metaforce/Runtime/Graphics/Shaders/CWorldShadowShader.cpp

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#include "CWorldShadowShader.hpp"
namespace urde
{
CWorldShadowShader::CWorldShadowShader(u32 w, u32 h)
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: m_w(w), m_h(h)
{
CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx)
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{
m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 16, 4);
m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
m_dataBind = TShader<CWorldShadowShader>::BuildShaderDataBinding(ctx, *this);
m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0);
return true;
});
}
void CWorldShadowShader::bindRenderTarget()
{
CGraphics::g_BooMainCommandQueue->setRenderTarget(m_tex);
}
void CWorldShadowShader::drawBase(float extent)
{
zeus::CVector3f verts[] = {{-extent, 0.f, extent}, {extent, 0.f, extent},
{-extent, 0.f, -extent}, {extent, 0.f, -extent}};
m_vbo->load(verts, sizeof(zeus::CVector3f) * 4);
m_uniform.m_matrix = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f();
m_uniform.m_color = zeus::CColor::skWhite;
m_uniBuf->load(&m_uniform, sizeof(m_uniform));
CGraphics::SetShaderDataBinding(m_zDataBind);
CGraphics::DrawArray(0, 4);
}
void CWorldShadowShader::lightenShadow()
{
m_uniform.m_color = zeus::CColor(1.f, 0.25f);
m_uniBuf->load(&m_uniform, sizeof(m_uniform));
CGraphics::SetShaderDataBinding(m_dataBind);
CGraphics::DrawArray(0, 4);
}
void CWorldShadowShader::blendPreviousShadow()
{
if (!m_prevQuad)
m_prevQuad.emplace(EFilterType::Blend, m_tex.get());
m_prevQuad->draw({1.f, 0.85f}, 1.f);
}
void CWorldShadowShader::resolveTexture()
{
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boo::SWindowRect rect = {0, 0, int(m_w), int(m_h)};
CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false);
}
URDE_SPECIALIZE_SHADER(CWorldShadowShader)
}