wireframe improvements
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11 changed files with 217 additions and 165 deletions
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@ -283,6 +283,8 @@ 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.Simple3D = mWireframe; // simple notexture drawing for wireframe
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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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@ -1115,6 +1117,8 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
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if (!mTextureEnabled || mWireframe)
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pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
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pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
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mPipelineKey = pipelineKey;
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PushConstants pushConstants = {};
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