reorganize shaders; use modulate flag; update librw

This commit is contained in:
aap 2021-02-06 16:49:52 +01:00
commit 425f360363
46 changed files with 64 additions and 119 deletions

View file

@ -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);