Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
This commit is contained in:
parent
6c57283b25
commit
27058efe85
13 changed files with 19 additions and 19 deletions
|
|
@ -193,7 +193,7 @@ public:
|
|||
mSurfaceUniforms.uLightFactor = 0.0f;
|
||||
mSurfaceUniforms.uFogDensity = 0.0f;
|
||||
mSurfaceUniforms.uLightLevel = -1.0f;
|
||||
mSurfaceUniforms.uDepthFadeFalloff = 0.0f;
|
||||
mSurfaceUniforms.uDepthFadeThreshold = 0.0f;
|
||||
mSpecialEffect = EFF_NONE;
|
||||
mLightIndex = -1;
|
||||
mBoneIndexBase = -1;
|
||||
|
|
@ -264,9 +264,9 @@ public:
|
|||
mSurfaceUniforms.uDesaturationFactor = 0.0f;
|
||||
}
|
||||
|
||||
void SetDepthFadeFalloff(float falloff)
|
||||
void SetDepthFadeThreshold(float falloff)
|
||||
{
|
||||
mSurfaceUniforms.uDepthFadeFalloff = falloff;
|
||||
mSurfaceUniforms.uDepthFadeThreshold = falloff;
|
||||
}
|
||||
|
||||
void SetTextureClamp(bool on)
|
||||
|
|
|
|||
|
|
@ -44,6 +44,6 @@ struct SurfaceUniforms
|
|||
|
||||
float uAlphaThreshold;
|
||||
int uTextureIndex;
|
||||
float uDepthFadeFalloff;
|
||||
float uDepthFadeThreshold;
|
||||
float padding3;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -185,7 +185,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
|
|||
if (!key.AlphaTest) definesBlock << "#define NO_ALPHATEST\n";
|
||||
if (key.GBufferPass) definesBlock << "#define GBUFFER_PASS\n";
|
||||
|
||||
if (key.DepthFadeFalloff) definesBlock << "#define USE_DEPTHFADEFALLOFF\n";
|
||||
if (key.DepthFadeThreshold) definesBlock << "#define USE_DEPTHFADETHRESHOLD\n";
|
||||
|
||||
if (key.Simple2D) definesBlock << "#define SIMPLE2D\n";
|
||||
if (key.ClampY) definesBlock << "#define TEXF_ClampY\n";
|
||||
|
|
|
|||
|
|
@ -79,7 +79,7 @@ public:
|
|||
uint64_t UseLevelMesh : 1; // USE_LEVELMESH
|
||||
uint64_t FogBalls : 1; // FOGBALLS
|
||||
uint64_t NoFragmentShader : 1;
|
||||
uint64_t DepthFadeFalloff : 1;
|
||||
uint64_t DepthFadeThreshold : 1;
|
||||
uint64_t Unused : 41;
|
||||
};
|
||||
uint64_t AsQWORD = 0;
|
||||
|
|
|
|||
|
|
@ -258,7 +258,7 @@ void VkRenderState::ApplyRenderPass(int dt)
|
|||
pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
|
||||
pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
|
||||
|
||||
pipelineKey.ShaderKey.DepthFadeFalloff = mSurfaceUniforms.uDepthFadeFalloff > 0.0f;
|
||||
pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
|
||||
|
||||
// The way GZDoom handles state is just plain insanity!
|
||||
int fogset = 0;
|
||||
|
|
|
|||
|
|
@ -1128,7 +1128,7 @@ public:
|
|||
DVector2 AutomapOffsets; // Offset the actors' sprite view on the automap by these coordinates.
