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author | aap <aap@papnet.eu> | 2021-02-06 16:33:17 +0100 |
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committer | aap <aap@papnet.eu> | 2021-02-06 16:33:17 +0100 |
commit | 6662e60b63d3765ad703d23c28a2c17822b58348 (patch) | |
tree | 70fbd3b1f1fcc7190ea14d8b51bfa4cd6847e4f6 /src/extras/custompipes_d3d9.cpp | |
parent | Fix inverted vertical camera (diff) | |
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Diffstat (limited to 'src/extras/custompipes_d3d9.cpp')
-rw-r--r-- | src/extras/custompipes_d3d9.cpp | 31 |
1 files changed, 17 insertions, 14 deletions
diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp index 4242c630..dad42b33 100644 --- a/src/extras/custompipes_d3d9.cpp +++ b/src/extras/custompipes_d3d9.cpp @@ -89,6 +89,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) } int vsBits; + rw::uint32 flags = atomic->geometry->flags; setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices(header->indexBuffer); setVertexDeclaration(header->vertexDeclaration); @@ -120,7 +121,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity; d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1); - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(m->texture) d3d::setTexture(0, m->texture); @@ -149,11 +150,11 @@ CreateVehiclePipe(void) fp = ReadTweakValueTable(fp, SpecColor); } -#include "shaders/neoVehicle_VS.inc" +#include "shaders/obj/neoVehicle_VS.inc" neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso); assert(neoVehicle_VS); -#include "shaders/neoVehicle_PS.inc" +#include "shaders/obj/neoVehicle_PS.inc" neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso); assert(neoVehicle_PS); @@ -259,11 +260,11 @@ CreateWorldPipe(void) else ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); -#include "shaders/default_UV2_VS.inc" +#include "shaders/obj/default_UV2_VS.inc" neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso); assert(neoWorld_VS); -#include "shaders/neoWorldIII_PS.inc" +#include "shaders/obj/neoWorldIII_PS.inc" neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso); assert(neoWorldIII_PS); @@ -346,11 +347,11 @@ glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) void CreateGlossPipe(void) { -#include "shaders/neoGloss_VS.inc" +#include "shaders/obj/neoGloss_VS.inc" neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso); assert(neoGloss_VS); -#include "shaders/neoGloss_PS.inc" +#include "shaders/obj/neoGloss_PS.inc" neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso); assert(neoGloss_PS); @@ -420,6 +421,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) } int vsBits; + rw::uint32 flags = atomic->geometry->flags; setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices(header->indexBuffer); setVertexDeclaration(header->vertexDeclaration); @@ -437,7 +439,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(m->texture){ d3d::setTexture(0, m->texture); @@ -463,7 +465,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) } int vsBits; - + rw::uint32 flags = atomic->geometry->flags; setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices((IDirect3DIndexBuffer9*)header->indexBuffer); @@ -484,7 +486,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(inst->material->texture){ d3d::setTexture(0, m->texture); @@ -512,11 +514,11 @@ CreateRimLightPipes(void) } -#include "shaders/neoRim_VS.inc" +#include "shaders/obj/neoRim_VS.inc" neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso); assert(neoRim_VS); -#include "shaders/neoRimSkin_VS.inc" +#include "shaders/obj/neoRimSkin_VS.inc" neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso); assert(neoRimSkin_VS); @@ -610,6 +612,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) assert(building->instHeader->platform == PLATFORM_D3D9); building->fadeAlpha = 255; building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT); + rw::uint32 flags = atomic->geometry->flags; bool setupDone = false; bool defer = false; @@ -639,7 +642,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setupDone = true; } - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(m->texture){ d3d::setTexture(0, m->texture); @@ -702,7 +705,7 @@ 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 if(m->texture){ d3d::setTexture(0, m->texture); |