Fix compile errors after rebase

This commit is contained in:
Magnus Norddahl 2023-10-19 22:16:11 +02:00
commit dec03cb265
2 changed files with 4 additions and 3 deletions

View file

@ -63,6 +63,7 @@
#include "engineerrors.h"
#include "c_dispatch.h"
#include "menu.h"
#include "cmdlib.h"
FString JitCaptureStackTrace(int framesToSkip, bool includeNativeFrames, int maxFrames = -1);
@ -684,8 +685,8 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
pipelineKey.ShaderKey.AlphaTest = false;
pipelineKey.ShaderKey.SWLightRadial = true;
pipelineKey.ShaderKey.LightMode = 1; // Software
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap;
pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace;
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
pipelineKey.ShaderKey.GBufferPass = key.DrawBuffers > 1;
pipelineKey.ShaderKey.UseLevelMesh = true;

View file

@ -168,7 +168,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
VPUniforms.mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
VPUniforms.mClipLine.X = -10000000.0f;
VPUniforms.mShadowmapFilter = static_cast<int>(gl_shadowmap_filter);
VPUniforms.mShadowFilter = static_cast<int>(gl_light_shadow_filter);
VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
VPUniforms.mCameraPos = FVector4(vp.Pos.X, vp.Pos.Z, vp.Pos.Y, 0.0f);
VPUniforms.CalcDependencies();