#include "CWorldShadowShader.hpp" namespace urde { CWorldShadowShader::CWorldShadowShader(u32 w, u32 h) : m_w(w), m_h(h) { CGraphics::CommitResources([&](boo::IGraphicsDataFactory::Context& ctx) { m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 16, 4); m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1); TShader::BuildShaderDataBinding(ctx, *this); m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0); return true; }); } void CWorldShadowShader::bindRenderTarget() { CGraphics::g_BooMainCommandQueue->setRenderTarget(m_tex); } void CWorldShadowShader::drawBase(float extent) { zeus::CVector3f verts[] = {{-extent, 0.f, extent}, {extent, 0.f, extent}, {-extent, 0.f, -extent}, {extent, 0.f, -extent}}; m_vbo->load(verts, sizeof(zeus::CVector3f) * 4); m_uniform.m_matrix = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f(); m_uniform.m_color = zeus::CColor::skWhite; m_uniBuf->load(&m_uniform, sizeof(m_uniform)); CGraphics::SetShaderDataBinding(m_zDataBind); CGraphics::DrawArray(0, 4); } void CWorldShadowShader::lightenShadow() { m_uniform.m_color = zeus::CColor(1.f, 0.25f); m_uniBuf->load(&m_uniform, sizeof(m_uniform)); CGraphics::SetShaderDataBinding(m_dataBind); CGraphics::DrawArray(0, 4); } void CWorldShadowShader::blendPreviousShadow() { if (!m_prevQuad) m_prevQuad.emplace(EFilterType::Blend, m_tex.get()); m_prevQuad->draw({1.f, 0.85f}, 1.f); } void CWorldShadowShader::resolveTexture() { boo::SWindowRect rect = {0, 0, int(m_w), int(m_h)}; CGraphics::g_BooMainCommandQueue->resolveBindTexture(m_tex, rect, false, 0, true, false, true); } URDE_SPECIALIZE_SHADER(CWorldShadowShader) }