Weapon rendering improvements

This commit is contained in:
dexy
2019-11-27 12:56:34 +11:00
Unverified
parent 57d5a2758e
commit dead879d99
6 changed files with 34 additions and 3 deletions
+14
View File
@@ -637,6 +637,7 @@ namespace CodeWalker.Rendering
detltex = itex;
break;
case ShaderParamNames.TintPaletteSampler:
case ShaderParamNames.TextureSamplerDiffPal:
tintpal = itex;
if (tintpal.Key != null)
{
@@ -649,6 +650,7 @@ namespace CodeWalker.Rendering
isdistmap = true;
break;
case ShaderParamNames.DiffuseSampler2:
case ShaderParamNames.DiffuseExtraSampler:
texture2 = itex;
break;
case ShaderParamNames.heightSampler:
@@ -710,6 +712,14 @@ namespace CodeWalker.Rendering
case 1229591973://{trees_normal_spec_tnt.sps}
if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint...
break;
case 3267631682: //weapon_normal_spec_detail_tnt.sps
case 14185869: //weapon_normal_spec_tnt.sps
break; //regular tinting?
case 231364109: //weapon_normal_spec_cutout_palette.sps
case 3294641629://weapon_normal_spec_detail_palette.sps
case 731050667: //weapon_normal_spec_palette.sps
if (usetint) { tintflag = 0; pstintflag = 2; } //use diffuse sampler alpha for tint lookup!
break;
case 3880384844://{decal_spec_only.sps}w
case 600733812://{decal_amb_only.sps}
case 2842248626://{spec_decal.sps}
@@ -799,6 +809,10 @@ namespace CodeWalker.Rendering
{
tintpal.SetVSResource(context, 0);
}
if (pstintflag == 2)
{
tintpal.SetPSResource(context, 6);
}
if (geom.BoneTransforms != null)
+7 -1
View File
@@ -323,6 +323,7 @@ namespace CodeWalker.Rendering
uint windflag = 0;
uint tintflag = 0;
var shaderFile = geom.DrawableGeom.Shader.FileName;
switch (shaderFile.Hash)
{
@@ -335,13 +336,18 @@ namespace CodeWalker.Rendering
case 4265705004://{trees_normal_diffspec.sps}
windflag = 1;
break;
case 231364109: //weapon_normal_spec_cutout_palette.sps
case 3294641629://weapon_normal_spec_detail_palette.sps
case 731050667: //weapon_normal_spec_palette.sps
tintflag = 2; //use diffuse sampler alpha for tint lookup! (ignore texture alpha in PS)
break;
}
GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
GeomVars.Vars.EnableTint = 0u;// usetint ? 1u : 0u;
GeomVars.Vars.EnableTint = tintflag;// usetint ? 1u : 0u;
GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
GeomVars.Vars.EnableWind = windflag;
GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;