Merge pull request #12793 from samcake/rc66-normalmaps

RC66: Fixing the shader pipelines used for translucent  with normal maps
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John Conklin II 2018-04-05 07:49:35 -07:00 committed by GitHub
commit 3bc764a020
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@ -32,6 +32,7 @@
#include "model_lightmap_fade_vert.h"
#include "model_lightmap_normal_map_fade_vert.h"
#include "model_translucent_vert.h"
#include "model_translucent_normal_map_vert.h"
#include "skin_model_fade_vert.h"
#include "skin_model_normal_map_fade_vert.h"
#include "skin_model_fade_dq_vert.h"
@ -68,11 +69,13 @@
#include "model_lightmap_normal_map_frag.h"
#include "model_translucent_frag.h"
#include "model_translucent_unlit_frag.h"
#include "model_translucent_normal_map_frag.h"
#include "model_lightmap_fade_frag.h"
#include "model_lightmap_normal_map_fade_frag.h"
#include "model_translucent_fade_frag.h"
#include "model_translucent_unlit_fade_frag.h"
#include "model_translucent_normal_map_fade_frag.h"
#include "overlay3D_vert.h"
#include "overlay3D_frag.h"
@ -187,6 +190,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto modelLightmapVertex = model_lightmap_vert::getShader();
auto modelLightmapNormalMapVertex = model_lightmap_normal_map_vert::getShader();
auto modelTranslucentVertex = model_translucent_vert::getShader();
auto modelTranslucentNormalMapVertex = model_translucent_normal_map_vert::getShader();
auto modelShadowVertex = model_shadow_vert::getShader();
auto modelLightmapFadeVertex = model_lightmap_fade_vert::getShader();
@ -227,6 +231,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto modelNormalMapPixel = model_normal_map_frag::getShader();
auto modelTranslucentPixel = model_translucent_frag::getShader();
auto modelTranslucentUnlitPixel = model_translucent_unlit_frag::getShader();
auto modelTranslucentNormalMapPixel = model_translucent_normal_map_frag::getShader();
auto modelShadowPixel = model_shadow_frag::getShader();
auto modelLightmapPixel = model_lightmap_frag::getShader();
auto modelLightmapNormalMapPixel = model_lightmap_normal_map_frag::getShader();
@ -239,6 +244,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
auto modelShadowFadePixel = model_shadow_fade_frag::getShader();
auto modelTranslucentFadePixel = model_translucent_fade_frag::getShader();
auto modelTranslucentUnlitFadePixel = model_translucent_unlit_fade_frag::getShader();
auto modelTranslucentNormalMapFadePixel = model_translucent_normal_map_fade_frag::getShader();
auto simpleFadePixel = simple_textured_fade_frag::getShader();
auto simpleUnlitFadePixel = simple_textured_unlit_fade_frag::getShader();
auto simpleTranslucentFadePixel = simple_transparent_textured_fade_frag::getShader();
@ -296,7 +302,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withTangents(),
modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withMaterial().withTranslucent().withLightmap(),
@ -316,7 +322,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
addPipeline(
// FIXME: Ignore lightmap for translucents meshpart
Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
@ -358,14 +364,14 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
// dual quaternion skinned
addPipeline(
@ -388,14 +394,14 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
skinModelTranslucentDualQuatVertex, modelTranslucentPixel, nullptr, nullptr);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents(),
skinModelNormalMapTranslucentDualQuatVertex, modelTranslucentPixel, nullptr, nullptr);
skinModelNormalMapTranslucentDualQuatVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
// Same thing but with Fade on
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withFade(),
skinModelFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
addPipeline(
Key::Builder().withMaterial().withSkinned().withDualQuatSkinned().withTranslucent().withTangents().withFade(),
skinModelNormalMapFadeDualQuatVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
skinModelNormalMapFadeDualQuatVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
// Depth-only
addPipeline(