mirror of https://github.com/AxioDL/metaforce.git
137 lines
5.0 KiB
C++
137 lines
5.0 KiB
C++
#include "CXRayBlurFilter.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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static const char* VS =
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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 XRayBlurUniform : register(b0)\n"
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"{\n"
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" float4x4 uv0;\n"
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" float4x4 uv1;\n"
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" float4x4 uv2;\n"
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" float4x4 uv3;\n"
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" float4x4 uv4;\n"
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" float4x4 uv5;\n"
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" float4x4 uv6;\n"
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" float4x4 uv7;\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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" float2 uv0 : UV0;\n"
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" float2 uv1 : UV1;\n"
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" float2 uv2 : UV2;\n"
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" float2 uv3 : UV3;\n"
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" float2 uv4 : UV4;\n"
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" float2 uv5 : UV5;\n"
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" float2 uv6 : UV6;\n"
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" float2 uv7 : UV7;\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.uv0 = mul(uv0, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv0.y = 1.0 - vtf.uv0.y;\n"
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" vtf.uv1 = mul(uv1, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv1.y = 1.0 - vtf.uv1.y;\n"
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" vtf.uv2 = mul(uv2, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv2.y = 1.0 - vtf.uv2.y;\n"
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" vtf.uv3 = mul(uv3, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv3.y = 1.0 - vtf.uv3.y;\n"
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" vtf.uv4 = mul(uv4, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv4.y = 1.0 - vtf.uv4.y;\n"
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" vtf.uv5 = mul(uv5, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv5.y = 1.0 - vtf.uv5.y;\n"
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" vtf.uv6 = mul(uv6, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv6.y = 1.0 - vtf.uv6.y;\n"
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" vtf.uv7 = mul(uv7, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv7.y = 1.0 - vtf.uv7.y;\n"
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" vtf.position = 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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"Texture2D sceneTex : register(t0);\n"
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"Texture2D paletteTex : register(t1);\n"
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"SamplerState samp : register(s3);\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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" float2 uv0 : UV0;\n"
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" float2 uv1 : UV1;\n"
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" float2 uv2 : UV2;\n"
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" float2 uv3 : UV3;\n"
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" float2 uv4 : UV4;\n"
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" float2 uv5 : UV5;\n"
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" float2 uv6 : UV6;\n"
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" float2 uv7 : UV7;\n"
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"};\n"
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"\n"
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"static const float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float4 colorSample = paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv4), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv5), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv6), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv7), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.125;\n"
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" return colorSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
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static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
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static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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struct CXRayBlurFilterD3DDataBindingFactory : TShader<CXRayBlurFilter>::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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CXRayBlurFilter& 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[] = {CGraphics::g_SpareTexture.get(), filter.m_booTex.get()};
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return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs, nullptr, nullptr);
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}
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};
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TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::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_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr,
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s_VtxFmt, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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return new CXRayBlurFilterD3DDataBindingFactory;
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}
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template <>
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void CXRayBlurFilter::Shutdown<boo::D3DDataFactory>()
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{
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s_VtxFmt.reset();
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s_Pipeline.reset();
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}
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}
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