mirror of https://github.com/AxioDL/metaforce.git
CCameraBlurFilter: Make use of std::array where applicable
Same behavior, less hardcoded sizes.
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@ -1,6 +1,7 @@
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#include "Runtime/Graphics/Shaders/CCameraBlurFilter.hpp"
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#include "Runtime/Graphics/Shaders/CCameraBlurFilter.hpp"
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#include <algorithm>
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <cmath>
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#include "Runtime/Graphics/CGraphics.hpp"
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#include "Runtime/Graphics/CGraphics.hpp"
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@ -26,39 +27,41 @@ CCameraBlurFilter::CCameraBlurFilter() {
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CGraphics::CommitResources([this](boo::IGraphicsDataFactory::Context& ctx) {
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CGraphics::CommitResources([this](boo::IGraphicsDataFactory::Context& ctx) {
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 32, 4);
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 32, 4);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {m_uniBuf.get()};
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const std::array<boo::ObjToken<boo::IGraphicsBuffer>, 1> bufs{m_uniBuf.get()};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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constexpr std::array stages{boo::PipelineStage::Vertex};
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boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get()};
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const std::array<boo::ObjToken<boo::ITexture>, 1> texs{CGraphics::g_SpareTexture.get()};
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m_dataBind = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr, nullptr,
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m_dataBind = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr, bufs.size(), bufs.data(),
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1, texs, nullptr, nullptr);
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stages.data(), nullptr, nullptr, texs.size(), texs.data(), nullptr, nullptr);
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return true;
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return true;
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} BooTrace);
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} BooTrace);
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}
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}
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void CCameraBlurFilter::draw(float amount, bool clearDepth) {
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void CCameraBlurFilter::draw(float amount, bool clearDepth) {
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if (amount <= 0.f)
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if (amount <= 0.f) {
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return;
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return;
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}
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SCOPED_GRAPHICS_DEBUG_GROUP("CCameraBlurFilter::draw", zeus::skMagenta);
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SCOPED_GRAPHICS_DEBUG_GROUP("CCameraBlurFilter::draw", zeus::skMagenta);
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SClipScreenRect clipRect(g_Viewport);
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const SClipScreenRect clipRect(g_Viewport);
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CGraphics::ResolveSpareTexture(clipRect, 0, clearDepth);
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CGraphics::ResolveSpareTexture(clipRect, 0, clearDepth);
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float aspect = CGraphics::g_CroppedViewport.xc_width / float(CGraphics::g_CroppedViewport.x10_height);
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const float aspect = float(CGraphics::g_CroppedViewport.xc_width) / float(CGraphics::g_CroppedViewport.x10_height);
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float xFac = CGraphics::g_CroppedViewport.xc_width / float(g_Viewport.x8_width);
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const float xFac = float(CGraphics::g_CroppedViewport.xc_width) / float(g_Viewport.x8_width);
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float yFac = CGraphics::g_CroppedViewport.x10_height / float(g_Viewport.xc_height);
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const float yFac = float(CGraphics::g_CroppedViewport.x10_height) / float(g_Viewport.xc_height);
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float xBias = CGraphics::g_CroppedViewport.x4_left / float(g_Viewport.x8_width);
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const float xBias = float(CGraphics::g_CroppedViewport.x4_left) / float(g_Viewport.x8_width);
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float yBias = CGraphics::g_CroppedViewport.x8_top / float(g_Viewport.xc_height);
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const float yBias = float(CGraphics::g_CroppedViewport.x8_top) / float(g_Viewport.xc_height);
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Vert verts[4] = {
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const std::array<Vert, 4> verts{{
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{{-1.0, -1.0}, {xBias, yBias}},
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{{-1.0, -1.0}, {xBias, yBias}},
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{{-1.0, 1.0}, {xBias, yBias + yFac}},
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{{-1.0, 1.0}, {xBias, yBias + yFac}},
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{{1.0, -1.0}, {xBias + xFac, yBias}},
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{{1.0, -1.0}, {xBias + xFac, yBias}},
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{{1.0, 1.0}, {xBias + xFac, yBias + yFac}},
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{{1.0, 1.0}, {xBias + xFac, yBias + yFac}},
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};
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}};
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m_vbo->load(verts, sizeof(verts));
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m_vbo->load(verts.data(), sizeof(verts));
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for (int i = 0; i < 6; ++i) {
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for (size_t i = 0; i < m_uniform.m_uv.size(); ++i) {
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float tmp = i;
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auto tmp = static_cast<float>(i);
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tmp *= 2.f * M_PIF;
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tmp *= 2.f * M_PIF;
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tmp /= 6.f;
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tmp /= 6.f;
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include <array>
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#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
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#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
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#include <zeus/CVector4f.hpp>
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#include <zeus/CVector4f.hpp>
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@ -7,7 +8,7 @@ namespace urde {
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class CCameraBlurFilter {
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class CCameraBlurFilter {
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struct Uniform {
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struct Uniform {
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zeus::CVector4f m_uv[6];
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std::array<zeus::CVector4f, 6> m_uv;
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float m_opacity = 1.f;
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float m_opacity = 1.f;
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};
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};
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