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author | aap <aap@papnet.eu> | 2021-02-06 16:49:52 +0100 |
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committer | aap <aap@papnet.eu> | 2021-02-06 16:49:52 +0100 |
commit | 425f360363419bef0c7bed0df5d79798408e6cf0 (patch) | |
tree | 8a8d558bc4e83147ed517231d5201faf1ad09937 /src/extras/custompipes_gl.cpp | |
parent | Merge branch 'miami' of github.com:GTAmodding/re3 into miami (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 8a574579..6cbd0bb7 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); @@ -160,8 +161,8 @@ 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); @@ -271,8 +272,8 @@ CreateWorldPipe(void) ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); { -#include "shaders/neoWorldVC_fs_gl.inc" -#include "shaders/default_UV2_gl.inc" +#include "shaders/obj/neoWorldVC_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, neoWorldVC_frag_src, nil }; neoWorldShader = Shader::create(vs, fs); @@ -379,8 +380,8 @@ 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); @@ -449,6 +450,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -472,7 +474,7 @@ 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); @@ -499,6 +501,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -520,7 +523,7 @@ 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); @@ -551,8 +554,8 @@ 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); @@ -560,8 +563,8 @@ 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); @@ -665,6 +668,7 @@ 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; @@ -704,7 +708,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setupDone = true; } - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -773,7 +777,7 @@ 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); |