metaforce/Runtime/Graphics/Shaders/CWorldShadowShaderGLSL.cpp

144 lines
5.0 KiB
C++

#include "CWorldShadowShader.hpp"
namespace urde
{
static const char* VS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"\n"
"UBINDING0 uniform ColoredQuadUniform\n"
"{\n"
" mat4 xf;\n"
" vec4 color;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = color;\n"
" gl_Position = xf * vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CWorldShadowShader)
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
static boo::ObjToken<boo::IShaderPipeline> s_ZPipeline;
struct CWorldShadowShaderGLDataBindingFactory : TShader<CWorldShadowShader>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CWorldShadowShader& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4}
};
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ObjToken<boo::IVertexFormat> vtxFmt = ctx.newVertexFormat(1, VtxVmt);
filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline,
vtxFmt, filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline,
vtxFmt, filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
return nullptr;
}
};
#if BOO_HAS_VULKAN
struct CWorldShadowShaderVulkanDataBindingFactory : TShader<CWorldShadowShader>::IDataBindingFactory
{
boo::ObjToken<boo::IShaderDataBinding>
BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CWorldShadowShader& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBuf.get()};
filter.m_dataBind = cctx.newShaderDataBinding(s_Pipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
filter.m_zDataBind = cctx.newShaderDataBinding(s_ZPipeline, s_VtxFmt,
filter.m_vbo.get(), nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
return nullptr;
}
};
#endif
TShader<CWorldShadowShader>::IDataBindingFactory*
CWorldShadowShader::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* uniNames[] = {"ColoredQuadUniform"};
s_Pipeline = ctx.newShaderPipeline(VS, FS, 0, nullptr, 1, uniNames, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_ZPipeline = ctx.newShaderPipeline(VS, FS, 0, nullptr, 1, uniNames, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, true, true, false, boo::CullMode::None);
return new CWorldShadowShaderGLDataBindingFactory;
}
template <>
void CWorldShadowShader::Shutdown<boo::GLDataFactory>()
{
s_Pipeline.reset();
s_ZPipeline.reset();
}
#if BOO_HAS_VULKAN
TShader<CWorldShadowShader>::IDataBindingFactory*
CWorldShadowShader::Initialize(boo::VulkanDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4}
};
s_VtxFmt = ctx.newVertexFormat(1, VtxVmt);
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_ZPipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::LEqual, true, true, false, boo::CullMode::None);
return new CWorldShadowShaderVulkanDataBindingFactory;
}
template <>
void CWorldShadowShader::Shutdown<boo::VulkanDataFactory>()
{
s_VtxFmt.reset();
s_Pipeline.reset();
s_ZPipeline.reset();
}
#endif
}