mirror of https://github.com/AxioDL/metaforce.git
222 lines
8.2 KiB
C++
222 lines
8.2 KiB
C++
#include "CDecalShaders.hpp"
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#include "Particle/CDecal.hpp"
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namespace urde
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{
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static const char* VS_METAL_TEX =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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" float4 uvsIn[4];\n"
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"};\n"
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"\n"
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"struct DecalUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant DecalUniform& decal [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * decal.moduColor;\n"
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" vtf.uv = v.uvsIn[vertId].xy;\n"
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" vtf.position = decal.mvp * v.posIn[vertId];\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_METAL_TEX =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\n"
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"{\n"
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" return vtf.color * tex0.sample(samp, vtf.uv);\n"
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"}\n";
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static const char* FS_METAL_TEX_REDTOALPHA =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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" float2 uv;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" sampler samp [[ sampler(0) ]],\n"
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" texture2d<float> tex0 [[ texture(0) ]])\n"
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"{\n"
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" return float4(vtf.color.rgb, tex0.sample(samp, vtf.uv).r);\n"
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"}\n";
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static const char* VS_METAL_NOTEX =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn[4];\n"
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" float4 colorIn;\n"
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"};\n"
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"\n"
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"struct DecalUniform\n"
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"{\n"
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" float4x4 mvp;\n"
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" float4 moduColor;\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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" float4 position [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(constant VertData* va [[ buffer(1) ]],\n"
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" uint vertId [[ vertex_id ]], uint instId [[ instance_id ]],\n"
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" constant DecalUniform& decal [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" constant VertData& v = va[instId];\n"
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" vtf.color = v.colorIn * decal.moduColor;\n"
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" vtf.position = decal.mvp * v.posIn[vertId];\n"
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" return vtf;\n"
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"}\n";
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static const char* FS_METAL_NOTEX =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]])\n"
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"{\n"
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" return vtf.color;\n"
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"}\n";
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struct MetalDecalDataBindingFactory : TShader<CDecalShaders>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CDecalShaders& shader)
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{
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CQuadDecal& decal = shader.m_decal;
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const SQuadDescr* desc = decal.m_desc;
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CUVElement* texr = desc->x14_TEX.get();
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int texCount = 0;
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boo::ObjToken<boo::ITexture> textures[1];
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if (texr)
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{
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textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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texCount = 1;
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}
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if (decal.m_instBuf)
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{
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {decal.m_uniformBuf.get()};
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if (shader.m_regPipeline)
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decal.m_normalDataBind = ctx.newShaderDataBinding(shader.m_regPipeline, nullptr, nullptr,
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decal.m_instBuf.get(), nullptr, 1, uniforms,
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nullptr, texCount, textures, nullptr, nullptr);
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if (shader.m_redToAlphaPipeline)
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decal.m_redToAlphaDataBind = ctx.newShaderDataBinding(shader.m_redToAlphaPipeline, nullptr, nullptr,
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decal.m_instBuf.get(), nullptr, 1, uniforms,
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nullptr, texCount, textures, nullptr, nullptr);
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}
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return {};
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}
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};
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TShader<CDecalShaders>::IDataBindingFactory* CDecalShaders::Initialize(boo::MetalDataFactory::Context& ctx)
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{
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static const boo::VertexElementDescriptor TexFmtTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
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};
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m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
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static const boo::VertexElementDescriptor TexFmtNoTex[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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{nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
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m_texZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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m_texAdditiveZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX, nullptr, nullptr, m_vtxFormatTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_METAL_TEX, FS_METAL_TEX_REDTOALPHA, nullptr, nullptr, m_vtxFormatTex,
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boo::BlendFactor::One, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, true, boo::CullMode::None);
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m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_METAL_NOTEX, FS_METAL_NOTEX, nullptr, nullptr, m_vtxFormatNoTex,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false, boo::CullMode::None);
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return new struct MetalDecalDataBindingFactory;
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}
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template <>
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void CDecalShaders::Shutdown<boo::MetalDataFactory>()
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{
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m_texZTestNoZWrite.reset();
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m_texAdditiveZTest.reset();
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m_texRedToAlphaZTest.reset();
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m_noTexZTestNoZWrite.reset();
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m_noTexAdditiveZTest.reset();
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m_vtxFormatTex.reset();
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m_vtxFormatNoTex.reset();
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}
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}
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