metaforce/Runtime/Graphics/Shaders/CWorldShadowShader.hpp

53 lines
1.3 KiB
C++

#ifndef URDE_CWORLDSHADOWSHADER_HPP
#define URDE_CWORLDSHADOWSHADER_HPP
#include "TShader.hpp"
#include "CColoredQuadFilter.hpp"
#include "CTexturedQuadFilter.hpp"
namespace urde
{
class CWorldShadowShader
{
friend struct CWorldShadowShaderGLDataBindingFactory;
friend struct CWorldShadowShaderVulkanDataBindingFactory;
friend struct CWorldShadowShaderD3DDataBindingFactory;
friend struct CWorldShadowShaderMetalDataBindingFactory;
boo::ObjToken<boo::ITextureR> m_tex;
std::experimental::optional<CTexturedQuadFilter> m_prevQuad;
u32 m_w, m_h;
struct Uniform
{
zeus::CMatrix4f m_matrix;
zeus::CColor m_color;
};
boo::ObjToken<boo::IGraphicsBufferD> m_vbo;
boo::ObjToken<boo::IGraphicsBufferD> m_uniBuf;
boo::ObjToken<boo::IShaderDataBinding> m_dataBind;
boo::ObjToken<boo::IShaderDataBinding> m_zDataBind;
Uniform m_uniform;
public:
CWorldShadowShader(u32 w, u32 h);
void bindRenderTarget();
void drawBase(float extent);
void lightenShadow();
void blendPreviousShadow();
void resolveTexture();
u32 GetWidth() const { return m_w; }
u32 GetHeight() const { return m_h; }
const boo::ObjToken<boo::ITextureR>& GetTexture() const { return m_tex; }
using _CLS = CWorldShadowShader;
#include "TShaderDecl.hpp"
};
}
#endif // URDE_CWORLDSHADOWSHADER_HPP