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