metaforce/Runtime/Graphics/Shaders/CTexturedQuadFilterHLSL.cpp

267 lines
9.5 KiB
C++

#include "CTexturedQuadFilter.hpp"
#include "TMultiBlendShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VSFlip =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer TexuredQuadUniform : register(b0)\n"
"{\n"
" float4x4 mat;\n"
" float4 color;\n"
" float lod;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
" float lod : LOD;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = color;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.lod = lod;\n"
" vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* VSNoFlip =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer TexuredQuadUniform : register(b0)\n"
"{\n"
" float4x4 mat;\n"
" float4 color;\n"
" float lod;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
" float lod : LOD;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = color;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.lod = lod;\n"
" vtf.position = mul(mat, float4(v.posIn.xyz, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* FS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
" float lod : LOD;\n"
"};\n"
"\n"
"Texture2D tex : register(t0);\n"
"SamplerState samp : register(s3);\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * float4(tex.SampleBias(samp, vtf.uv, vtf.lod).rgb, 1.0);\n"
"}\n";
static const char* FSAlpha =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
" float lod : LOD;\n"
"};\n"
"\n"
"Texture2D tex : register(t0);\n"
"SamplerState samp : register(s3);\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex.SampleBias(samp, vtf.uv, vtf.lod);\n"
"}\n";
URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_AlphaPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_AlphaGEqualPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_AlphaLEqualPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_AddPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_MultPipeline;
static boo::ObjToken<boo::IShaderPipeline> SelectPipeline(EFilterType type, CTexturedQuadFilter::ZTest zTest)
{
switch (zTest)
{
case CTexturedQuadFilter::ZTest::GEqual:
return s_AlphaGEqualPipeline;
case CTexturedQuadFilter::ZTest::LEqual:
return s_AlphaLEqualPipeline;
default:
break;
}
switch (type)
{
case EFilterType::Blend:
return s_AlphaPipeline;
case EFilterType::Add:
return s_AddPipeline;
case EFilterType::Multiply:
return s_MultPipeline;
default:
return {};
}
}
struct CTexturedQuadFilterD3DDataBindingFactory : TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
EFilterType type, CTexturedQuadFilter& filter)
{
boo::D3DDataFactory::Context& cctx = static_cast<boo::D3DDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::ObjToken<boo::ITexture> texs[] = {filter.m_booTex.get()};
return cctx.newShaderDataBinding(SelectPipeline(type, filter.m_zTest), s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
};
TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory*
CTexturedQuadFilter::Initialize(boo::D3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
s_AlphaPipeline = ctx.newShaderPipeline(VSNoFlip, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_AlphaGEqualPipeline = ctx.newShaderPipeline(VSNoFlip, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::GEqual, true, true, false, boo::CullMode::None);
s_AlphaLEqualPipeline = ctx.newShaderPipeline(VSNoFlip, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, true, true, false, boo::CullMode::None);
s_AddPipeline = ctx.newShaderPipeline(VSNoFlip, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_MultPipeline = ctx.newShaderPipeline(VSNoFlip, FS, nullptr, nullptr, nullptr,
s_VtxFmt, boo::BlendFactor::Zero,
boo::BlendFactor::SrcColor, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CTexturedQuadFilterD3DDataBindingFactory;
}
template <>
void CTexturedQuadFilter::Shutdown<boo::D3DDataFactory>()
{
s_VtxFmt.reset();
s_AlphaPipeline.reset();
s_AlphaGEqualPipeline.reset();
s_AlphaLEqualPipeline.reset();
s_AddPipeline.reset();
s_MultPipeline.reset();
}
static boo::ObjToken<boo::IVertexFormat> s_AVtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_AAlphaPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_AAddPipeline;
static boo::ObjToken<boo::IShaderPipeline> s_AMultPipeline;
static boo::ObjToken<boo::IShaderPipeline> SelectAlphaPipeline(EFilterType type)
{
switch (type)
{
case EFilterType::Blend:
return s_AAlphaPipeline;
case EFilterType::Add:
return s_AAddPipeline;
case EFilterType::Multiply:
return s_AMultPipeline;
default:
return {};
}
}
struct CTexturedQuadFilterAlphaD3DDataBindingFactory : TMultiBlendShader<CTexturedQuadFilterAlpha>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
EFilterType type, CTexturedQuadFilterAlpha& filter)
{
boo::D3DDataFactory::Context& cctx = static_cast<boo::D3DDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::ObjToken<boo::ITexture> texs[] = {filter.m_booTex.get()};
return cctx.newShaderDataBinding(SelectAlphaPipeline(type), s_AVtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
};
TMultiBlendShader<CTexturedQuadFilterAlpha>::IDataBindingFactory*
CTexturedQuadFilterAlpha::Initialize(boo::D3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_AVtxFmt = ctx.newVertexFormat(2, VtxVmt);
s_AAlphaPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, nullptr, nullptr, nullptr,
s_AVtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_AAddPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, nullptr, nullptr, nullptr,
s_AVtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_AMultPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, nullptr, nullptr, nullptr,
s_AVtxFmt, boo::BlendFactor::Zero,
boo::BlendFactor::SrcColor, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
return new CTexturedQuadFilterAlphaD3DDataBindingFactory;
}
template <>
void CTexturedQuadFilterAlpha::Shutdown<boo::D3DDataFactory>()
{
s_AVtxFmt.reset();
s_AAlphaPipeline.reset();
s_AAddPipeline.reset();
s_AMultPipeline.reset();
}
}