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Merge pull request #12793 from samcake/rc66-normalmaps
RC66: Fixing the shader pipelines used for translucent with normal maps
This commit is contained in:
commit
3bc764a020
1 changed files with 12 additions and 6 deletions
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@ -32,6 +32,7 @@
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#include "model_lightmap_fade_vert.h"
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#include "model_lightmap_normal_map_fade_vert.h"
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#include "model_translucent_vert.h"
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#include "model_translucent_normal_map_vert.h"
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#include "skin_model_fade_vert.h"
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#include "skin_model_normal_map_fade_vert.h"
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#include "skin_model_fade_dq_vert.h"
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@ -68,11 +69,13 @@
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#include "model_lightmap_normal_map_frag.h"
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#include "model_translucent_frag.h"
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#include "model_translucent_unlit_frag.h"
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#include "model_translucent_normal_map_frag.h"
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#include "model_lightmap_fade_frag.h"
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#include "model_lightmap_normal_map_fade_frag.h"
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#include "model_translucent_fade_frag.h"
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#include "model_translucent_unlit_fade_frag.h"
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#include "model_translucent_normal_map_fade_frag.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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@ -187,6 +190,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelLightmapVertex = model_lightmap_vert::getShader();
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auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
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auto modelTranslucentVertex = model_translucent_vert::getShader();
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auto modelTranslucentNormalMapVertex = model_translucent_normal_map_vert::getShader();
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auto modelShadowVertex = model_shadow_vert::getShader();
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auto modelLightmapFadeVertex = model_lightmap_fade_vert::getShader();
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@ -227,6 +231,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelNormalMapPixel = model_normal_map_frag::getShader();
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auto modelTranslucentPixel = model_translucent_frag::getShader();
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auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
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auto modelTranslucentNormalMapPixel = model_translucent_normal_map_frag::getShader();
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auto modelShadowPixel = model_shadow_frag::getShader();
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auto modelLightmapPixel = model_lightmap_frag::getShader();
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auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
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@ -239,6 +244,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
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auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
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auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
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auto modelTranslucentNormalMapFadePixel = model_translucent_normal_map_fade_frag::getShader();
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auto simpleFadePixel = simple_textured_fade_frag::getShader();
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auto simpleUnlitFadePixel = simple_textured_unlit_fade_frag::getShader();
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auto simpleTranslucentFadePixel = simple_transparent_textured_fade_frag::getShader();
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@ -296,7 +302,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap(),
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@ -316,7 +322,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
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@ -358,14 +364,14 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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// dual quaternion skinned
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addPipeline(
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@ -388,14 +394,14 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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skinModelTranslucentDualQuatVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents(),
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skinModelNormalMapTranslucentDualQuatVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelNormalMapTranslucentDualQuatVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
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skinModelFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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// Depth-only
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addPipeline(
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