WIP shader work - not complete!

This commit is contained in:
Tim Barnes 2018-11-02 09:08:45 +10:00
parent a44d885885
commit 6e17475f86
52 changed files with 1315 additions and 589 deletions

View file

@ -309,7 +309,8 @@ PostEffect::PostEffect()
mCameraForwardSC( NULL ),
mAccumTimeSC( NULL ),
mDeltaTimeSC( NULL ),
mInvCameraMatSC( NULL )
mInvCameraMatSC( NULL ),
mMatCameraToWorldSC( NULL)
{
dMemset( mTexSRGB, 0, sizeof(bool) * NumTextures);
dMemset( mActiveTextures, 0, sizeof( GFXTextureObject* ) * NumTextures );
@ -615,6 +616,8 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mDeltaTimeSC = mShader->getShaderConstHandle( "$deltaTime" );
mInvCameraMatSC = mShader->getShaderConstHandle( "$invCameraMat" );
mMatCameraToWorldSC = mShader->getShaderConstHandle("$cameraToWorld");
}
// Set up shader constants for source image size
@ -749,6 +752,13 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
mShaderConsts->set( mAmbientColorSC, ambientColor );
}
if (mMatCameraToWorldSC->isValid())
{
MatrixF tempMat = thisFrame.worldToCamera;
tempMat.inverse();
mShaderConsts->set(mMatCameraToWorldSC, tempMat);
}
mShaderConsts->setSafe( mAccumTimeSC, MATMGR->getTotalTime() );
mShaderConsts->setSafe( mDeltaTimeSC, MATMGR->getDeltaTime() );