metaforce/Runtime/Graphics/Shaders/CWorldShadowShader.hpp

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#pragma once
#include <optional>
#include "Runtime/Graphics/Shaders/CColoredQuadFilter.hpp"
#include "Runtime/Graphics/Shaders/CTexturedQuadFilter.hpp"
#include <zeus/CColor.hpp>
#include <zeus/CMatrix4f.hpp>
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namespace urde {
class CWorldShadowShader {
boo::ObjToken<boo::ITextureR> m_tex;
std::optional<CTexturedQuadFilter> m_prevQuad;
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u32 m_w, m_h;
struct Uniform {
zeus::CMatrix4f m_matrix;
zeus::CColor m_color;
};
boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf;
boo::ObjToken<boo::IShaderDataBinding> m_dataBind;
boo::ObjToken<boo::IShaderDataBinding> m_zDataBind;
Uniform m_uniform;
public:
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static void Initialize();
static void Shutdown();
CWorldShadowShader(u32 w, u32 h);
void bindRenderTarget();
void drawBase(float extent);
void lightenShadow();
void blendPreviousShadow();
void resolveTexture();
u32 GetWidth() const { return m_w; }
u32 GetHeight() const { return m_h; }
const boo::ObjToken<boo::ITextureR>& GetTexture() const { return m_tex; }
};
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} // namespace urde