#include "CWorldShadowShader.hpp" #include "hecl/Pipeline.hpp" #include "Graphics/CGraphics.hpp" namespace urde { static boo::ObjToken s_Pipeline; static boo::ObjToken s_ZPipeline; void CWorldShadowShader::Initialize() { s_Pipeline = hecl::conv->convert(Shader_CWorldShadowShader{}); s_ZPipeline = hecl::conv->convert(Shader_CWorldShadowShaderZ{}); } void CWorldShadowShader::Shutdown() { s_Pipeline.reset(); s_ZPipeline.reset(); } 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); boo::ObjToken bufs[] = {m_uniBuf.get()}; boo::PipelineStage stages[] = {boo::PipelineStage::Vertex}; m_dataBind = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr); m_zDataBind = ctx.newShaderDataBinding(s_ZPipeline, m_vbo.get(), nullptr, nullptr, 1, bufs, stages, nullptr, nullptr, 0, nullptr, nullptr, nullptr); m_tex = ctx.newRenderTexture(m_w, m_h, boo::TextureClampMode::ClampToWhite, 1, 0); return true; } BooTrace); } 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()); zeus::CRectangle rect(0.f, 1.f, 1.f, -1.f); m_prevQuad->draw({1.f, 0.85f}, 1.f, rect); } 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); } }