#include "CRadarPaintShader.hpp" namespace urde { void CRadarPaintShader::draw(const std::vector& instances, const CTexture* tex) { if (!instances.size()) return; if (instances.size() > m_maxInsts) { m_maxInsts = instances.size(); m_tex = tex; CGraphics::CommitResources([this](boo::IGraphicsDataFactory::Context& ctx) { m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(Instance), m_maxInsts); m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CMatrix4f), 1); m_dataBind = TShader::BuildShaderDataBinding(ctx, *this); return true; }); } zeus::CMatrix4f uniMtx = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f(); m_uniBuf->load(&uniMtx, sizeof(zeus::CMatrix4f)); size_t mapSz = sizeof(Instance) * instances.size(); Instance* insts = reinterpret_cast(m_vbo->map(mapSz)); memmove(insts, instances.data(), mapSz); m_vbo->unmap(); CGraphics::SetShaderDataBinding(m_dataBind); CGraphics::DrawInstances(0, 4, instances.size()); } URDE_SPECIALIZE_SHADER(CRadarPaintShader) }