#include "Runtime/Graphics/Shaders/CEnvFxShaders.hpp" #include "Runtime/World/CEnvFxManager.hpp" #include namespace urde { boo::ObjToken CEnvFxShaders::m_snowPipeline; boo::ObjToken CEnvFxShaders::m_underwaterPipeline; void CEnvFxShaders::Initialize() { m_snowPipeline = hecl::conv->convert(Shader_CEnvFxSnowShader{}); m_underwaterPipeline = hecl::conv->convert(Shader_CEnvFxUnderwaterShader{}); } void CEnvFxShaders::Shutdown() { m_snowPipeline.reset(); m_underwaterPipeline.reset(); } void CEnvFxShaders::BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CEnvFxManager& fxMgr, CEnvFxManagerGrid& grid) { const auto uBufInfo = grid.m_uniformBuf.getBufferInfo(); const auto iBufInfo = grid.m_instBuf.getBufferInfo(); const std::array, 2> uniforms{{ uBufInfo.first.get(), fxMgr.m_fogUniformBuf.get(), }}; const std::array ubufOffsets{ size_t(uBufInfo.second), 0, }; constexpr std::array ubufSizes{ sizeof(CEnvFxShaders::Uniform), sizeof(CGraphics::g_Fog), }; constexpr std::array uniformStages{ boo::PipelineStage::Vertex, boo::PipelineStage::Fragment, }; std::array, 2> textures{ fxMgr.xb74_txtrSnowFlake->GetBooTexture(), fxMgr.x40_txtrEnvGradient->GetBooTexture(), }; grid.m_snowBinding = ctx.newShaderDataBinding( m_snowPipeline, nullptr, iBufInfo.first.get(), nullptr, uniforms.size(), uniforms.data(), uniformStages.data(), ubufOffsets.data(), ubufSizes.data(), textures.size(), textures.data(), nullptr, nullptr, 0, iBufInfo.second); textures[0] = fxMgr.xc48_underwaterFlake->GetBooTexture(); grid.m_underwaterBinding = ctx.newShaderDataBinding(m_underwaterPipeline, nullptr, iBufInfo.first.get(), nullptr, uniforms.size(), uniforms.data(), uniformStages.data(), ubufOffsets.data(), ubufSizes.data(), textures.size(), textures.data(), nullptr, nullptr, 0, iBufInfo.second); } } // namespace urde