nullptr, 1, uniforms, nullptr,
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texCount, textures, nullptr, nullptr);
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}
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};
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CLineRendererShaders::IDataBindingFactory* CLineRendererShaders::Initialize(boo::ID3DDataFactory::Context& ctx)
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{
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static const boo::VertexElementDescriptor VtxFmtTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Color},
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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m_texVtxFmt = ctx.newVertexFormat(3, VtxFmtTex);
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static const boo::VertexElementDescriptor VtxFmtNoTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Color}
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};
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m_noTexVtxFmt = ctx.newVertexFormat(2, VtxFmtNoTex);
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m_texAlpha = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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nullptr, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None,
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true, true, false, boo::CullMode::None);
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m_texAdditive = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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nullptr, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::None,
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false, true, false, boo::CullMode::None);
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m_noTexAlpha = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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nullptr, m_noTexVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::None,
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true, true, false, boo::CullMode::None);
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m_noTexAdditive = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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nullptr, m_noTexVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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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 struct HLSLLineDataBindingFactory;
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}
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}
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