Move depth fade definition to GLDEFS
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parent
27058efe85
commit
58fecd4b92
10 changed files with 12 additions and 16 deletions
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@ -264,11 +264,6 @@ public:
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mSurfaceUniforms.uDesaturationFactor = 0.0f;
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}
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void SetDepthFadeThreshold(float falloff)
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{
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mSurfaceUniforms.uDepthFadeThreshold = falloff;
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}
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void SetTextureClamp(bool on)
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{
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if (on) mTextureClamp = TM_CLAMPY;
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@ -865,10 +865,12 @@ void VkLevelMeshUploader::UploadUniforms()
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{
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auto source = material.mMaterial->Source();
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surfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
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surfaceUniforms.uDepthFadeThreshold = source->GetDepthFadeThreshold();
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surfaceUniforms.uTextureIndex = Mesh->fb->GetBindlessTextureIndex(material.mMaterial, material.mClampMode, material.mTranslation);
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}
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else
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{
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surfaceUniforms.uDepthFadeThreshold = 0.f;
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surfaceUniforms.uTextureIndex = 0;
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}
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}
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@ -413,9 +413,11 @@ void VkRenderState::ApplySurfaceUniforms()
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mSurfaceUniforms.uTextureIndex = static_cast<VkMaterial*>(mMaterial.mMaterial)->GetBindlessIndex(mMaterial);
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mSurfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
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mSurfaceUniforms.uDepthFadeThreshold = source->GetDepthFadeThreshold();
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}
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else
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{
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mSurfaceUniforms.uDepthFadeThreshold = 0.f;
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mSurfaceUniforms.uTextureIndex = 0;
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}
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mMaterial.mChanged = false;
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@ -118,6 +118,7 @@ class FGameTexture
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FVector2 detailScale = { 1.f, 1.f };
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float Glossiness = 10.f;
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float SpecularLevel = 0.1f;
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float DepthFadeThreshold = 0.0f;
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float shaderspeed = 1.f;
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int shaderindex = 0;
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@ -258,6 +259,8 @@ public:
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float GetGlossiness() const { return Glossiness; }
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float GetSpecularLevel() const { return SpecularLevel; }
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float GetDepthFadeThreshold() const { return DepthFadeThreshold; }
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void CopySize(FGameTexture* BaseTexture, bool forfont = false)
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{
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Base->CopySize(BaseTexture->Base.get());
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@ -1128,7 +1128,6 @@ 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 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 +394,6 @@ 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("DepthFadeThreshold", DepthFadeThreshold)
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("unmorphtime", UnmorphTime)
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("morphflags", MorphFlags)
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@ -1346,6 +1346,11 @@ class GLDefsParser
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sc.MustGetFloat();
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mlay.SpecularLevel = (float)sc.Float;
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}
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else if (sc.Compare("depthfadethreshold"))
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{
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sc.MustGetFloat();
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tex->DepthFadeThreshold = (float)sc.Float;
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}
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else if (sc.Compare("speed"))
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{
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sc.MustGetFloat();
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@ -130,9 +130,6 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.SetRenderStyle(RenderStyle);
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state.SetTextureMode(RenderStyle);
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if (actor)
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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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state.AlphaFunc(Alpha_GEqual, 0.f);
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@ -328,8 +325,6 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.ClearDepthBias();
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}
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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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{
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@ -2130,7 +2130,6 @@ 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, 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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@ -262,7 +262,6 @@ class Actor : Thinker native
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native uint freezetics;
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native Vector2 AutomapOffsets;
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native double LandingSpeed;
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native double DepthFadeThreshold;
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meta String Obituary; // Player was killed by this actor
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meta String HitObituary; // Player was killed by this actor in melee
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@ -369,7 +368,6 @@ class Actor : Thinker native
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property ShadowPenaltyFactor: ShadowPenaltyFactor;
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property AutomapOffsets : AutomapOffsets;
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property LandingSpeed: LandingSpeed;
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property DepthFadeThreshold: DepthFadeThreshold;
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// need some definition work first
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//FRenderStyle RenderStyle;
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@ -459,7 +457,6 @@ class Actor : Thinker native
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RenderRequired 0;
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FriendlySeeBlocks 10; // 10 (blocks) * 128 (one map unit block)
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LandingSpeed -8; // landing speed from a jump with normal gravity (squats the player's view)
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DepthFadeThreshold 0.0; // [Nash] "soft particle" fade factor in map units
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}
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// Functions
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