mirror of https://github.com/AxioDL/metaforce.git
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
#ifndef __PSHAG_CELEMENTGENSHADERS_HPP__
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#define __PSHAG_CELEMENTGENSHADERS_HPP__
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#include "Graphics/CGraphics.hpp"
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#include "boo/graphicsdev/GL.hpp"
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#include "boo/graphicsdev/D3D.hpp"
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#include "boo/graphicsdev/Metal.hpp"
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#include "boo/graphicsdev/Vulkan.hpp"
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namespace urde
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{
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class CElementGen;
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class CElementGenShaders
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{
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public:
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struct IDataBindingFactory
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{
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virtual void BuildShaderDataBinding(CElementGen& gen,
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boo::IShaderPipeline* regPipeline,
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boo::IShaderPipeline* redToAlphaPipeline)=0;
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};
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enum class EShaderClass
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{
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Tex,
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IndTex,
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NoTex
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};
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private:
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static boo::IShaderPipeline* m_texZTestZWrite;
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static boo::IShaderPipeline* m_texNoZTestZWrite;
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static boo::IShaderPipeline* m_texZTestNoZWrite;
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static boo::IShaderPipeline* m_texNoZTestNoZWrite;
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static boo::IShaderPipeline* m_texAdditiveZTest;
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static boo::IShaderPipeline* m_texAdditiveNoZTest;
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static boo::IShaderPipeline* m_texRedToAlphaZTest;
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static boo::IShaderPipeline* m_texRedToAlphaNoZTest;
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static boo::IShaderPipeline* m_indTexZWrite;
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static boo::IShaderPipeline* m_indTexNoZWrite;
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static boo::IShaderPipeline* m_indTexAdditive;
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static boo::IShaderPipeline* m_cindTexZWrite;
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static boo::IShaderPipeline* m_cindTexNoZWrite;
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static boo::IShaderPipeline* m_cindTexAdditive;
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static boo::IShaderPipeline* m_noTexZTestZWrite;
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static boo::IShaderPipeline* m_noTexNoZTestZWrite;
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static boo::IShaderPipeline* m_noTexZTestNoZWrite;
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static boo::IShaderPipeline* m_noTexNoZTestNoZWrite;
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static boo::IShaderPipeline* m_noTexAdditiveZTest;
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static boo::IShaderPipeline* m_noTexAdditiveNoZTest;
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static boo::IVertexFormat* m_vtxFormatTex; /* No OpenGL */
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static boo::IVertexFormat* m_vtxFormatIndTex; /* No OpenGL */
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static boo::IVertexFormat* m_vtxFormatNoTex; /* No OpenGL */
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static std::unique_ptr<IDataBindingFactory> m_bindFactory;
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static boo::GraphicsDataToken m_gfxToken;
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public:
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static IDataBindingFactory* Initialize(boo::GLDataFactory& factory);
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#if _WIN32
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static IDataBindingFactory* Initialize(boo::ID3DDataFactory& factory);
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#endif
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#if BOO_HAS_METAL
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static IDataBindingFactory* Initialize(boo::MetalDataFactory& factory);
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#endif
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#if BOO_HAS_VULKAN
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static IDataBindingFactory* Initialize(boo::VulkanDataFactory& factory);
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#endif
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static void Initialize();
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static void Shutdown();
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static EShaderClass GetShaderClass(CElementGen& gen);
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static void BuildShaderDataBinding(CElementGen& gen);
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};
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}
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#endif // __PSHAG_CELEMENTGENSHADERS_HPP__
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