mirror of https://github.com/AxioDL/metaforce.git
98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
#include "CPhazonSuitFilter.hpp"
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namespace urde
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{
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#define BLUR_SCALE (1.f / 128.f)
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void CPhazonSuitFilter::drawBlurPasses(float radius, const CTexture* indTex)
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{
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if (!m_dataBind || indTex != m_indTex)
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{
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m_indTex = indTex;
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CGraphicsCommitResources([this](boo::IGraphicsDataFactory::Context& ctx)
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{
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m_uniBufBlurX = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
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m_uniBufBlurY = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
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m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f) * 2, 1);
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struct BlurVert
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{
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zeus::CVector3f pos;
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zeus::CVector2f uv;
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} blurVerts[4] =
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{
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{{-1.f, 1.f, 0.f}, {0.f, 1.f}},
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{{-1.f, -1.f, 0.f}, {0.f, 0.f}},
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{{ 1.f, 1.f, 0.f}, {1.f, 1.f}},
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{{ 1.f, -1.f, 0.f}, {1.f, 0.f}}
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};
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m_blurVbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, blurVerts, sizeof(BlurVert), 4);
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float aspect = g_Viewport.x8_width / float(g_Viewport.xc_height);
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struct Vert
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{
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zeus::CVector3f pos;
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zeus::CVector2f screenUv;
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zeus::CVector2f indUv;
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zeus::CVector2f maskUv;
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} verts[4] =
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{
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{{-1.f, 1.f, 0.f}, {0.01f, 0.99f}, {0.f, 4.f}, {0.f, 1.f}},
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{{-1.f, -1.f, 0.f}, {0.01f, 0.01f}, {0.f, 0.f}, {0.f, 0.f}},
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{{ 1.f, 1.f, 0.f}, {0.99f, 0.99f}, {aspect * 4.f, 4.f}, {1.f, 1.f}},
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{{ 1.f, -1.f, 0.f}, {0.99f, 0.01f}, {aspect * 4.f, 0.f}, {1.f, 0.f}}
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};
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m_vbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, verts, sizeof(Vert), 4);
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m_dataBind = TShader<CPhazonSuitFilter>::BuildShaderDataBinding(ctx, *this);
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return true;
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});
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}
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SClipScreenRect rect;
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rect.x4_left = g_Viewport.x0_left;
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rect.x8_top = g_Viewport.x4_top;
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rect.xc_width = g_Viewport.x8_width;
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rect.x10_height = g_Viewport.xc_height;
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/* X Pass */
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zeus::CVector4f blurDir = zeus::CVector4f{g_Viewport.xc_height / float(g_Viewport.x8_width) *
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radius * BLUR_SCALE, 0.f, 0.f, 0.f};
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m_uniBufBlurX->load(&blurDir, sizeof(zeus::CVector4f));
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CGraphics::SetShaderDataBinding(m_dataBindBlurX);
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CGraphics::DrawArray(0, 4);
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CGraphics::ResolveSpareTexture(rect, 2);
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/* Y Pass */
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blurDir = zeus::CVector4f{0.f, radius * BLUR_SCALE, 0.f, 0.f};
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m_uniBufBlurY->load(&blurDir, sizeof(zeus::CVector4f));
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CGraphics::SetShaderDataBinding(m_dataBindBlurY);
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CGraphics::DrawArray(0, 4);
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CGraphics::ResolveSpareTexture(rect, 2);
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}
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void CPhazonSuitFilter::draw(const zeus::CColor& color,
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float indScale, float indOffX, float indOffY)
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{
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struct Uniform
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{
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zeus::CColor color;
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zeus::CVector4f indScaleOff;
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} uniform =
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{
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color,
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zeus::CVector4f(indScale, indScale, indOffX, indOffY)
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};
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m_uniBuf->load(&uniform, sizeof(Uniform));
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CGraphics::SetShaderDataBinding(m_dataBind);
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CGraphics::DrawArray(0, 4);
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}
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URDE_SPECIALIZE_SHADER(CPhazonSuitFilter)
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}
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