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Huge shader refactor
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@@ -1,8 +1,25 @@
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#include "CWorldShadowShader.hpp"
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#include "hecl/Pipeline.hpp"
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#include "Graphics/CGraphics.hpp"
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namespace urde
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{
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static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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static boo::ObjToken<boo::IShaderPipeline> s_ZPipeline;
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void CWorldShadowShader::Initialize()
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{
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s_Pipeline = hecl::conv->convert(Shader_CWorldShadowShader{});
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s_ZPipeline = hecl::conv->convert(Shader_CWorldShadowShaderZ{});
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}
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void CWorldShadowShader::Shutdown()
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{
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s_Pipeline.reset();
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s_ZPipeline.reset();
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}
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CWorldShadowShader::CWorldShadowShader(u32 w, u32 h)
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: m_w(w), m_h(h)
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{
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@@ -10,7 +27,12 @@ CWorldShadowShader::CWorldShadowShader(u32 w, u32 h)
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{
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 16, 4);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
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TShader<CWorldShadowShader>::BuildShaderDataBinding(ctx, *this);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {m_uniBuf.get()};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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m_dataBind = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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m_zDataBind = ctx.newShaderDataBinding(s_ZPipeline, m_vbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr);
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m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0);
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return true;
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} BooTrace);
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@@ -58,6 +80,4 @@ void CWorldShadowShader::resolveTexture()
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CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false, true);
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}
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URDE_SPECIALIZE_SHADER(CWorldShadowShader)
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}
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