Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
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6c57283b25
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27058efe85
13 changed files with 19 additions and 19 deletions
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@ -193,7 +193,7 @@ public:
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mSurfaceUniforms.uLightFactor = 0.0f;
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mSurfaceUniforms.uFogDensity = 0.0f;
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mSurfaceUniforms.uLightLevel = -1.0f;
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mSurfaceUniforms.uDepthFadeFalloff = 0.0f;
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mSurfaceUniforms.uDepthFadeThreshold = 0.0f;
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mSpecialEffect = EFF_NONE;
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mLightIndex = -1;
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mBoneIndexBase = -1;
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@ -264,9 +264,9 @@ public:
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mSurfaceUniforms.uDesaturationFactor = 0.0f;
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}
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void SetDepthFadeFalloff(float falloff)
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void SetDepthFadeThreshold(float falloff)
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{
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mSurfaceUniforms.uDepthFadeFalloff = falloff;
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mSurfaceUniforms.uDepthFadeThreshold = falloff;
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}
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void SetTextureClamp(bool on)
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@ -44,6 +44,6 @@ struct SurfaceUniforms
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float uAlphaThreshold;
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int uTextureIndex;
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float uDepthFadeFalloff;
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float uDepthFadeThreshold;
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float padding3;
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};
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@ -185,7 +185,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (!key.AlphaTest) definesBlock << "#define NO_ALPHATEST\n";
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if (key.GBufferPass) definesBlock << "#define GBUFFER_PASS\n";
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if (key.DepthFadeFalloff) definesBlock << "#define USE_DEPTHFADEFALLOFF\n";
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if (key.DepthFadeThreshold) definesBlock << "#define USE_DEPTHFADETHRESHOLD\n";
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if (key.Simple2D) definesBlock << "#define SIMPLE2D\n";
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if (key.ClampY) definesBlock << "#define TEXF_ClampY\n";
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@ -79,7 +79,7 @@ public:
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uint64_t UseLevelMesh : 1; // USE_LEVELMESH
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uint64_t FogBalls : 1; // FOGBALLS
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uint64_t NoFragmentShader : 1;
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uint64_t DepthFadeFalloff : 1;
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uint64_t DepthFadeThreshold : 1;
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uint64_t Unused : 41;
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};
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uint64_t AsQWORD = 0;
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@ -258,7 +258,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
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pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
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pipelineKey.ShaderKey.DepthFadeFalloff = mSurfaceUniforms.uDepthFadeFalloff > 0.0f;
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pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
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// The way GZDoom handles state is just plain insanity!
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int fogset = 0;
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@ -1128,7 +1128,7 @@ public:
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DVector2 AutomapOffsets; // Offset the actors' sprite view on the automap by these coordinates.
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float isoscaleY; // Y-scale to compensate for Y-billboarding for isometric sprites
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float isotheta; // Rotation angle to compensate for Y-billboarding for isometric sprites
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double DepthFadeFalloff; // [Nash] "soft particle" fade factor
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double DepthFadeThreshold; // [Nash] "soft particle" fade threshold in map units
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DRotator Angles;
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DRotator ViewAngles; // Angle offsets for cameras
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TObjPtr<DViewPosition*> ViewPos; // Position offsets for cameras
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@ -394,7 +394,7 @@ void AActor::Serialize(FSerializer &arc)
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A("WorldOffset", WorldOffset)
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("modelData", modelData)
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A("LandingSpeed", LandingSpeed)
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A("DepthFadeFalloff", DepthFadeFalloff)
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A("DepthFadeThreshold", DepthFadeThreshold)
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("unmorphtime", UnmorphTime)
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("morphflags", MorphFlags)
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@ -131,7 +131,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.SetTextureMode(RenderStyle);
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if (actor)
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state.SetDepthFadeFalloff(actor->DepthFadeFalloff);
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state.SetDepthFadeThreshold(actor->DepthFadeThreshold);
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if (hw_styleflags == STYLEHW_NoAlphaTest)
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{
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@ -328,7 +328,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.ClearDepthBias();
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}
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state.SetDepthFadeFalloff(0.0f);
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state.SetDepthFadeThreshold(0.0f);
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// [Nash] hitbox debug
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if (actor && r_showhitbox)
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@ -2130,7 +2130,7 @@ DEFINE_FIELD(AActor, UnmorphTime)
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DEFINE_FIELD(AActor, MorphFlags)
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DEFINE_FIELD(AActor, PremorphProperties)
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DEFINE_FIELD(AActor, MorphExitFlash)
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DEFINE_FIELD(AActor, DepthFadeFalloff)
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DEFINE_FIELD(AActor, DepthFadeThreshold)
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing);
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DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos);
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