mirror of
https://github.com/aap/librw.git
synced 2025-12-19 17:09:51 +00:00
render pipe fixes
This commit is contained in:
@@ -122,8 +122,6 @@ void
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defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
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{
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Material *m;
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RGBAf col;
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GLfloat surfProps[4];
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@@ -1,13 +1,16 @@
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namespace rw {
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namespace gl3 {
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void initMatFX(void);
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ObjPipeline *makeMatFXPipeline(void);
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void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header);
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ObjPipeline *makeSkinPipeline(void);
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ObjPipeline *makeMatFXPipeline(void);
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void initMatFX(void);
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void initSkin(void);
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ObjPipeline *makeSkinPipeline(void);
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void skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance);
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void skinRenderCB(Atomic *atomic, InstanceDataHeader *header);
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void uploadSkinMatrices(Atomic *atomic);
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}
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}
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@@ -10,15 +10,15 @@ out float v_fog;
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void
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main(void)
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{
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vec4 V = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * V;
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vec3 N = mat3(u_world) * in_normal;
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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@@ -11,15 +11,15 @@ const char *default_vert_src =
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 V = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * V;\n"
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" vec3 N = mat3(u_world) * in_normal;\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * in_normal;\n"
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" v_tex0 = in_tex0;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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@@ -9,9 +9,9 @@ out float v_fog;
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void
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main(void)
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{
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vec4 V = u_world * vec4(in_pos, 1.0);
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vec4 cV = u_view * V;
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gl_Position = u_proj * cV;
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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vec4 CamVertex = u_view * Vertex;
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gl_Position = u_proj * CamVertex;
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v_color = in_color;
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v_tex0 = in_tex0;
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v_fog = DoFog(gl_Position.w);
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@@ -10,9 +10,9 @@ const char *im3d_vert_src =
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 V = u_world * vec4(in_pos, 1.0);\n"
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" vec4 cV = u_view * V;\n"
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" gl_Position = u_proj * cV;\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" vec4 CamVertex = u_view * Vertex;\n"
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" gl_Position = u_proj * CamVertex;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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" v_fog = DoFog(gl_Position.w);\n"
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@@ -13,16 +13,16 @@ out float v_fog;
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void
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main(void)
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{
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vec4 V = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * V;
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vec3 N = mat3(u_world) * in_normal;
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy;
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v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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@@ -14,16 +14,16 @@ const char *matfx_env_vert_src =
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 V = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * V;\n"
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" vec3 N = mat3(u_world) * in_normal;\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * in_normal;\n"
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" v_tex0 = in_tex0;\n"
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" v_tex1 = (u_texMatrix * vec4(N, 1.0)).xy;\n"
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" v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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@@ -21,15 +21,15 @@ main(void)
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SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
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}
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vec4 V = u_world * vec4(SkinVertex, 1.0);
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gl_Position = u_proj * u_view * V;
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vec3 N = mat3(u_world) * SkinNormal;
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vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * SkinNormal;
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v_tex0 = in_tex0;
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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@@ -22,15 +22,15 @@ const char *skin_vert_src =
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" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
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" }\n"
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" vec4 V = u_world * vec4(SkinVertex, 1.0);\n"
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" gl_Position = u_proj * u_view * V;\n"
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" vec3 N = mat3(u_world) * SkinNormal;\n"
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" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * SkinNormal;\n"
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" v_tex0 = in_tex0;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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