- Pass vertex color and normal via uniform buffer when the attribute isn't available
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parent
1430d9012e
commit
05a6896d4f
8 changed files with 38 additions and 14 deletions
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@ -62,6 +62,7 @@ bool VkRenderState::SetDepthClamp(bool on)
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void VkRenderState::SetDepthMask(bool on)
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{
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mDepthWrite = on;
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}
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void VkRenderState::SetDepthFunc(int func)
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@ -181,7 +182,6 @@ void VkRenderState::SetViewport(int x, int y, int w, int h)
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void VkRenderState::EnableDepthTest(bool on)
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{
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mDepthTest = on;
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mDepthWrite = on;
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}
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void VkRenderState::EnableMultisampling(bool on)
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@ -301,9 +301,6 @@ void VkRenderState::Apply(int dt)
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const float normScale = 1.0f / 255.0f;
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//glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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//glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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int fogset = 0;
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if (mFogEnabled)
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@ -329,7 +326,11 @@ void VkRenderState::Apply(int dt)
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mColors.uDynLightColor = mDynColor.vec;
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mColors.uInterpolationFactor = mInterpolationFactor;
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//activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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mColors.useVertexData = passManager->VertexFormats[static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat].UseVertexData;
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mColors.uVertexColor = mColor.vec;
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mColors.uVertexNormal = mNormal.vec;
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mColors.timer = 0.0f; // static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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int tempTM = TM_NORMAL;
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex->isHardwareCanvas())
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