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shaders.cpp
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179 lines (151 loc) · 5.62 KB
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#include "../include/shaders.h"
Shaders::Shaders() {
m_cameraPosition = ysMath::LoadVector(0.0f, 0.0f);
m_mainStage = nullptr;
m_uiStage = nullptr;
m_objectVariables.ColorReplace = 1;
m_objectVariables.Lit = 0;
m_objectVariables.Transform = ysMath::LoadIdentity();
m_screenVariables.FogNear = m_uiScreenVariables.FogNear = 16000.0f;
m_screenVariables.FogFar = m_uiScreenVariables.FogFar = 16001.0f;
}
Shaders::~Shaders() {
/* void */
}
ysError Shaders::Initialize(
dbasic::ShaderSet *shaderSet,
ysRenderTarget *mainRenderTarget,
ysRenderTarget *uiRenderTarget,
ysShaderProgram *shaderProgram,
ysInputLayout *inputLayout)
{
YDS_ERROR_DECLARE("Initialize");
YDS_NESTED_ERROR_CALL(shaderSet->NewStage("ShaderStage::Main", &m_mainStage));
YDS_NESTED_ERROR_CALL(shaderSet->NewStage("ShaderStage::UI", &m_uiStage));
m_mainStage->SetInputLayout(inputLayout);
m_mainStage->SetRenderTarget(mainRenderTarget);
m_mainStage->SetShaderProgram(shaderProgram);
m_mainStage->SetFlagBit(0);
m_mainStage->SetType(dbasic::ShaderStage::Type::FullPass);
m_mainStage->NewConstantBuffer<dbasic::ShaderScreenVariables>(
"Buffer::ScreenData",
0,
dbasic::ShaderStage::ConstantBufferBinding::BufferType::SceneData,
&m_screenVariables);
m_mainStage->NewConstantBuffer<dbasic::ShaderObjectVariables>(
"Buffer::ObjectData",
1,
dbasic::ShaderStage::ConstantBufferBinding::BufferType::ObjectData,
&m_objectVariables);
m_mainStage->NewConstantBuffer<dbasic::LightingControls>(
"Buffer::LightingData",
3,
dbasic::ShaderStage::ConstantBufferBinding::BufferType::SceneData,
&m_lightingControls);
// UI Stage
m_uiStage->SetInputLayout(inputLayout);
m_uiStage->SetRenderTarget(uiRenderTarget);
m_uiStage->SetShaderProgram(shaderProgram);
m_uiStage->SetFlagBit(1);
m_uiStage->SetClearTarget(false);
m_uiStage->SetType(dbasic::ShaderStage::Type::FullPass);
m_uiStage->NewConstantBuffer<dbasic::ShaderScreenVariables>(
"Buffer::ScreenData",
0,
dbasic::ShaderStage::ConstantBufferBinding::BufferType::SceneData,
&m_uiScreenVariables);
m_uiStage->NewConstantBuffer<dbasic::ShaderObjectVariables>(
"Buffer::ObjectData",
1,
dbasic::ShaderStage::ConstantBufferBinding::BufferType::ObjectData,
&m_objectVariables);
m_uiStage->NewConstantBuffer<dbasic::LightingControls>(
"Buffer::LightingData",
3,
dbasic::ShaderStage::ConstantBufferBinding::BufferType::SceneData,
&m_lightingControls);
return YDS_ERROR_RETURN(ysError::None);
}
ysError Shaders::UseMaterial(dbasic::Material *material) {
YDS_ERROR_DECLARE("UseMaterial");
return YDS_ERROR_RETURN(ysError::None);
}
void Shaders::SetObjectTransform(const ysMatrix &mat) {
m_objectVariables.Transform = mat;
}
void Shaders::ConfigureModel(float scale, dbasic::ModelAsset *model) {
/* void */
}
void Shaders::SetBaseColor(const ysVector &color) {
m_objectVariables.BaseColor = color;
}
void Shaders::ResetBaseColor() {
m_objectVariables.BaseColor = ysMath::LoadVector(1.0f, 1.0f, 1.0f, 1.0f);
}
dbasic::StageEnableFlags Shaders::GetRegularFlags() const {
return m_mainStage->GetFlags();
}
dbasic::StageEnableFlags Shaders::GetUiFlags() const {
return m_uiStage->GetFlags();
}
void Shaders::CalculateCamera(
float width,
float height,
const Bounds &cameraBounds,
float screenWidth,
float screenHeight)
{
const ysMatrix projection = ysMath::OrthographicProjection(
width,
height,
0.001f,
500.0f);
const Point scale = Point(screenWidth, screenHeight);
const Point center =
(cameraBounds.getPosition() - Point(screenWidth / 2, screenHeight / 2))
/ scale;
m_screenVariables.Projection = ysMath::Transpose(
ysMath::MatMult(
projection,
ysMath::MatMult(
ysMath::ScaleTransform(ysMath::LoadVector(
cameraBounds.width() / screenWidth,
cameraBounds.height() / screenHeight,
1.0f)),
ysMath::TranslationTransform(ysMath::LoadVector(center.x, center.y, 0.0f))
)
)
);
m_screenVariables.Projection = ysMath::Transpose(projection);
const ysVector cameraEye =
ysMath::Add(
ysMath::LoadVector(0.0f, 0.0f, 10.0f, 1.0f),
m_cameraPosition);
const ysVector cameraTarget =
ysMath::Add(
ysMath::LoadVector(0.0f, 0.0f, 0.0f, 1.0f),
m_cameraPosition);
const ysVector up = ysMath::LoadVector(0.0f, 1.0f);
m_screenVariables.CameraView =
ysMath::Transpose(ysMath::CameraTarget(cameraEye, cameraTarget, up));
m_screenVariables.Eye = ysMath::LoadVector(cameraEye);
}
void Shaders::CalculateUiCamera(float screenWidth, float screenHeight) {
m_uiScreenVariables.Projection = ysMath::Transpose(
ysMath::OrthographicProjection(
screenWidth,
screenHeight,
0.001f,
500.0f));
const ysVector cameraEye =
ysMath::LoadVector(0.0f, 0.0f, 10.0f, 1.0f);
const ysVector cameraTarget =
ysMath::LoadVector(0.0f, 0.0f, 0.0f, 1.0f);
const ysVector up = ysMath::LoadVector(0.0f, 1.0f);
m_uiScreenVariables.CameraView =
ysMath::Transpose(ysMath::CameraTarget(cameraEye, cameraTarget, up));
m_uiScreenVariables.Eye = ysMath::LoadVector(cameraEye);
}
void Shaders::SetClearColor(const ysVector &col) {
m_mainStage->SetClearColor(col);
}