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author | aap <aap@papnet.eu> | 2021-02-06 16:33:17 +0100 |
---|---|---|
committer | aap <aap@papnet.eu> | 2021-02-06 16:33:17 +0100 |
commit | 6662e60b63d3765ad703d23c28a2c17822b58348 (patch) | |
tree | 70fbd3b1f1fcc7190ea14d8b51bfa4cd6847e4f6 /src/extras/custompipes_gl.cpp | |
parent | Fix inverted vertical camera (diff) | |
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Diffstat (limited to 'src/extras/custompipes_gl.cpp')
-rw-r--r-- | src/extras/custompipes_gl.cpp | 34 |
1 files changed, 19 insertions, 15 deletions
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index caf9eb27..f1cbfc38 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -87,6 +87,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -119,7 +120,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -159,8 +160,8 @@ CreateVehiclePipe(void) { -#include "shaders/neoVehicle_fs_gl.inc" -#include "shaders/neoVehicle_vs_gl.inc" +#include "shaders/obj/neoVehicle_frag.inc" +#include "shaders/obj/neoVehicle_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil }; neoVehicleShader = Shader::create(vs, fs); @@ -270,8 +271,8 @@ CreateWorldPipe(void) ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); { -#include "shaders/neoWorldIII_fs_gl.inc" -#include "shaders/default_UV2_gl.inc" +#include "shaders/obj/neoWorldIII_frag.inc" +#include "shaders/obj/default_UV2_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoWorldIII_frag_src, nil }; neoWorldShader = Shader::create(vs, fs); @@ -378,8 +379,8 @@ CreateGlossPipe(void) using namespace rw::gl3; { -#include "shaders/neoGloss_fs_gl.inc" -#include "shaders/neoGloss_vs_gl.inc" +#include "shaders/obj/neoGloss_frag.inc" +#include "shaders/obj/neoGloss_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil }; neoGlossShader = Shader::create(vs, fs); @@ -448,6 +449,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -471,7 +473,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -498,6 +500,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -519,7 +522,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -550,8 +553,8 @@ CreateRimLightPipes(void) } { -#include "shaders/simple_fs_gl.inc" -#include "shaders/neoRimSkin_gl.inc" +#include "shaders/obj/simple_frag.inc" +#include "shaders/obj/neoRimSkin_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; neoRimSkinShader = Shader::create(vs, fs); @@ -559,8 +562,8 @@ CreateRimLightPipes(void) } { -#include "shaders/simple_fs_gl.inc" -#include "shaders/neoRim_gl.inc" +#include "shaders/obj/simple_frag.inc" +#include "shaders/obj/neoRim_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; neoRimShader = Shader::create(vs, fs); @@ -664,6 +667,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) assert(building->instHeader->platform == PLATFORM_GL3); building->fadeAlpha = 255; building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT); + rw::uint32 flags = atomic->geometry->flags; WorldLights lights; lights.numAmbients = 1; @@ -703,7 +707,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setupDone = true; } - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -772,7 +776,7 @@ RenderBlendPass(int pass) rw::RGBA color = m->color; color.alpha = (color.alpha * building->fadeAlpha)/255; - setMaterial(color, m->surfaceProps); + setMaterial(color, m->surfaceProps); // always modulate here setTexture(0, m->texture); |