metaforce/Runtime/Particle/CElementGenShadersHLSL.cpp

362 lines
17 KiB
C++

#include "CElementGenShaders.hpp"
#include "CElementGen.hpp"
#include "CGenDescription.hpp"
#include "CElectricDescription.hpp"
#include "CSwooshDescription.hpp"
#include "Graphics/CModel.hpp"
namespace urde
{
static const char* VS_HLSL_TEX =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 colorIn : COLOR;\n"
" float4 uvsIn[4] : UV;\n"
"};\n"
"\n"
"cbuffer ParticleUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.uv = v.uvsIn[vertId].xy;\n"
" vtf.position = mul(mvp, v.posIn[vertId]);\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_TEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * tex0.Sample(samp, vtf.uv);\n"
"}\n";
static const char* FS_HLSL_TEX_REDTOALPHA =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float4 colr = vtf.color * tex0.Sample(samp, vtf.uv);\n"
" return float4(colr.rgb, colr.r);"
"}\n";
static const char* VS_HLSL_INDTEX =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 colorIn : COLOR;\n"
" float4 uvsInTexrTind[4] : UV0;\n"
" float4 uvsInScene : UV4;\n"
"};\n"
"\n"
"cbuffer ParticleUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 uvScene : UV0;\n"
" float2 uvTexr : UV1;\n"
" float2 uvTind : UV2;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
" vtf.position = mul(mvp, v.posIn[vertId]);\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_INDTEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"Texture2D tex1 : register(t1);\n"
"Texture2D tex2 : register(t2);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 uvScene : UV0;\n"
" float2 uvTexr : UV1;\n"
" float2 uvTind : UV2;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;\n"
" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n"
" float4 colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;\n"
" return colorOut;\n"
"}\n";
static const char* FS_HLSL_CINDTEX =
"SamplerState samp : register(s0);\n"
"Texture2D tex0 : register(t0);\n"
"Texture2D tex1 : register(t1);\n"
"Texture2D tex2 : register(t2);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 uvScene : UV0;\n"
" float2 uvTexr : UV1;\n"
" float2 uvTind : UV2;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
" float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n"
"}\n";
static const char* VS_HLSL_NOTEX =
"struct VertData\n"
"{\n"
" float4 posIn[4] : POSITION;\n"
" float4 colorIn : COLOR;\n"
"};\n"
"\n"
"cbuffer ParticleUniform : register(b0)\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * moduColor;\n"
" vtf.position = mul(mvp, v.posIn[vertId]);\n"
" return vtf;\n"
"}\n";
static const char* FS_HLSL_NOTEX =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct D3DElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
{
void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CElementGen& gen,
boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
{
CGenDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
}
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (regPipeline)
gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures);
if (redToAlphaPipeline)
gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
nullptr, texCount, textures);
}
};
CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3DDataFactory::Context& ctx)
{
static const boo::VertexElementDescriptor TexFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
static const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
};
m_vtxFormatIndTex = ctx.newVertexFormat(10, TexFmtIndTex);
static const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
m_texZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, true, true, false);
m_texNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_texZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, true, false, false);
m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
m_texAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, true, false, false);
m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, false, false);
m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, true, false, false);
m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
m_indTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_indTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
m_indTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, true, false);
m_cindTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_cindTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
m_cindTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatIndTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, true, false);
m_noTexZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, true, true, false);
m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, true, false);
m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, true, false, false);
m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, true, false, false);
m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
ComPtr<ID3DBlob>(), m_vtxFormatNoTex,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
boo::Primitive::TriStrips, false, false, false);
return new struct D3DElementDataBindingFactory;
}
}