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Refactors to support fog volume rendering

This commit is contained in:
Jack Andersen
2017-03-13 21:03:58 -10:00
parent 22989ff47c
commit 1629882113
47 changed files with 1362 additions and 332 deletions

View File

@@ -317,10 +317,15 @@ public:
{
g_BooMainCommandQueue->setShaderDataBinding(binding);
}
static void ResolveSpareTexture(const SClipScreenRect& rect)
static void ResolveSpareTexture(const SClipScreenRect& rect, int bindIdx=0)
{
boo::SWindowRect wrect = {rect.x4_left, rect.x8_top, rect.xc_width, rect.x10_height};
g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, true, false);
g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, bindIdx, true, false);
}
static void ResolveSpareDepth(const SClipScreenRect& rect, int bindIdx=0)
{
boo::SWindowRect wrect = {rect.x4_left, rect.x8_top, rect.xc_width, rect.x10_height};
g_BooMainCommandQueue->resolveBindTexture(g_SpareTexture, wrect, true, bindIdx, false, true);
}
static void DrawInstances(size_t start, size_t count, size_t instCount)
{