Пример #1
0
CPhazonBeam::CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
                         const zeus::CVector3f& scale)
: CGunWeapon(characterId, type, playerId, playerMaterial, scale)
, x238_aaBoxScale(zeus::CVector3f(-0.14664599f, 0.f, -0.14909725f) * scale.y(),
                  zeus::CVector3f(0.14664599f, 0.64619601f, 0.14909725f) * scale.y())
, x250_aaBoxTranslate(zeus::CVector3f(-0.0625f, 0.f, -0.09375f) * scale.y(),
                      zeus::CVector3f(0.0625f, -0.25f, 0.09375f) * scale.y()) {
  x21c_phazonVeins = g_SimplePool->GetObj("PhazonVeins");
  x228_phazon2nd1 = g_SimplePool->GetObj("Phazon2nd_1");
  x274_24_loaded = false;
  x274_25_clipWipeActive = true;
  x274_26_veinsAlphaActive = false;
  x274_27_phazonVeinsIdx = false;
  m_aaboxShaderScale.setAABB(x238_aaBoxScale);
  m_aaboxShaderTranslate.setAABB(x250_aaBoxTranslate);
}
Пример #2
0
void CSpaceWarpFilter::draw(const zeus::CVector3f& pt) {
  /* Indirect coords are full-texture sampling when warp is completely in viewport */
  m_uniform.m_indXf[1][1] = 1.f;
  m_uniform.m_indXf[0][0] = 1.f;
  m_uniform.m_indXf[2][0] = 0.f;
  m_uniform.m_indXf[2][1] = 0.f;

  /* Warp effect is fixed at 192x192 rectangle in original (1/2.5 viewport height) */
  float aspect = CGraphics::g_CroppedViewport.xc_width / float(CGraphics::g_CroppedViewport.x10_height);
  m_uniform.m_matrix[1][1] = 1.f / 2.5f;
  m_uniform.m_matrix[0][0] = m_uniform.m_matrix[1][1] / aspect;

  SClipScreenRect clipRect = {};
  clipRect.x4_left = ((pt[0] - m_uniform.m_matrix[0][0]) / 2.f + 0.5f) * CGraphics::g_CroppedViewport.xc_width;
  if (clipRect.x4_left >= CGraphics::g_CroppedViewport.xc_width)
    return;
  clipRect.x8_top = ((pt[1] - m_uniform.m_matrix[1][1]) / 2.f + 0.5f) * CGraphics::g_CroppedViewport.x10_height;
  if (clipRect.x8_top >= CGraphics::g_CroppedViewport.x10_height)
    return;
  clipRect.xc_width = CGraphics::g_CroppedViewport.xc_width * m_uniform.m_matrix[0][0];
  if (clipRect.x4_left + clipRect.xc_width <= 0)
    return;
  clipRect.x10_height = CGraphics::g_CroppedViewport.x10_height * m_uniform.m_matrix[1][1];
  if (clipRect.x8_top + clipRect.x10_height <= 0)
    return;

  float oldW = clipRect.xc_width;
  if (clipRect.x4_left < 0) {
    clipRect.xc_width += clipRect.x4_left;
    m_uniform.m_indXf[0][0] = clipRect.xc_width / oldW;
    m_uniform.m_indXf[2][0] = -clipRect.x4_left / oldW;
    clipRect.x4_left = 0;
  }

  float oldH = clipRect.x10_height;
  if (clipRect.x8_top < 0) {
    clipRect.x10_height += clipRect.x8_top;
    m_uniform.m_indXf[1][1] = clipRect.x10_height / oldH;
    m_uniform.m_indXf[2][1] = -clipRect.x8_top / oldH;
    clipRect.x8_top = 0;
  }

  float tmp = clipRect.x4_left + clipRect.xc_width;
  if (tmp >= CGraphics::g_CroppedViewport.xc_width) {
    clipRect.xc_width = CGraphics::g_CroppedViewport.xc_width - clipRect.x4_left;
    m_uniform.m_indXf[0][0] = clipRect.xc_width / oldW;
  }

  tmp = clipRect.x8_top + clipRect.x10_height;
  if (tmp >= CGraphics::g_CroppedViewport.x10_height) {
    clipRect.x10_height = CGraphics::g_CroppedViewport.x10_height - clipRect.x8_top;
    m_uniform.m_indXf[1][1] = clipRect.x10_height / oldH;
  }

  /* Transform UV coordinates of rectangle within viewport and sampled scene texels (clamped to viewport bounds) */
  zeus::CVector2f vp{float(CGraphics::g_CroppedViewport.xc_width), float(CGraphics::g_CroppedViewport.x10_height)};
  m_uniform.m_matrix[0][0] = clipRect.xc_width / vp.x();
  m_uniform.m_matrix[1][1] = clipRect.x10_height / vp.y();
  m_uniform.m_matrix[3][0] = pt.x() + (1.f / vp.x());
  m_uniform.m_matrix[3][1] = pt.y() + (1.f / vp.y());
  if (CGraphics::g_BooPlatform == boo::IGraphicsDataFactory::Platform::OpenGL) {
    m_uniform.m_matrix[3][2] = pt.z() * 2.f - 1.f;
  } else {
    m_uniform.m_matrix[1][1] *= -1.f;
    m_uniform.m_matrix[3][1] *= -1.f;
    m_uniform.m_matrix[3][2] = pt.z();
  }

  if (clipRect.x4_left) {
    clipRect.x4_left -= 1;
    clipRect.xc_width += 1;
  }
  if (clipRect.x8_top) {
    clipRect.x8_top -= 1;
    clipRect.x10_height += 1;
  }
  if (clipRect.x4_left + clipRect.xc_width < CGraphics::g_CroppedViewport.xc_width)
    clipRect.xc_width += 1;
  if (clipRect.x8_top + clipRect.x10_height < CGraphics::g_CroppedViewport.x10_height)
    clipRect.x10_height += 1;

  clipRect.x4_left += CGraphics::g_CroppedViewport.x4_left;
  clipRect.x8_top += CGraphics::g_CroppedViewport.x8_top;
  clipRect.x8_top = g_Viewport.xc_height - clipRect.x10_height - clipRect.x8_top;
  CGraphics::ResolveSpareTexture(clipRect);

  m_uniform.m_strength.x() =
      m_uniform.m_matrix[0][0] * m_strength * 0.5f * (clipRect.x10_height / float(clipRect.xc_width));
  m_uniform.m_strength.y() = m_uniform.m_matrix[1][1] * m_strength * 0.5f;
  m_uniBuf->load(&m_uniform, sizeof(m_uniform));

  CGraphics::SetShaderDataBinding(m_dataBind);
  CGraphics::DrawArray(0, 4);
}