wireframe improvements

This commit is contained in:
Ricardo Luís Vaz Silva 2025-01-12 22:39:36 -03:00 committed by Magnus Norddahl
commit 8d0ab22e05
11 changed files with 217 additions and 165 deletions

View file

@ -283,6 +283,8 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
// The way GZDoom handles state is just plain insanity!
@ -1115,6 +1117,8 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
if (!mTextureEnabled || mWireframe)
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
pipelineKey.ShaderKey.Simple3D = mWireframe; // simple notexture drawing for wireframe
mPipelineKey = pipelineKey;
PushConstants pushConstants = {};