Draw depth pass and portal occlusion test
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parent
04493ade52
commit
57fe68c8a1
6 changed files with 71 additions and 14 deletions
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@ -75,7 +75,8 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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const auto& desc = effectshaders[key.SpecialEffect];
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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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if (!key.NoFragmentShader)
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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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{
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@ -113,7 +114,8 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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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, 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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if (!key.NoFragmentShader)
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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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{
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@ -122,7 +124,8 @@ VkShaderProgram* VkShaderManager::Get(const VkShaderKey& key)
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FString defines = defaultshaders[desc.shaderType].Defines + desc.defines;
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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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if (!key.NoFragmentShader)
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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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@ -80,7 +80,8 @@ public:
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uint64_t LightMode : 2; // LIGHTMODE_DEFAULT, LIGHTMODE_SOFTWARE, LIGHTMODE_VANILLA, LIGHTMODE_BUILD
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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 Unused : 43;
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uint64_t NoFragmentShader : 1;
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uint64_t Unused : 42;
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};
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uint64_t AsQWORD = 0;
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};
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