mirror of https://github.com/AxioDL/metaforce.git
135 lines
4.8 KiB
C++
135 lines
4.8 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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"#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 XRayBlurUniform\n"
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"{\n"
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" mat4 uv0;\n"
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" mat4 uv1;\n"
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" mat4 uv2;\n"
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" mat4 uv3;\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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" vec2 uv0;\n"
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" vec2 uv1;\n"
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" vec2 uv2;\n"
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" vec2 uv3;\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.uv0 = (uv0 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv1 = (uv1 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv2 = (uv2 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv3 = (uv3 * vec4(uvIn.xy, 0.0, 1.0)).xy;\n"
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" gl_Position = vec4(posIn.xyz, 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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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec2 uv0;\n"
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" vec2 uv1;\n"
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" vec2 uv2;\n"
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" vec2 uv3;\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 sceneTex;\n"
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"TBINDING1 uniform sampler2D paletteTex;\n"
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"const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);\n"
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"void main()\n"
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"{\n"
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" vec4 colorSample = texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorSample += texture(paletteTex, vec2(dot(texture(sceneTex, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorOut = colorSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
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static boo::IVertexFormat* s_VtxFmt = nullptr;
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static boo::IShaderPipeline* s_Pipeline = nullptr;
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struct CXRayBlurFilterGLDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CXRayBlurFilter& 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[] = {CGraphics::g_SpareTexture, filter.m_booTex};
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return cctx.newShaderDataBinding(s_Pipeline,
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ctx.newVertexFormat(2, VtxVmt), filter.m_vbo, nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 2, texs);
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}
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};
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#if BOO_HAS_VULKAN
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struct CXRayBlurFilterVulkanDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CXRayBlurFilter& 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[] = {CGraphics::g_SpareTexture, filter.m_booTex};
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return cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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}
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};
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#endif
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TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::Initialize(boo::GLDataFactory::Context& ctx)
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{
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const char* texNames[] = {"sceneTex", "paletteTex"};
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const char* uniNames[] = {"XRayBlurUniform"};
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s_Pipeline = ctx.newShaderPipeline(VS, FS, 2, texNames, 1, uniNames, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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return new CXRayBlurFilterGLDataBindingFactory;
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}
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#if BOO_HAS_VULKAN
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TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::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_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false,
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boo::CullMode::None);
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return new CXRayBlurFilterVulkanDataBindingFactory;
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}
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#endif
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}
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