metaforce/specter/lib/View.cpp

437 lines
14 KiB
C++

#include "Specter/View.hpp"
#include "Specter/ViewResources.hpp"
#include "Specter/RootView.hpp"
namespace Specter
{
static LogVisor::LogModule Log("Specter::View");
static const char* GLSLSolidVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec4 colorIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* GLSLSolidFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
static const char* GLSLTexVS =
"#version 330\n"
"layout(location=0) in vec3 posIn;\n"
"layout(location=1) in vec2 uvIn;\n"
SPECTER_VIEW_VERT_BLOCK_GLSL
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn;\n"
" vtf.color = mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
static const char* GLSLTexFS =
"#version 330\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
"};\n"
"in VertToFrag vtf;\n"
"uniform sampler2D tex;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = texture(tex, vtf.uv) * vtf.color;\n"
"}\n";
void View::Resources::init(boo::GLDataFactory* factory, const IThemeData& theme)
{
static const char* BlockNames[] = {"SpecterViewBlock"};
m_solidShader = factory->newShaderPipeline(GLSLSolidVS, GLSLSolidFS, 0, nullptr, 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_texShader = factory->newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, "tex", 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
}
#if _WIN32
void View::Resources::init(boo::ID3DDataFactory* factory, const IThemeData& theme)
{
static const char* SolidVS =
"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float4 colorIn : COLOR;\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_HLSL
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * mulColor;\n"
" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* SolidFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
"};\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color;\n"
"}\n";
static const char* TexVS =
"struct VertData\n"
"{\n"
" float3 posIn : POSITION;\n"
" float2 uvIn : UV;\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_HLSL
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn;\n"
" vtf.color = mulColor;\n"
" vtf.position = mul(mv, float4(v.posIn, 1.0));\n"
" return vtf;\n"
"}\n";
static const char* TexFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float2 uv : UV;\n"
"};\n"
"Texture2D tex : register(t0);\n"
"SamplerState samp : register(s0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return tex.Sample(samp, vtf.uv) * vtf.color;\n"
"}\n";
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
ComPtr<ID3DBlob> vertBlob;
ComPtr<ID3DBlob> fragBlob;
ComPtr<ID3DBlob> pipeBlob;
m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, vertBlob, fragBlob, pipeBlob, m_solidVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
vertBlob.Reset();
fragBlob.Reset();
pipeBlob.Reset();
m_texShader = factory->newShaderPipeline(TexVS, TexFS, vertBlob, fragBlob, pipeBlob, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
}
#endif
#if BOO_HAS_METAL
void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& theme)
{
static const char* SolidVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float4 colorIn [[ attribute(1) ]];\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_METAL
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = v.colorIn * view.mulColor;\n"
" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* SolidFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
static const char* TexVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float3 posIn [[ attribute(0) ]];\n"
" float2 uvIn [[ attribute(1) ]];\n"
"};\n"
SPECTER_VIEW_VERT_BLOCK_METAL
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpecterViewBlock& view [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn;\n"
" vtf.color = view.mulColor;\n"
" vtf.position = view.mv * float4(v.posIn, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* TexFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return tex.sample(samp, vtf.uv) * vtf.color;\n"
"}\n";
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, m_solidVtxFmt, 1,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
m_texShader = factory->newShaderPipeline(TexVS, TexFS, m_texVtxFmt, 1,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
