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