mirror of https://github.com/AxioDL/metaforce.git
105 lines
3.1 KiB
C++
105 lines
3.1 KiB
C++
#include "CEnergyBarShader.hpp"
|
|
#include "TShader.hpp"
|
|
#include "Graphics/CTexture.hpp"
|
|
|
|
namespace urde
|
|
{
|
|
|
|
static const char* VS =
|
|
"#include <metal_stdlib>\n"
|
|
"using namespace metal;\n"
|
|
"struct VertData\n"
|
|
"{\n"
|
|
" float4 posIn [[ attribute(0) ]];\n"
|
|
" float4 uvIn [[ attribute(1) ]];\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct EnergyBarUniform\n"
|
|
"{\n"
|
|
" float4x4 xf;\n"
|
|
" float4 color;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VertToFrag\n"
|
|
"{\n"
|
|
" float4 position [[ position ]];\n"
|
|
" float4 color;\n"
|
|
" float2 uv;\n"
|
|
"};\n"
|
|
"\n"
|
|
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant EnergyBarUniform& ebu [[ buffer(2) ]])\n"
|
|
"{\n"
|
|
" VertToFrag vtf;\n"
|
|
" vtf.color = ebu.color;\n"
|
|
" vtf.uv = v.uvIn.xy;\n"
|
|
" vtf.position = ebu.xf * float4(v.posIn.xyz, 1.0);\n"
|
|
" return vtf;\n"
|
|
"}\n";
|
|
|
|
static const char* FS =
|
|
"#include <metal_stdlib>\n"
|
|
"using namespace metal;\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"
|
|
" sampler samp [[ sampler(0) ]],\n"
|
|
" texture2d<float> tex [[ texture(0) ]])\n"
|
|
"{\n"
|
|
" return vtf.color * tex.sample(samp, vtf.uv);\n"
|
|
"}\n";
|
|
|
|
URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader)
|
|
|
|
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
|
|
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
|
|
|
|
struct CEnergyBarShaderMetalDataBindingFactory : TShader<CEnergyBarShader>::IDataBindingFactory
|
|
{
|
|
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
|
|
CEnergyBarShader& filter)
|
|
{
|
|
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
|
|
|
|
boo::ObjToken<boo::IGraphicsBuffer> bufs[1];
|
|
boo::ObjToken<boo::ITexture> texs[] = {filter.m_tex->GetBooTexture()};
|
|
for (int i=0 ; i<3 ; ++i)
|
|
{
|
|
bufs[0] = filter.m_uniBuf[i].get();
|
|
filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
|
|
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
|
|
nullptr, nullptr, nullptr, 1, texs, nullptr, nullptr);
|
|
}
|
|
return filter.m_dataBind[0];
|
|
}
|
|
};
|
|
|
|
TShader<CEnergyBarShader>::IDataBindingFactory*
|
|
CEnergyBarShader::Initialize(boo::MetalDataFactory::Context& ctx)
|
|
{
|
|
const boo::VertexElementDescriptor VtxVmt[] =
|
|
{
|
|
{nullptr, nullptr, boo::VertexSemantic::Position4},
|
|
{nullptr, nullptr, boo::VertexSemantic::UV4}
|
|
};
|
|
s_VtxFmt = ctx.newVertexFormat(2, VtxVmt);
|
|
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, s_VtxFmt,
|
|
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
|
|
boo::Primitive::TriStrips, boo::ZTest::LEqual,
|
|
false, true, false, boo::CullMode::None);
|
|
return new CEnergyBarShaderMetalDataBindingFactory;
|
|
}
|
|
|
|
template <>
|
|
void CEnergyBarShader::Shutdown<boo::MetalDataFactory>()
|
|
{
|
|
s_VtxFmt.reset();
|
|
s_Pipeline.reset();
|
|
}
|
|
|
|
}
|