metaforce/Runtime/Particle/CElementGenShadersMetal.cpp

382 lines
17 KiB
C++

#include "CElementGenShaders.hpp"
#include "CElementGen.hpp"
#include "CGenDescription.hpp"
namespace urde
{
static const char* VS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 colorIn;\n"
" float4 uvsIn[4];\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.uv = v.uvsIn[vertId].xy;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_TEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex0.sample(samp, vtf.uv);\n"
"}\n";
static const char* FS_METAL_TEX_REDTOALPHA =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float2 uv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]])\n"
"{\n"
" float4 colr = vtf.color * tex0.sample(samp, vtf.uv);\n"
" return float4(colr.rgb, colr.r);"
"}\n";
static const char* VS_METAL_INDTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 colorIn;\n"
" float4 uvsInTexrTind[4];\n"
" float4 uvsInScene;\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 uvScene;\n"
" float2 uvTexr;\n"
" float2 uvTind;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
" vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
" vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_INDTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 uvScene;\n"
" float2 uvTexr;\n"
" float2 uvTind;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]],\n"
" texture2d<float> tex1 [[ texture(1) ]],\n"
" texture2d<float> tex2 [[ texture(2) ]])\n"
"{\n"
" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
" float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" float4 texrTexel = tex0.sample(samp, vtf.uvTexr);\n"
" float4 colr = vtf.color * sceneTexel + texrTexel;\n"
" return float4(colr.rgb, vtf.color.a * texrTexel.a);"
"}\n";
static const char* FS_METAL_CINDTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear, mip_filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 uvScene;\n"
" float2 uvTexr;\n"
" float2 uvTind;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> tex0 [[ texture(0) ]],\n"
" texture2d<float> tex1 [[ texture(1) ]],\n"
" texture2d<float> tex2 [[ texture(2) ]])\n"
"{\n"
" float2 tindTexel = tex2.sample(samp, vtf.uvTind).ba;\n"
" float4 sceneTexel = tex1.sample(samp, mix(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
" return vtf.color * sceneTexel * tex0.sample(samp, vtf.uvTexr);\n"
"}\n";
static const char* VS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn[4];\n"
" float4 colorIn;\n"
"};\n"
"\n"
"struct ParticleUniform\n"
"{\n"
" float4x4 mvp;\n"
" float4 moduColor;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
" constant ParticleUniform& particle [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" constant VertData& v = va[instId];\n"
" vtf.color = v.colorIn * particle.moduColor;\n"
" vtf.position = particle.mvp * v.posIn[vertId];\n"
" return vtf;\n"
"}\n";
static const char* FS_METAL_NOTEX =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
"{\n"
" return vtf.color;\n"
"}\n";
struct MetalElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
{
void BuildShaderDataBinding(CElementGen& gen,
boo::IShaderPipeline* regPipeline,
boo::IShaderPipeline* redToAlphaPipeline)
{
CGenDescription* desc = gen.GetDesc();
CUVElement* texr = desc->x54_x40_TEXR.get();
CUVElement* tind = desc->x58_x44_TIND.get();
int texCount = 0;
boo::ITexture* textures[3];
if (texr)
{
textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 1;
if (tind)
{
textures[1] = CGraphics::g_SpareTexture;
textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
texCount = 3;
}
}
boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
if (regPipeline)
gen.m_normalDataBind = CGraphics::g_BooFactory->newShaderDataBinding(regPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
texCount, textures);
if (redToAlphaPipeline)
gen.m_redToAlphaDataBind = CGraphics::g_BooFactory->newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
gen.m_instBuf, nullptr, 1, uniforms,
texCount, textures);
}
};
CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::MetalDataFactory& factory)
{
static const boo::VertexElementDescriptor TexFmtTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
};
m_vtxFormatTex = factory.newVertexFormat(9, TexFmtTex);
static const boo::VertexElementDescriptor TexFmtIndTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
};
m_vtxFormatIndTex = CGraphics::g_BooFactory->newVertexFormat(10, TexFmtIndTex);
static const boo::VertexElementDescriptor TexFmtNoTex[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
};
m_vtxFormatNoTex = CGraphics::g_BooFactory->newVertexFormat(5, TexFmtNoTex);
m_texZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
m_texNoZTestZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_texZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_texNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_texAdditiveZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, false, false);
m_texAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
m_texRedToAlphaZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_texRedToAlphaNoZTest = factory.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, m_vtxFormatTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_indTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_indTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_indTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_INDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, true, false);
m_cindTexZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_cindTexNoZWrite = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_cindTexAdditive = factory.newShaderPipeline(VS_METAL_INDTEX, FS_METAL_CINDTEX, m_vtxFormatIndTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, true, false);
m_noTexZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
m_noTexNoZTestZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, true, false);
m_noTexZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
m_noTexNoZTestNoZWrite = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
false, false, false);
m_noTexAdditiveZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, false, false);
m_noTexAdditiveNoZTest = factory.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, m_vtxFormatNoTex,
CGraphics::g_ViewportSamples,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
false, false, false);
return new struct MetalElementDataBindingFactory;
}
}