mirror of https://github.com/AxioDL/metaforce.git
213 lines
6.5 KiB
C++
213 lines
6.5 KiB
C++
#include "Specter/View.hpp"
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#include "Specter/ViewSystem.hpp"
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namespace Specter
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{
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void View::System::init(boo::GLDataFactory* factory)
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{
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static const char* VS =
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"#version 330\n"
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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_VIEW_VERT_BLOCK_GLSL
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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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"out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = colorIn;\n"
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" gl_Position = mv * vec4(posIn, 1.0);\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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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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"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* BlockNames[] = {"SpecterViewBlock"};
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m_solidShader = factory->newShaderPipeline(VS, FS, 0, nullptr, 1, BlockNames,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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}
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#if _WIN32
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void View::System::init(boo::ID3DDataFactory* factory)
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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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" float3 posIn : POSITION;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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SPECTER_VIEW_VERT_BLOCK_HLSL
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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;\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* 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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"};\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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boo::VertexElementDescriptor vdescs[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFmt = factory->newVertexFormat(2, vdescs);
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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 = factory->newShaderPipeline(VS, FS, vertBlob, fragBlob, pipeBlob, m_vtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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}
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#elif BOO_HAS_METAL
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void View::System::init(boo::MetalDataFactory* factory)
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{
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static const char* VS =
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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_VIEW_VERT_BLOCK_METAL
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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;\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* FS =
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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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boo::VertexElementDescriptor vdescs[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFmt = factory->newVertexFormat(2, vdescs);
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m_solidShader = factory->newShaderPipeline(VS, FS, m_vtxFmt, 1,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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false, false, false);
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}
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#endif
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View::View(ViewSystem& system)
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{
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m_bgVertBuf =
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system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex,
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sizeof(Zeus::CVector3f), 4);
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m_bgInstBuf =
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system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex,
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sizeof(Zeus::CColor), 1);
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m_viewVertBlockBuf =
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system.m_factory->newDynamicBuffer(boo::BufferUse::Uniform,
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sizeof(VertexBlock), 1);
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if (!system.m_viewSystem.m_vtxFmt)
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{
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boo::VertexElementDescriptor vdescs[] =
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{
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{m_bgVertBuf, nullptr, boo::VertexSemantic::Position4},
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{m_bgInstBuf, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_bgVtxFmt = system.m_factory->newVertexFormat(2, vdescs);
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m_bgShaderBinding =
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system.m_factory->newShaderDataBinding(system.m_viewSystem.m_solidShader, m_bgVtxFmt,
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m_bgVertBuf, m_bgInstBuf, nullptr, 1,
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(boo::IGraphicsBuffer**)&m_viewVertBlockBuf,
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0, nullptr);
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}
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else
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{
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m_bgShaderBinding =
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system.m_factory->newShaderDataBinding(system.m_viewSystem.m_solidShader, system.m_viewSystem.m_vtxFmt,
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m_bgVertBuf, m_bgInstBuf, nullptr, 1,
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(boo::IGraphicsBuffer**)&m_viewVertBlockBuf,
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0, nullptr);
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}
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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_viewVertBlock.setViewRect(root, sub);
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m_bgRect[0].assign(0.f, sub.size[1], 0.f);
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m_bgRect[1].assign(0.f, 0.f, 0.f);
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m_bgRect[2].assign(sub.size[0], sub.size[1], 0.f);
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m_bgRect[3].assign(sub.size[0], 0.f, 0.f);
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m_bgValidSlots = 0;
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}
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void View::draw(boo::IGraphicsCommandQueue* gfxQ)
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{
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int pendingSlot = 1 << gfxQ->pendingDynamicSlot();
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if ((m_bgValidSlots & pendingSlot) == 0)
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{
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m_viewVertBlockBuf->load(&m_viewVertBlock, sizeof(VertexBlock));
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m_bgVertBuf->load(m_bgRect, sizeof(Zeus::CVector3f) * 4);
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m_bgInstBuf->load(&m_bgColor, sizeof(Zeus::CColor));
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m_bgValidSlots |= pendingSlot;
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}
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gfxQ->setShaderDataBinding(m_bgShaderBinding);
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gfxQ->setDrawPrimitive(boo::Primitive::TriStrips);
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gfxQ->draw(0, 4);
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}
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}
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