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Changes to support boo object tracker API

This commit is contained in:
Jack Andersen
2017-11-04 20:17:12 -10:00
parent d301491bd6
commit 3894749675
138 changed files with 1679 additions and 1243 deletions

View File

@@ -50,30 +50,30 @@ BOO_GLSL_BINDING_HEAD
URDE_DECL_SPECIALIZE_SHADER(CEnergyBarShader)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
struct CEnergyBarShaderGLDataBindingFactory : TShader<CEnergyBarShader>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CEnergyBarShader& filter)
boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CEnergyBarShader& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4}
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4}
};
boo::IVertexFormat* vtxFmt = ctx.newVertexFormat(2, VtxVmt);
boo::IGraphicsBuffer* bufs[1];
boo::ObjToken<boo::IVertexFormat> vtxFmt = ctx.newVertexFormat(2, VtxVmt);
boo::ObjToken<boo::IGraphicsBuffer> bufs[1];
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[] = {filter.m_tex->GetBooTexture()};
boo::ObjToken<boo::ITexture> texs[] = {filter.m_tex->GetBooTexture()};
for (int i=0 ; i<3 ; ++i)
{
bufs[0] = filter.m_uniBuf[i];
bufs[0] = filter.m_uniBuf[i].get();
filter.m_dataBind[i] = cctx.newShaderDataBinding(s_Pipeline,
vtxFmt, filter.m_vbo, nullptr, nullptr,
vtxFmt, filter.m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, nullptr, nullptr);
}
return filter.m_dataBind[0];
@@ -113,6 +113,12 @@ CEnergyBarShader::Initialize(boo::GLDataFactory::Context& ctx)
return new CEnergyBarShaderGLDataBindingFactory;
}
template <>
void CEnergyBarShader::Shutdown<boo::GLDataFactory>()
{
s_Pipeline.reset();
}
#if BOO_HAS_VULKAN
TShader<CEnergyBarShader>::IDataBindingFactory*
CEnergyBarShader::Initialize(boo::VulkanDataFactory::Context& ctx)