fixes for gl3

This commit is contained in:
aap
2020-04-26 19:33:43 +02:00
parent 43190a51f7
commit 09b0b36e7d
36 changed files with 858 additions and 647 deletions

View File

@@ -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++){

View File

@@ -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++){

View File

@@ -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++){

View File

@@ -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);

View File

@@ -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;

View File

@@ -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);