mirror of https://github.com/AxioDL/metaforce.git
447 lines
14 KiB
C++
447 lines
14 KiB
C++
#include "specter/View.hpp"
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#include "specter/ViewResources.hpp"
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#include "specter/RootView.hpp"
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namespace specter
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{
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static logvisor::Module Log("specter::View");
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static const char* GLSLSolidVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec3 posIn;\n"
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"layout(location=1) in vec4 colorIn;\n"
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SPECTER_GLSL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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"};\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn * mulColor;\n"
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" gl_Position = mv * vec4(posIn, 1.0);\n"
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
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static const char* GLSLSolidFS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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"};\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color;\n"
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"}\n";
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static const char* GLSLTexVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec3 posIn;\n"
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"layout(location=1) in vec2 uvIn;\n"
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SPECTER_GLSL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec4 uv;\n"
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"};\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.uv.xy = uvIn;\n"
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" vtf.color = mulColor;\n"
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" gl_Position = mv * vec4(posIn, 1.0);\n"
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
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static const char* GLSLTexFS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec4 uv;\n"
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"};\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"void main()\n"
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"{\n"
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" colorOut = texture(tex, vtf.uv.xy) * vtf.color;\n"
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"}\n";
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static const char* BlockNames[] = {"SpecterViewBlock"};
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static const char* TexNames[] = {"tex"};
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void View::Resources::init(boo::GLDataFactory::Context& ctx, const IThemeData& theme)
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{
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m_solidShader = ctx.newShaderPipeline(GLSLSolidVS, GLSLSolidFS, 0, nullptr, 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, TexNames, 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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}
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#if _WIN32
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void View::Resources::init(boo::ID3DDataFactory::Context& ctx, const IThemeData& theme)
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{
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static const char* SolidVS =
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"struct VertData\n"
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"{\n"
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" float3 posIn : POSITION;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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SPECTER_HLSL_VIEW_VERT_BLOCK
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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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"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 * mulColor;\n"
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" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
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" return vtf;\n"
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"}\n";
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static const char* SolidFS =
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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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"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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static const char* TexVS =
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"struct VertData\n"
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"{\n"
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" float3 posIn : POSITION;\n"
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" float2 uvIn : UV;\n"
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"};\n"
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SPECTER_HLSL_VIEW_VERT_BLOCK
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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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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv = v.uvIn;\n"
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" vtf.color = mulColor;\n"
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" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
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" return vtf;\n"
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"}\n";
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static const char* TexFS =
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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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"Texture2D tex : register(t0);\n"
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"SamplerState samp : register(s0);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return tex.Sample(samp, vtf.uv) * vtf.color;\n"
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"}\n";
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boo::VertexElementDescriptor solidvdescs[] =
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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_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
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ComPtr<ID3DBlob> vertBlob;
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ComPtr<ID3DBlob> fragBlob;
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ComPtr<ID3DBlob> pipeBlob;
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m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, vertBlob, fragBlob, pipeBlob, m_solidVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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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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m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
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vertBlob.Reset();
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fragBlob.Reset();
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pipeBlob.Reset();
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m_texShader = ctx.newShaderPipeline(TexVS, TexFS, vertBlob, fragBlob, pipeBlob, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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}
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#endif
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#if BOO_HAS_METAL
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void View::Resources::init(boo::MetalDataFactory::Context& ctx, const IThemeData& theme)
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{
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static const char* SolidVS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float3 posIn [[ attribute(0) ]];\n"
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" float4 colorIn [[ attribute(1) ]];\n"
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"};\n"
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SPECTER_METAL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.color = v.colorIn * view.mulColor;\n"
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" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* SolidFS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
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"{\n"
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" return vtf.color;\n"
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"}\n";
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static const char* TexVS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float3 posIn [[ attribute(0) ]];\n"
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" float2 uvIn [[ attribute(1) ]];\n"
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"};\n"
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SPECTER_METAL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv = v.uvIn;\n"
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" vtf.color = view.mulColor;\n"
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" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* TexFS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
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" return tex.sample(samp, vtf.uv) * vtf.color;\n"
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"}\n";
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boo::VertexElementDescriptor solidvdescs[] =
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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_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
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m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, m_solidVtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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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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m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
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m_texShader = ctx.newShaderPipeline(TexVS, TexFS, m_texVtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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}
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#endif
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#if BOO_HAS_VULKAN
