Fix DrawLevelMesh bugs
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parent
fc65d43ae8
commit
05e46e0cb4
6 changed files with 24 additions and 13 deletions
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@ -74,7 +74,7 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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};
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const auto& desc = effectshaders[key.SpecialEffect];
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program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.defines);
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program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.defines, key.UseLevelMesh);
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program.frag = LoadFragShader(desc.ShaderName, desc.fp1, desc.fp2, desc.fp3, desc.fp4, desc.defines, key);
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}
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else
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@ -112,7 +112,7 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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if (key.EffectState < FIRST_USER_SHADER)
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{
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const auto& desc = defaultshaders[key.EffectState];
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program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.Defines);
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program.vert = LoadVertShader(desc.ShaderName, mainvp, desc.Defines, key.UseLevelMesh);
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program.frag = LoadFragShader(desc.ShaderName, mainfp, desc.material_lump, desc.mateffect_lump, desc.lightmodel_lump, desc.Defines, key);
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}
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else
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@ -121,14 +121,14 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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const FString& name = ExtractFileBase(desc.shader.GetChars());
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FString defines = defaultshaders[desc.shaderType].Defines + desc.defines;
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program.vert = LoadVertShader(name, mainvp, defines.GetChars());
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program.vert = LoadVertShader(name, mainvp, defines.GetChars(), key.UseLevelMesh);
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program.frag = LoadFragShader(name, mainfp, desc.shader.GetChars(), defaultshaders[desc.shaderType].mateffect_lump, defaultshaders[desc.shaderType].lightmodel_lump, defines.GetChars(), key);
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}
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}
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return &program;
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}
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines)
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines, bool levelmesh)
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{
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FString definesBlock;
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definesBlock << defines;
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@ -142,6 +142,9 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
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definesBlock << "#define NO_CLIPDISTANCE_SUPPORT\n";
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}
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if (levelmesh)
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definesBlock << "#define USE_LEVELMESH\n";
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FString layoutBlock;
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layoutBlock << LoadPrivateShaderLump("shaders/scene/layout_shared.glsl").GetChars() << "\n";
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layoutBlock << LoadPrivateShaderLump("shaders/scene/layout_vert.glsl").GetChars() << "\n";
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@ -112,7 +112,7 @@ public:
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void RemoveVkPPShader(VkPPShader* shader);
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private:
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std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines);
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std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines, bool levelmesh);
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std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char* mateffect_lump, const char *lightmodel_lump, const char *defines, const VkShaderKey& key);
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ShaderIncludeResult OnInclude(FString headerName, FString includerName, size_t depth, bool system);
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@ -622,7 +622,7 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
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auto passSetup = GetRenderPassManager()->GetRenderPass(key);
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RenderPassBegin beginInfo;
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beginInfo.RenderPass(passSetup->GetRenderPass(CT_Depth | CT_Stencil));
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beginInfo.RenderPass(passSetup->GetRenderPass(CT_Color | CT_Depth | CT_Stencil));
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beginInfo.RenderArea(0, 0, buffers->GetWidth(), buffers->GetHeight());
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beginInfo.Framebuffer(buffers->GetFramebuffer(key));
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beginInfo.AddClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
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@ -668,9 +668,9 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
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pipelineKey.DrawType = DT_Triangles;
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pipelineKey.VertexFormat = vertexFormatIndex;
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pipelineKey.RenderStyle = DefaultRenderStyle();
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pipelineKey.DepthTest = false;
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pipelineKey.DepthWrite = false;
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pipelineKey.DepthFunc = 0;
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pipelineKey.DepthTest = true;
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pipelineKey.DepthWrite = true;
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pipelineKey.DepthFunc = DF_Less;
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pipelineKey.DepthClamp = false;
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pipelineKey.DepthBias = false;
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pipelineKey.StencilTest = false;
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@ -726,6 +726,8 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
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#ifdef NPOT_EMULATION
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streamdata.uNpotEmulation = { 0,0,0,0 };
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#endif
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streamdata.uClipSplit.X = -1000000.f;
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streamdata.uClipSplit.Y = 1000000.f;
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rsbuffers->StreamBuffer->Write(streamdata);
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