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Huge shader refactor
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@@ -1,6 +1,7 @@
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#include "CParticleSwooshShaders.hpp"
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#include "Particle/CParticleSwoosh.hpp"
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#include "Particle/CSwooshDescription.hpp"
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#include "hecl/Pipeline.hpp"
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namespace urde
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{
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@@ -15,7 +16,31 @@ boo::ObjToken<boo::IShaderPipeline> CParticleSwooshShaders::m_noTexNoZWrite;
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boo::ObjToken<boo::IShaderPipeline> CParticleSwooshShaders::m_noTexAdditiveZWrite;
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boo::ObjToken<boo::IShaderPipeline> CParticleSwooshShaders::m_noTexAdditiveNoZWrite;
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boo::ObjToken<boo::IVertexFormat> CParticleSwooshShaders::m_vtxFormat;
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static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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void CParticleSwooshShaders::Initialize()
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{
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m_texZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderTexZWrite{});
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m_texNoZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderTexNoZWrite{});
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m_texAdditiveZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderTexAdditiveZWrite{});
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m_texAdditiveNoZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderTexAdditiveNoZWrite{});
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m_noTexZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderNoTexZWrite{});
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m_noTexNoZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderNoTexNoZWrite{});
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m_noTexAdditiveZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderNoTexAdditiveZWrite{});
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m_noTexAdditiveNoZWrite = hecl::conv->convert(Shader_CParticleSwooshShaderNoTexAdditiveNoZWrite{});
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}
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void CParticleSwooshShaders::Shutdown()
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{
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m_texZWrite.reset();
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m_texNoZWrite.reset();
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m_texAdditiveZWrite.reset();
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m_texAdditiveNoZWrite.reset();
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m_noTexZWrite.reset();
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m_noTexNoZWrite.reset();
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m_noTexAdditiveZWrite.reset();
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m_noTexAdditiveNoZWrite.reset();
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}
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CParticleSwooshShaders::EShaderClass CParticleSwooshShaders::GetShaderClass(CParticleSwoosh& gen)
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{
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@@ -67,10 +92,13 @@ void CParticleSwooshShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::C
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}
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}
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CParticleSwooshShaders shad(gen, pipeline);
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TShader<CParticleSwooshShaders>::BuildShaderDataBinding(ctx, shad);
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CUVElement* texr = desc->x3c_TEXR.get();
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boo::ObjToken<boo::ITexture> textures[] = {texr ? texr->GetValueTexture(0).GetObj()->GetBooTexture() : nullptr};
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boo::ObjToken<boo::IGraphicsBuffer> uniforms[] = {gen.m_uniformBuf.get()};
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gen.m_dataBind = ctx.newShaderDataBinding(pipeline, gen.m_vertBuf.get(),
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nullptr, nullptr, 1, uniforms,
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nullptr, texr ? 1 : 0, textures, nullptr, nullptr);
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}
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URDE_SPECIALIZE_SHADER(CParticleSwooshShaders)
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}
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