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void View::Resources::init(boo::VulkanDataFactory::Context& ctx, const IThemeData& theme)
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{
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boo::VertexElementDescriptor solidvdescs[] =
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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_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
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m_solidShader = ctx.newShaderPipeline(GLSLSolidVS, GLSLSolidFS, m_solidVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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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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m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
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m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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}
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#endif
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void View::buildResources(boo::IGraphicsDataFactory::Context& ctx, ViewResources& res)
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{
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m_viewVertBlockBuf =
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ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1);
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m_bgVertsBinding.initSolid(ctx, res, 4, m_viewVertBlockBuf);
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}
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View::View(ViewResources& res)
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: m_rootView(*static_cast<RootView*>(this)),
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m_parentView(*static_cast<RootView*>(this)) {}
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View::View(ViewResources& res, View& parentView)
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: m_rootView(parentView.rootView()),
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m_parentView(parentView) {}
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void View::updateSize()
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{
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resized(m_rootView.rootRect(), m_subRect);
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}
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void View::resized(const boo::SWindowRect& root, const boo::SWindowRect& sub)
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{
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m_subRect = sub;
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m_viewVertBlock.setViewRect(root, sub);
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m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f);
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m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f);
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m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f);
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m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f);
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if (m_viewVertBlockBuf)
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m_viewVertBlockBuf->load(&m_viewVertBlock, sizeof(ViewBlock));
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m_bgVertsBinding.load(m_bgRect, sizeof(m_bgRect));
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}
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void View::resized(const ViewBlock& vb, const boo::SWindowRect& sub)
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{
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m_subRect = sub;
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m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f);
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m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f);
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m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f);
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m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f);
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if (m_viewVertBlockBuf)
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m_viewVertBlockBuf->load(&vb, sizeof(ViewBlock));
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m_bgVertsBinding.load(m_bgRect, sizeof(m_bgRect));
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}
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void View::draw(boo::IGraphicsCommandQueue* gfxQ)
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{
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if (m_bgVertsBinding.m_shaderBinding)
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{
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gfxQ->setShaderDataBinding(m_bgVertsBinding);
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gfxQ->draw(0, 4);
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}
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}
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void View::commitResources(ViewResources& res, const boo::FactoryCommitFunc& commitFunc)
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{
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if (m_gfxData)
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Log.report(logvisor::Fatal, "multiple resource commits not allowed");
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m_gfxData = res.m_factory->commitTransaction(commitFunc);
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}
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void View::VertexBufferBinding::initSolid(boo::IGraphicsDataFactory::Context& ctx,
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ViewResources& res, size_t count,
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boo::IGraphicsBuffer* viewBlockBuf)
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{
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m_vertsBuf = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(SolidShaderVert), count);
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if (!res.m_viewRes.m_solidVtxFmt)
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{
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boo::VertexElementDescriptor vdescs[] =
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{
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{m_vertsBuf, nullptr, boo::VertexSemantic::Position4},
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{m_vertsBuf, nullptr, boo::VertexSemantic::Color}
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};
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m_vtxFmt = ctx.newVertexFormat(2, vdescs);
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boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
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m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_solidShader,
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m_vtxFmt, m_vertsBuf, nullptr,
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nullptr, 1, bufs, nullptr, 0, nullptr);
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}
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else
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{
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boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
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m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_solidShader,
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res.m_viewRes.m_solidVtxFmt,
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m_vertsBuf, nullptr,
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nullptr, 1, bufs, nullptr, 0, nullptr);
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}
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}
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void View::VertexBufferBinding::initTex(boo::IGraphicsDataFactory::Context& ctx,
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ViewResources& res, size_t count,
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boo::IGraphicsBuffer* viewBlockBuf,
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boo::ITexture* texture)
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{
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m_vertsBuf = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), count);
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if (!res.m_viewRes.m_texVtxFmt)
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{
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boo::VertexElementDescriptor vdescs[] =
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{
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{m_vertsBuf, nullptr, boo::VertexSemantic::Position4},
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{m_vertsBuf, nullptr, boo::VertexSemantic::UV4}
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};
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m_vtxFmt = ctx.newVertexFormat(2, vdescs);
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boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
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boo::ITexture* tex[] = {texture};
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m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_texShader,
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m_vtxFmt, m_vertsBuf, nullptr,
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nullptr, 1, bufs, nullptr, 1, tex);
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}
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else
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{
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boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
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boo::ITexture* tex[] = {texture};
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m_shaderBinding = ctx.newShaderDataBinding(res.m_viewRes.m_texShader,
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res.m_viewRes.m_texVtxFmt,
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m_vertsBuf, nullptr,
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nullptr, 1, bufs, nullptr, 1, tex);
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}
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}
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}
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