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Arm cannon rendering fixes

This commit is contained in:
Jack Andersen
2018-01-14 21:39:25 -10:00
parent 89b9a6d7d3
commit 47b3d57c3a
19 changed files with 89 additions and 67 deletions

View File

@@ -58,6 +58,7 @@ public:
void drawVerts(const zeus::CColor& color, const Vert verts[4], float lod=0.f);
void DrawFilter(EFilterShape shape, const zeus::CColor& color, float t);
const TLockedToken<CTexture>& GetTex() const { return m_tex; }
const boo::ObjToken<boo::ITexture>& GetBooTex() const { return m_booTex; }
using _CLS = CTexturedQuadFilter;
#include "TMultiBlendShaderDecl.hpp"

View File

@@ -10,7 +10,7 @@ CWorldShadowShader::CWorldShadowShader(u32 w, u32 h)
{
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);
TShader<CWorldShadowShader>::BuildShaderDataBinding(ctx, *this);
m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0);
return true;
});
@@ -54,7 +54,7 @@ void CWorldShadowShader::blendPreviousShadow()
void CWorldShadowShader::resolveTexture()
{
boo::SWindowRect rect = {0, 0, int(m_w), int(m_h)};
CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false);
CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false, true);
}
URDE_SPECIALIZE_SHADER(CWorldShadowShader)