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Add CPlayerGun holo effect rendering

This commit is contained in:
Jack Andersen
2017-09-02 19:53:38 -10:00
parent 35ab6e4803
commit 91600c31bf
21 changed files with 522 additions and 43 deletions

View File

@@ -20,6 +20,8 @@
#include "World/CWorldShadow.hpp"
#include "World/ScriptObjectSupport.hpp"
#include "Graphics/CRainSplashGenerator.hpp"
#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
#include "Graphics/Shaders/CAABoxShader.hpp"
namespace urde
{
@@ -311,6 +313,9 @@ private:
u32 _dummy = 0;
};
mutable CTexturedQuadFilter m_screenQuad = {EFilterType::Blend, CGraphics::g_SpareTexture, true};
mutable CAABoxShader m_aaboxShader = {true};
void InitBeamData();
void InitBombData();
void InitMuzzleData();
@@ -363,6 +368,9 @@ private:
void RenderEnergyDrainEffects(const CStateManager& mgr) const;
void DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
zeus::CVector3f ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const;
static void CopyScreenTex();
void DrawScreenTex(float z) const;
void DrawClipCube(const zeus::CAABox& aabb) const;
public:
explicit CPlayerGun(TUniqueId playerId);