metaforce/Runtime/Graphics/Shaders/CWorldShadowShader.cpp

79 lines
2.6 KiB
C++

#include "Runtime/Graphics/Shaders/CWorldShadowShader.hpp"
#include <array>
#include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/Graphics/CGraphics.hpp"
#include "CWorldShadowShader.cpp.hshhead"
namespace urde {
using namespace hsh::pipeline;
template <bool Depth>
struct CWorldShadowShaderPipeline : pipeline<topology<hsh::TriangleStrip>, BlendAttachment<>, depth_write<Depth>,
depth_compare<Depth ? hsh::LEqual : hsh::Always>> {
CWorldShadowShaderPipeline(hsh::vertex_buffer<CWorldShadowShader::Vert> vbo,
hsh::uniform_buffer<CWorldShadowShader::Uniform> ubo) {
this->position = ubo->m_matrix * hsh::float4(vbo->m_pos, 1.f);
this->color_out[0] = ubo->m_color;
}
};
template struct CWorldShadowShaderPipeline<true>;
template struct CWorldShadowShaderPipeline<false>;
CWorldShadowShader::CWorldShadowShader(u32 w, u32 h) : m_w(w), m_h(h) {
m_vbo = hsh::create_dynamic_vertex_buffer<Vert>(4);
m_uniBuf = hsh::create_dynamic_uniform_buffer<Uniform>();
m_tex = hsh::create_render_texture2d({m_w, m_h}, hsh::RGBA8_UNORM, 1, 0);
// FIXME hsh bug: can't bind all constant values
bool depth = false;
m_dataBind.hsh_bind(CWorldShadowShaderPipeline<depth>(m_vbo.get(), m_uniBuf.get()));
depth = true;
m_zDataBind.hsh_z_bind(CWorldShadowShaderPipeline<depth>(m_vbo.get(), m_uniBuf.get()));
}
void CWorldShadowShader::bindRenderTarget() { m_tex.attach(); }
void CWorldShadowShader::drawBase(float extent) {
SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::drawBase", zeus::skMagenta);
const std::array<Vert, 4> verts{{
{{-extent, 0.f, extent}},
{{extent, 0.f, extent}},
{{-extent, 0.f, -extent}},
{{extent, 0.f, -extent}},
}};
m_vbo.load(verts);
m_uniform.m_matrix = CGraphics::GetPerspectiveProjectionMatrix(true) * CGraphics::g_GXModelView.toMatrix4f();
m_uniform.m_color = zeus::skWhite;
m_uniBuf.load(m_uniform);
m_zDataBind.draw(0, 4);
}
void CWorldShadowShader::lightenShadow() {
SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::lightenShadow", zeus::skMagenta);
m_uniform.m_color = zeus::CColor(1.f, 0.25f);
m_uniBuf.load(m_uniform);
m_dataBind.draw(0, 4);
}
void CWorldShadowShader::blendPreviousShadow() {
SCOPED_GRAPHICS_DEBUG_GROUP("CWorldShadowShader::blendPreviousShadow", zeus::skMagenta);
if (!m_prevQuad) {
m_prevQuad.emplace(EFilterType::Blend, m_tex.get_color(0));
}
zeus::CRectangle rect(0.f, 1.f, 1.f, -1.f);
m_prevQuad->draw({1.f, 0.85f}, 1.f, rect);
}
void CWorldShadowShader::resolveTexture() { m_tex.resolve_color_binding(0, hsh::rect2d{{}, {m_w, m_h}}, false); }
} // namespace urde