mirror of
https://github.com/aap/librw.git
synced 2025-12-20 01:19:51 +00:00
fixes for gl3
This commit is contained in:
@@ -159,7 +159,7 @@ matfxRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
|
||||
bool normals = !!(atomic->geometry->flags & Geometry::NORMALS);
|
||||
|
||||
float surfProps[4];
|
||||
surfProps[3] = atomic->geometry->flags&Geometry::PRELIT ? 1.0f : 0.0f;
|
||||
surfProps[3] = 0.0f;
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
|
||||
@@ -89,10 +89,9 @@ defaultRenderCB_Fix(Atomic *atomic, InstanceDataHeader *header)
|
||||
convMatrix(&world, f->getLTM());
|
||||
d3ddevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)&world);
|
||||
|
||||
setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
|
||||
0, header->vertexStream[0].stride);
|
||||
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
|
||||
setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
|
||||
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
|
||||
setIndices(header->indexBuffer);
|
||||
setVertexDeclaration(header->vertexDeclaration);
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
@@ -145,10 +144,9 @@ void
|
||||
defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
|
||||
{
|
||||
int vsBits;
|
||||
setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
|
||||
0, header->vertexStream[0].stride);
|
||||
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
|
||||
setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
|
||||
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
|
||||
setIndices(header->indexBuffer);
|
||||
setVertexDeclaration(header->vertexDeclaration);
|
||||
|
||||
vsBits = lightingCB_Shader(atomic);
|
||||
uploadMatrices(atomic->getFrame()->getLTM());
|
||||
@@ -165,7 +163,7 @@ defaultRenderCB_Shader(Atomic *atomic, InstanceDataHeader *header)
|
||||
setVertexShader(default_all_VS);
|
||||
|
||||
float surfProps[4];
|
||||
surfProps[3] = atomic->geometry->flags&Geometry::PRELIT ? 1.0f : 0.0f;
|
||||
surfProps[3] = 0.0f;
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
|
||||
@@ -288,7 +288,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
setVertexShader(skin_all_VS);
|
||||
|
||||
float surfProps[4];
|
||||
surfProps[3] = atomic->geometry->flags&Geometry::PRELIT ? 1.0f : 0.0f;
|
||||
surfProps[3] = 0.0f;
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
for(uint32 i = 0; i < header->numMeshes; i++){
|
||||
|
||||
@@ -37,6 +37,8 @@ static IDirect3DVertexDeclaration9 *im2ddecl;
|
||||
static IDirect3DVertexBuffer9 *im2dvertbuf;
|
||||
static IDirect3DIndexBuffer9 *im2dindbuf;
|
||||
|
||||
void *im2dOverridePS;
|
||||
|
||||
void
|
||||
openIm2D(void)
|
||||
{
|
||||
@@ -111,7 +113,9 @@ im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
|
||||
setStreamSource(0, im2dvertbuf, 0, sizeof(Im2DVertex));
|
||||
setVertexDeclaration(im2ddecl);
|
||||
|
||||
if(engine->device.getRenderState(TEXTURERASTER))
|
||||
if(im2dOverridePS)
|
||||
setPixelShader(im2dOverridePS);
|
||||
else if(engine->device.getRenderState(TEXTURERASTER))
|
||||
setPixelShader(im2d_tex_PS);
|
||||
else
|
||||
setPixelShader(im2d_PS);
|
||||
@@ -163,7 +167,9 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
|
||||
setIndices(im2dindbuf);
|
||||
setVertexDeclaration(im2ddecl);
|
||||
|
||||
if(engine->device.getRenderState(TEXTURERASTER))
|
||||
if(im2dOverridePS)
|
||||
setPixelShader(im2dOverridePS);
|
||||
else if(engine->device.getRenderState(TEXTURERASTER))
|
||||
setPixelShader(im2d_tex_PS);
|
||||
else
|
||||
setPixelShader(im2d_PS);
|
||||
|
||||
@@ -263,6 +263,8 @@ void uploadMatrices(void); // no world transform
|
||||
void uploadMatrices(Matrix *worldMat);
|
||||
int32 uploadLights(WorldLights *lightData); // called by lightingCB_Shader
|
||||
|
||||
extern void *im2dOverridePS;
|
||||
|
||||
extern void *default_amb_VS;
|
||||
extern void *default_amb_dir_VS;
|
||||
extern void *default_all_VS;
|
||||
|
||||
@@ -23,11 +23,11 @@ VS_out main(in VS_in input)
|
||||
VS_out output;
|
||||
|
||||
output.Position = mul(combinedMat, input.Position);
|
||||
float3 Vertex = mul(worldMat, input.Position).xyz;
|
||||
float3 Normal = mul(normalMat, input.Normal);
|
||||
float3 V = mul(worldMat, input.Position).xyz;
|
||||
float3 N = mul(normalMat, input.Normal);
|
||||
|
||||
output.TexCoord0.xy = input.TexCoord;
|
||||
output.TexCoord1 = mul(texMat, float4(Normal, 1.0)).xy;
|
||||
output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy;
|
||||
|
||||
output.Color = input.Prelight;
|
||||
output.Color.rgb += ambientLight.rgb * surfAmbient;
|
||||
@@ -35,15 +35,15 @@ VS_out main(in VS_in input)
|
||||
int i;
|
||||
#ifdef DIRECTIONALS
|
||||
for(i = 0; i < numDirLights; i++)
|
||||
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
|
||||
output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
|
||||
#endif
|
||||
#ifdef POINTLIGHTS
|
||||
for(i = 0; i < numPointLights; i++)
|
||||
output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
output.Color.xyz += DoPointLight(lights[i+firstPointLight], V, N)*surfDiffuse;
|
||||
#endif
|
||||
#ifdef SPOTLIGHTS
|
||||
for(i = 0; i < numSpotLights; i++)
|
||||
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
|
||||
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], V, N)*surfDiffuse;
|
||||
#endif
|
||||
// PS2 clamps before material color
|
||||
output.Color = clamp(output.Color, 0.0, 1.0);
|
||||
|
||||
Reference in New Issue
Block a user