metaforce/Runtime/Graphics/Shaders/CRadarPaintShaderHLSL.cpp

96 lines
3.0 KiB
C++

#include "CRadarPaintShader.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 uvIn[4] : UV;\n"
" float4 colorIn : COLOR;\n"
"};\n"
"\n"
"cbuffer RadarPaintUniform : register(b0)\n"
"{\n"
" float4x4 xf;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn;\n"
" vtf.uv = v.uvIn[vertId].xy;\n"
" vtf.position = xf * float4(v.posIn[vertId].xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"SamplerState samp : register(s0);\n"
"Texture2D tex : register(t0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex.Sample(samp, vtf.uv);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CRadarPaintShader)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
struct CRadarPaintShaderD3DDataBindingFactory : TShader<CRadarPaintShader>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CRadarPaintShader& filter)
{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {filter.m_tex->GetBooTexture()};
return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
nullptr, filter.m_vbo, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
};
TShader<CRadarPaintShader>::IDataBindingFactory*
CRadarPaintShader::Initialize(boo::ID3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4, 3},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
s_VtxFmt = ctx.newVertexFormat(9, VtxVmt);
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CRadarPaintShaderD3DDataBindingFactory;
}
}