}
#endif
#if BOO_HAS_VULKAN
void View::Resources::init(boo::VulkanDataFactory* factory, const IThemeData& theme)
{
boo::VertexElementDescriptor solidvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::Color}
};
m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
m_solidShader = factory->newShaderPipeline(GLSLSolidVS, GLSLSolidFS, m_solidVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
boo::VertexElementDescriptor texvdescs[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
m_texShader = factory->newShaderPipeline(GLSLTexVS, GLSLTexFS, m_texVtxFmt,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
}
#endif
void View::buildResources(ViewResources& res)
{
m_viewVertBlockBuf =
res.m_factory->newDynamicBuffer(boo::BufferUse::Uniform,
sizeof(ViewBlock), 1);
m_bgVertsBinding.initSolid(res, 4, m_viewVertBlockBuf);
}
View::View(ViewResources& res)
: m_rootView(*static_cast<RootView*>(this)),
m_parentView(*static_cast<RootView*>(this))
{
buildResources(res);
}
View::View(ViewResources& res, View& parentView)
: m_rootView(parentView.rootView()),
m_parentView(parentView)
{
buildResources(res);
}
void View::updateSize()
{
resized(m_rootView.rootRect(), m_subRect);
}
void View::resized(const boo::SWindowRect& root, const boo::SWindowRect& sub)
{
m_subRect = sub;
m_viewVertBlock.setViewRect(root, sub);
m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f);
m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f);
m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f);
m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f);
m_viewVertBlockBuf->load(&m_viewVertBlock, sizeof(ViewBlock));
m_bgVertsBinding.load(m_bgRect, sizeof(m_bgRect));
}
void View::resized(const ViewBlock& vb, const boo::SWindowRect& sub)
{
m_subRect = sub;
m_bgRect[0].m_pos.assign(0.f, sub.size[1], 0.f);
m_bgRect[1].m_pos.assign(0.f, 0.f, 0.f);
m_bgRect[2].m_pos.assign(sub.size[0], sub.size[1], 0.f);
m_bgRect[3].m_pos.assign(sub.size[0], 0.f, 0.f);
m_viewVertBlockBuf->load(&vb, sizeof(ViewBlock));
m_bgVertsBinding.load(m_bgRect, sizeof(m_bgRect));
}
void View::draw(boo::IGraphicsCommandQueue* gfxQ)
{
gfxQ->setShaderDataBinding(m_bgVertsBinding);
gfxQ->draw(0, 4);
}
void View::commitResources(ViewResources& res)
{
if (m_gfxData)
Log.report(LogVisor::FatalError, "multiple resource commits not allowed");
m_gfxData = res.m_factory->commit();
}
void View::VertexBufferBinding::initSolid(ViewResources& res, size_t count, boo::IGraphicsBuffer* viewBlockBuf)
{
m_vertsBuf = res.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(SolidShaderVert), count);
if (!res.m_viewRes.m_solidVtxFmt)
{
boo::VertexElementDescriptor vdescs[] =
{
{m_vertsBuf, nullptr, boo::VertexSemantic::Position4},
{m_vertsBuf, nullptr, boo::VertexSemantic::Color}
};
m_vtxFmt = res.m_factory->newVertexFormat(2, vdescs);
boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
m_shaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_solidShader,
m_vtxFmt, m_vertsBuf, nullptr,
nullptr, 1, bufs, 0, nullptr);
}
else
{
boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
m_shaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_solidShader,
res.m_viewRes.m_solidVtxFmt,
m_vertsBuf, nullptr,
nullptr, 1, bufs, 0, nullptr);
}
}
void View::VertexBufferBinding::initTex(ViewResources& res, size_t count, boo::IGraphicsBuffer* viewBlockBuf, boo::ITexture* texture)
{
m_vertsBuf = res.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), count);
if (!res.m_viewRes.m_texVtxFmt)
{
boo::VertexElementDescriptor vdescs[] =
{
{m_vertsBuf, nullptr, boo::VertexSemantic::Position4},
{m_vertsBuf, nullptr, boo::VertexSemantic::UV4}
};
m_vtxFmt = res.m_factory->newVertexFormat(2, vdescs);
boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
boo::ITexture* tex[] = {texture};
m_shaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_texShader,
m_vtxFmt, m_vertsBuf, nullptr,
nullptr, 1, bufs, 1, tex);
}
else
{
boo::IGraphicsBuffer* bufs[] = {viewBlockBuf};
boo::ITexture* tex[] = {texture};
m_shaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_texShader,
res.m_viewRes.m_texVtxFmt,
m_vertsBuf, nullptr,
nullptr, 1, bufs, 1, tex);
}
}
}