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#ifndef ATG_ENGINE_SIM_SHADERS_H
#define ATG_ENGINE_SIM_SHADERS_H
#include "delta.h"
#include "ui_math.h"
class Shaders : public dbasic::ShaderBase {
public:
Shaders();
~Shaders();
ysError Initialize(
dbasic::ShaderSet *shaderSet,
ysRenderTarget *mainRenderTarget,
ysRenderTarget *uiRenderTarget,
ysShaderProgram *shaderProgram,
ysInputLayout *inputLayout);
virtual ysError UseMaterial(dbasic::Material *material);
virtual void SetObjectTransform(const ysMatrix &mat);
virtual void ConfigureModel(float scale, dbasic::ModelAsset *model);
void SetBaseColor(const ysVector &color);
void ResetBaseColor();
dbasic::StageEnableFlags GetRegularFlags() const;
dbasic::StageEnableFlags GetUiFlags() const;
void CalculateCamera(
float width,
float height,
const Bounds &cameraBounds,
float screenWidth,
float screenHeight,
float angle = 0.0f);
void CalculateUiCamera(float screenWidth, float screenHeight);
void SetClearColor(const ysVector &col);
public:
dbasic::ShaderScreenVariables m_screenVariables;
dbasic::ShaderScreenVariables m_uiScreenVariables;
dbasic::ShaderObjectVariables m_objectVariables;
ysVector m_cameraPosition;
protected:
dbasic::ShaderStage *m_mainStage;
dbasic::ShaderStage *m_uiStage;
dbasic::LightingControls m_lightingControls;
};
#endif /* ATG_ENGINE_SIM_SHADERS_H */
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