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7c37bad4ac
commit57ebeb79e2
Author: Simon <simonbrown77@googlemail.com> Date: Thu Feb 16 22:07:38 2023 +0000 Fixed issue with FrameSetup being called in the wrong place this seemed to limit the correctly submitted frames to 60 fps! commit16299b3f8a
Author: Simon <simonbrown77@googlemail.com> Date: Tue Feb 14 20:51:03 2023 +0000 Get floor height offset correct for each game commitfa74cf0559
Author: Simon <simonbrown77@googlemail.com> Date: Tue Feb 14 20:37:29 2023 +0000 Clean exit on Pico & Quest and gold tier patron credit screen commitdeb2c35988
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 22:22:29 2023 +0000 Number of small changed - Hide crosshair if it isn't needed - Don't draw black bar when drawing FPS counter - added roll in to the weapon sprite - If drawing full screen mode always use orthographic projection commitf1a165add7
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 21:44:42 2023 +0000 FInal changes to get MV rendering correctly commit936f079db8
Merge:06a99dbaf
f8c1f49e6
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 11:29:23 2023 +0000 Merge branch 'multiview' into direct-eye-buffers commit06a99dbafb
Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 11:26:44 2023 +0000 Implementation using no additional frame buffers commitf8c1f49e6f
Author: Simon <simonbrown77@googlemail.com> Date: Sun Feb 12 11:19:27 2023 +0000 Failed attempt at multiview
40 lines
596 B
C
40 lines
596 B
C
#pragma once
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#include "matrix.h"
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struct HWDrawInfo;
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enum class ELightBlendMode : uint8_t
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{
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CLAMP = 0,
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CLAMP_COLOR = 1,
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NOCLAMP = 2,
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DEFAULT = CLAMP,
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};
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struct HWViewpointUniforms
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{
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VSMatrix mProjectionMatrix[2];
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VSMatrix mViewMatrix;
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VSMatrix mNormalViewMatrix;
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FVector4 mCameraPos;
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FVector4 mClipLine;
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float mGlobVis = 1.f;
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int mPalLightLevels = 0;
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int mViewHeight = 0;
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float mClipHeight = 0.f;
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float mClipHeightDirection = 0.f;
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int mShadowmapFilter = 1;
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int mLightBlendMode = 0;
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void CalcDependencies()
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{
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mNormalViewMatrix.computeNormalMatrix(mViewMatrix);
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}
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};
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