metaforce/Runtime/Graphics/Shaders/CCameraBlurFilter.cpp

81 lines
2.5 KiB
C++

#include "CCameraBlurFilter.hpp"
#include "hecl/Pipeline.hpp"
#include "Graphics/CGraphics.hpp"
namespace urde
{
static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
void CCameraBlurFilter::Initialize()
{
s_Pipeline = hecl::conv->convert(Shader_CCameraBlurFilter{});
}
void CCameraBlurFilter::Shutdown()
{
s_Pipeline.reset();
}
CCameraBlurFilter::CCameraBlurFilter()
{
CGraphics::CommitResources([this](boo::IGraphicsDataFactory::Context& ctx)
{
m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, 32, 4);
m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(Uniform), 1);
boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {m_uniBuf.get()};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ObjToken<boo::ITexture> texs[] = {CGraphics::g_SpareTexture.get()};
m_dataBind = ctx.newShaderDataBinding(s_Pipeline, m_vbo.get(), nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, nullptr, nullptr);
return true;
} BooTrace);
}
void CCameraBlurFilter::draw(float amount, bool clearDepth)
{
if (amount <= 0.f)
return;
SClipScreenRect clipRect(g_Viewport);
CGraphics::ResolveSpareTexture(clipRect, 0, clearDepth);
float aspect = CGraphics::g_CroppedViewport.xc_width / float(CGraphics::g_CroppedViewport.x10_height);
float xFac = CGraphics::g_CroppedViewport.xc_width / float(g_Viewport.x8_width);
float yFac = CGraphics::g_CroppedViewport.x10_height / float(g_Viewport.xc_height);
float xBias = CGraphics::g_CroppedViewport.x4_left / float(g_Viewport.x8_width);
float yBias = CGraphics::g_CroppedViewport.x8_top / float(g_Viewport.xc_height);
Vert verts[4] =
{
{{-1.0, -1.0}, {xBias, yBias}},
{{-1.0, 1.0}, {xBias, yBias + yFac}},
{{ 1.0, -1.0}, {xBias + xFac, yBias}},
{{ 1.0, 1.0}, {xBias + xFac, yBias + yFac}},
};
m_vbo->load(verts, sizeof(verts));
for (int i=0 ; i<6 ; ++i)
{
float tmp = i;
tmp *= 2.f * M_PIF;
tmp /= 6.f;
float amtX = std::cos(tmp);
amtX *= amount / 448.f / aspect;
float amtY = std::sin(tmp);
amtY *= amount / 448.f;
m_uniform.m_uv[i][0] = amtX * xFac;
m_uniform.m_uv[i][1] = amtY * yFac;
}
m_uniform.m_opacity = std::min(amount / 2.f, 1.f);
m_uniBuf->load(&m_uniform, sizeof(m_uniform));
CGraphics::SetShaderDataBinding(m_dataBind);
CGraphics::DrawArray(0, 4);
}
}