|
||||
float isoscaleY; // Y-scale to compensate for Y-billboarding for isometric sprites
|
||||
float isotheta; // Rotation angle to compensate for Y-billboarding for isometric sprites
|
||||
double DepthFadeFalloff; // [Nash] "soft particle" fade factor
|
||||
double DepthFadeThreshold; // [Nash] "soft particle" fade threshold in map units
|
||||
DRotator Angles;
|
||||
DRotator ViewAngles; // Angle offsets for cameras
|
||||
TObjPtr<DViewPosition*> ViewPos; // Position offsets for cameras
|
||||
|
|
|
|||
|
|
@ -394,7 +394,7 @@ void AActor::Serialize(FSerializer &arc)
|
|||
A("WorldOffset", WorldOffset)
|
||||
("modelData", modelData)
|
||||
A("LandingSpeed", LandingSpeed)
|
||||
A("DepthFadeFalloff", DepthFadeFalloff)
|
||||
A("DepthFadeThreshold", DepthFadeThreshold)
|
||||
|
||||
("unmorphtime", UnmorphTime)
|
||||
("morphflags", MorphFlags)
|
||||
|
|
|
|||
|
|
@ -131,7 +131,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
|
|||
state.SetTextureMode(RenderStyle);
|
||||
|
||||
if (actor)
|
||||
state.SetDepthFadeFalloff(actor->DepthFadeFalloff);
|
||||
state.SetDepthFadeThreshold(actor->DepthFadeThreshold);
|
||||
|
||||
if (hw_styleflags == STYLEHW_NoAlphaTest)
|
||||
{
|
||||
|
|
@ -328,7 +328,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
|
|||
state.ClearDepthBias();
|
||||
}
|
||||
|
||||
state.SetDepthFadeFalloff(0.0f);
|
||||
state.SetDepthFadeThreshold(0.0f);
|
||||
|
||||
// [Nash] hitbox debug
|
||||
if (actor && r_showhitbox)
|
||||
|
|
|
|||
|
|
@ -2130,7 +2130,7 @@ DEFINE_FIELD(AActor, UnmorphTime)
|
|||
DEFINE_FIELD(AActor, MorphFlags)
|
||||
DEFINE_FIELD(AActor, PremorphProperties)
|
||||
DEFINE_FIELD(AActor, MorphExitFlash)
|
||||
DEFINE_FIELD(AActor, DepthFadeFalloff)
|
||||
DEFINE_FIELD(AActor, DepthFadeThreshold)
|
||||
|
||||
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
|
||||
DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ struct SurfaceUniforms
|
|||
|
||||
float uAlphaThreshold;
|
||||
int uTextureIndex;
|
||||
float uDepthFadeFalloff;
|
||||
float uDepthFadeThreshold;
|
||||
float padding3;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -27,9 +27,9 @@ void main()
|
|||
if (material.Base.a <= uAlphaThreshold) discard;
|
||||
#endif
|
||||
|
||||
#ifdef USE_DEPTHFADEFALLOFF
|
||||
#ifdef USE_DEPTHFADETHRESHOLD
|
||||
float behindFragmentDepth = texelFetch(LinearDepth, uViewOffset + ivec2(gl_FragCoord.xy), 0).r;
|
||||
material.Base.a *= clamp((behindFragmentDepth - pixelpos.w) / uDepthFadeFalloff, 0.0, 1.0);
|
||||
material.Base.a *= clamp((behindFragmentDepth - pixelpos.w) / uDepthFadeThreshold, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
FragColor = ProcessLightMode(material);
|
||||
|
|
|
|||
|
|
@ -69,7 +69,7 @@ layout(push_constant) uniform PushConstants
|
|||
#define uLightDist data[uDataIndex].uLightDist
|
||||
#define uAlphaThreshold data[uDataIndex].uAlphaThreshold
|
||||
#define uTextureIndex data[uDataIndex].uTextureIndex
|
||||
#define uDepthFadeFalloff data[uDataIndex].uDepthFadeFalloff
|
||||
#define uDepthFadeThreshold data[uDataIndex].uDepthFadeThreshold
|
||||
|
||||
#define VULKAN_COORDINATE_SYSTEM
|
||||
#define HAS_UNIFORM_VERTEX_DATA
|
||||
|
|
|
|||
|
|
@ -262,7 +262,7 @@ class Actor : Thinker native
|
|||
native uint freezetics;
|
||||
native Vector2 AutomapOffsets;
|
||||
native double LandingSpeed;
|
||||
native double DepthFadeFalloff;
|
||||
native double DepthFadeThreshold;
|
||||
|
||||
meta String Obituary; // Player was killed by this actor
|
||||
meta String HitObituary; // Player was killed by this actor in melee
|
||||
|
|
@ -369,7 +369,7 @@ class Actor : Thinker native
|
|||
property ShadowPenaltyFactor: ShadowPenaltyFactor;
|
||||
property AutomapOffsets : AutomapOffsets;
|
||||
property LandingSpeed: LandingSpeed;
|
||||
property DepthFadeFalloff: DepthFadeFalloff;
|
||||
property DepthFadeThreshold: DepthFadeThreshold;
|
||||
|
||||
// need some definition work first
|
||||
//FRenderStyle RenderStyle;
|
||||
|
|
@ -459,7 +459,7 @@ class Actor : Thinker native
|
|||
RenderRequired 0;
|
||||
FriendlySeeBlocks 10; // 10 (blocks) * 128 (one map unit block)
|
||||
LandingSpeed -8; // landing speed from a jump with normal gravity (squats the player's view)
|
||||
DepthFadeFalloff 0.0; // [Nash] "soft particle" fade factor
|
||||
DepthFadeThreshold 0.0; // [Nash] "soft particle" fade factor in map units
|
||||
}
|
||||
|
||||
// Functions
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue