mirror of https://github.com/AxioDL/metaforce.git
303 lines
12 KiB
C++
303 lines
12 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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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform TexuredQuadUniform\n"
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"{\n"
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" mat4 mtx;\n"
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" vec4 color;\n"
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" float uvScale;\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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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = color;\n"
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" vtf.uv = uvIn.xy * uvScale;\n"
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" gl_Position = mtx * vec4(posIn.xyz, 1.0);\n"
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" gl_Position = FLIPFROMGL(gl_Position);\n"
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"}\n";
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static const char* VSNoFlip =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform TexuredQuadUniform\n"
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"{\n"
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" mat4 mtx;\n"
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" vec4 color;\n"
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" float uvScale;\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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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.color = color;\n"
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" vtf.uv = -uvIn.xy * uvScale;\n"
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" gl_Position = mtx * vec4(posIn.xyz, 1.0);\n"
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" gl_Position = FLIPFROMGL(gl_Position);\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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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * vec4(texture(tex, vtf.uv).rgb, 1.0);\n"
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"}\n";
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static const char* FSAlpha =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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" vec2 uv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(tex, vtf.uv);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_AlphaPipeline = nullptr;
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static boo::IShaderPipeline* s_AddPipeline = nullptr;
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static boo::IShaderPipeline* s_MultPipeline = nullptr;
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static boo::IShaderPipeline* SelectPipeline(CCameraFilterPass::EFilterType type)
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{
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switch (type)
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{
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case CCameraFilterPass::EFilterType::Blend:
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return s_AlphaPipeline;
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case CCameraFilterPass::EFilterType::Add:
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return s_AddPipeline;
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case CCameraFilterPass::EFilterType::Multiply:
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return s_MultPipeline;
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default:
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return nullptr;
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}
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}
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static boo::IVertexFormat* s_AVtxFmt = nullptr;
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static boo::IShaderPipeline* s_AAlphaPipeline = nullptr;
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static boo::IShaderPipeline* s_AAddPipeline = nullptr;
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static boo::IShaderPipeline* s_AMultPipeline = nullptr;
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static boo::IShaderPipeline* SelectAlphaPipeline(CCameraFilterPass::EFilterType type)
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{
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switch (type)
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{
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case CCameraFilterPass::EFilterType::Blend:
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return s_AAlphaPipeline;
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case CCameraFilterPass::EFilterType::Add:
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return s_AAddPipeline;
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case CCameraFilterPass::EFilterType::Multiply:
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return s_AMultPipeline;
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default:
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return nullptr;
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}
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}
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struct CTexturedQuadFilterGLDataBindingFactory : TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CCameraFilterPass::EFilterType type,
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CTexturedQuadFilter& filter)
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{
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boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
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{filter.m_vbo, nullptr, boo::VertexSemantic::UV4}
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};
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ITexture* texs[] = {filter.m_booTex};
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return cctx.newShaderDataBinding(SelectPipeline(type),
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ctx.newVertexFormat(2, VtxVmt), filter.m_vbo, nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs);
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}
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};
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#if BOO_HAS_VULKAN
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struct CTexturedQuadFilterVulkanDataBindingFactory : TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CCameraFilterPass::EFilterType type,
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CTexturedQuadFilter& filter)
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{
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {filter.m_booTex};
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return cctx.newShaderDataBinding(SelectPipeline(type), s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 1, texs);
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}
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};
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#endif
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TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory*
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CTexturedQuadFilter::Initialize(boo::GLDataFactory::Context& ctx)
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{
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const char* texNames[] = {"tex"};
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const char* uniNames[] = {"TexuredQuadUniform"};
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s_AlphaPipeline = ctx.newShaderPipeline(VSNoFlip, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_AddPipeline = ctx.newShaderPipeline(VSNoFlip, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_MultPipeline = ctx.newShaderPipeline(VSNoFlip, FS, 1, texNames, 1, uniNames, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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return new CTexturedQuadFilterGLDataBindingFactory;
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}
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#if BOO_HAS_VULKAN
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TMultiBlendShader<CTexturedQuadFilter>::IDataBindingFactory*
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CTexturedQuadFilter::Initialize(boo::VulkanDataFactory::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, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_AddPipeline = ctx.newShaderPipeline(VSNoFlip, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_MultPipeline = ctx.newShaderPipeline(VSNoFlip, FS, s_VtxFmt, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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return new CTexturedQuadFilterVulkanDataBindingFactory;
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}
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#endif
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilterAlpha)
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struct CTexturedQuadFilterAlphaGLDataBindingFactory : TMultiBlendShader<CTexturedQuadFilterAlpha>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CCameraFilterPass::EFilterType type,
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CTexturedQuadFilterAlpha& filter)
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{
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boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
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{filter.m_vbo, nullptr, boo::VertexSemantic::UV4}
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};
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ITexture* texs[] = {filter.m_booTex};
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return cctx.newShaderDataBinding(SelectAlphaPipeline(type),
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ctx.newVertexFormat(2, VtxVmt), filter.m_vbo, nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs);
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}
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};
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#if BOO_HAS_VULKAN
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struct CTexturedQuadFilterAlphaVulkanDataBindingFactory : TMultiBlendShader<CTexturedQuadFilterAlpha>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CCameraFilterPass::EFilterType type,
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CTexturedQuadFilterAlpha& filter)
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{
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {filter.m_booTex};
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return cctx.newShaderDataBinding(SelectAlphaPipeline(type), s_AVtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 1, texs);
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}
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};
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#endif
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TMultiBlendShader<CTexturedQuadFilterAlpha>::IDataBindingFactory*
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CTexturedQuadFilterAlpha::Initialize(boo::GLDataFactory::Context& ctx)
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{
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const char* texNames[] = {"tex"};
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const char* uniNames[] = {"TexuredQuadUniform"};
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s_AAlphaPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_AAddPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_AMultPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, 1, texNames, 1, uniNames, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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return new CTexturedQuadFilterAlphaGLDataBindingFactory;
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}
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#if BOO_HAS_VULKAN
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TMultiBlendShader<CTexturedQuadFilterAlpha>::IDataBindingFactory*
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CTexturedQuadFilterAlpha::Initialize(boo::VulkanDataFactory::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, s_AVtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_AAddPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, s_AVtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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s_AMultPipeline = ctx.newShaderPipeline(VSFlip, FSAlpha, s_AVtxFmt, boo::BlendFactor::SrcColor,
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boo::BlendFactor::DstColor, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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return new CTexturedQuadFilterAlphaVulkanDataBindingFactory;
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}
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#endif
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}
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