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Add CPlayerGun holo effect rendering
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80
Runtime/Graphics/Shaders/CAABoxShader.cpp
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80
Runtime/Graphics/Shaders/CAABoxShader.cpp
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#include "CAABoxShader.hpp"
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namespace urde
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{
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CAABoxShader::CAABoxShader(bool zOnly)
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: m_zOnly(zOnly)
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{
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m_token = CGraphics::g_BooFactory->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx)
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{
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(zeus::CVector3f), 34);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
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m_dataBind = TShader<CAABoxShader>::BuildShaderDataBinding(ctx, *this);
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return true;
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});
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}
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void CAABoxShader::setAABB(const zeus::CAABox& aabb)
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{
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zeus::CVector3f vboData[] =
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{
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{aabb.max.x, aabb.max.y, aabb.min.z},
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{aabb.max.x, aabb.min.y, aabb.min.z},
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{aabb.max.x, aabb.max.y, aabb.max.z},
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{aabb.max.x, aabb.min.y, aabb.max.z},
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{aabb.max.x, aabb.min.y, aabb.max.z},
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{aabb.min.x, aabb.max.y, aabb.min.z},
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{aabb.min.x, aabb.max.y, aabb.min.z},
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{aabb.max.x, aabb.max.y, aabb.min.z},
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{aabb.min.x, aabb.max.y, aabb.max.z},
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{aabb.max.x, aabb.max.y, aabb.max.z},
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{aabb.max.x, aabb.max.y, aabb.max.z},
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{aabb.min.x, aabb.max.y, aabb.min.z},
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{aabb.min.x, aabb.max.y, aabb.min.z},
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{aabb.min.x, aabb.min.y, aabb.min.z},
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{aabb.min.x, aabb.max.y, aabb.max.z},
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{aabb.min.x, aabb.min.y, aabb.max.z},
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{aabb.min.x, aabb.min.y, aabb.max.z},
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{aabb.min.x, aabb.min.y, aabb.min.z},
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{aabb.min.x, aabb.min.y, aabb.min.z},
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{aabb.max.x, aabb.min.y, aabb.min.z},
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{aabb.min.x, aabb.min.y, aabb.max.z},
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{aabb.max.x, aabb.min.y, aabb.max.z},
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{aabb.max.x, aabb.min.y, aabb.max.z},
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{aabb.min.x, aabb.min.y, aabb.max.z},
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{aabb.min.x, aabb.min.y, aabb.max.z},
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{aabb.max.x, aabb.min.y, aabb.max.z},
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{aabb.min.x, aabb.max.y, aabb.max.z},
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{aabb.max.x, aabb.max.y, aabb.max.z},
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{aabb.max.x, aabb.max.y, aabb.max.z},
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{aabb.min.x, aabb.min.y, aabb.min.z},
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{aabb.min.x, aabb.min.y, aabb.min.z},
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{aabb.max.x, aabb.min.y, aabb.min.z},
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{aabb.min.x, aabb.max.y, aabb.min.z},
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{aabb.max.x, aabb.max.y, aabb.min.z},
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};
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m_vbo->load(vboData, sizeof(zeus::CVector3f) * 34);
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}
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void CAABoxShader::draw(const zeus::CColor& color)
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{
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m_uniform.m_xf = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f();
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m_uniform.m_color = color;
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m_uniBuf->load(&m_uniform, sizeof(Uniform));
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CGraphics::g_BooMainCommandQueue->setShaderDataBinding(m_dataBind);
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CGraphics::g_BooMainCommandQueue->draw(0, 34);
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}
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void CAABoxShader::Shutdown() {}
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URDE_SPECIALIZE_SHADER(CAABoxShader)
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}
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