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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- Pass vertex color and normal via uniform buffer when the attribute isn't available
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1430d9012e
commit
05a6896d4f
8 changed files with 38 additions and 14 deletions
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@ -18,8 +18,6 @@ struct HWViewpointUniforms
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float mClipHeightDirection = 0.f;
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int mShadowmapFilter = 1;
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float timer = 0.0f;
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void CalcDependencies()
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{
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mNormalViewMatrix.computeNormalMatrix(mViewMatrix);
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@ -89,8 +89,13 @@ int VkRenderPassManager::GetVertexFormat(int numBindingPoints, int numAttributes
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VkVertexFormat fmt;
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fmt.NumBindingPoints = numBindingPoints;
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fmt.Stride = stride;
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fmt.UseVertexData = false;
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for (int j = 0; j < numAttributes; j++)
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{
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if (attrs[j].location == VATTR_COLOR)
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fmt.UseVertexData = true;
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fmt.Attrs.push_back(attrs[j]);
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}
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VertexFormats.push_back(fmt);
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return (int)VertexFormats.size() - 1;
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}
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@ -47,6 +47,7 @@ public:
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int NumBindingPoints;
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size_t Stride;
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std::vector<FVertexBufferAttribute> Attrs;
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bool UseVertexData;
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};
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class VkRenderPassManager
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@ -62,6 +62,7 @@ bool VkRenderState::SetDepthClamp(bool on)
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void VkRenderState::SetDepthMask(bool on)
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{
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mDepthWrite = on;
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}
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void VkRenderState::SetDepthFunc(int func)
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@ -181,7 +182,6 @@ void VkRenderState::SetViewport(int x, int y, int w, int h)
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void VkRenderState::EnableDepthTest(bool on)
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{
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mDepthTest = on;
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mDepthWrite = on;
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}
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void VkRenderState::EnableMultisampling(bool on)
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@ -301,9 +301,6 @@ void VkRenderState::Apply(int dt)
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const float normScale = 1.0f / 255.0f;
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//glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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//glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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int fogset = 0;
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if (mFogEnabled)
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@ -329,7 +326,11 @@ void VkRenderState::Apply(int dt)
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mColors.uDynLightColor = mDynColor.vec;
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mColors.uInterpolationFactor = mInterpolationFactor;
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//activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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mColors.useVertexData = passManager->VertexFormats[static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat].UseVertexData;
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mColors.uVertexColor = mColor.vec;
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mColors.uVertexNormal = mNormal.vec;
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mColors.timer = 0.0f; // static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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int tempTM = TM_NORMAL;
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex->isHardwareCanvas())
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@ -95,8 +95,6 @@ static const char *shaderBindings = R"(
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float uClipHeight;
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float uClipHeightDirection;
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int uShadowmapFilter;
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float timer; // timer data for material shaders
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};
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// light buffers
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@ -119,7 +117,10 @@ static const char *shaderBindings = R"(
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vec4 uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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float padding0, padding1;
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float timer; // timer data for material shaders
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int useVertexData;
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vec4 uVertexColor;
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vec4 uVertexNormal;
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};
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layout(set = 0, binding = 4, std140) uniform GlowingWallsUBO {
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@ -182,6 +183,7 @@ static const char *shaderBindings = R"(
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// #define SUPPORTS_SHADOWMAPS
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#define VULKAN_COORDINATE_SYSTEM
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#define HAS_UNIFORM_VERTEX_DATA
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)";
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines)
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@ -27,7 +27,10 @@ struct ColorsUBO
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FVector4 uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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float padding0, padding1;
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float timer;
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int useVertexData;
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FVector4 uVertexColor;
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FVector4 uVertexNormal;
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};
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struct GlowingWallsUBO
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@ -662,7 +662,7 @@ inline GraphicsPipelineBuilder::GraphicsPipelineBuilder()
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
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depthStencil.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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depthStencil.depthBoundsTestEnable = VK_FALSE;
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depthStencil.minDepthBounds = 0.0f;
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depthStencil.maxDepthBounds = 1.0f;
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@ -34,7 +34,14 @@ void main()
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vec4 eyeCoordPos = ViewMatrix * worldcoord;
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vColor = aColor;
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#ifdef HAS_UNIFORM_VERTEX_DATA
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if (useVertexData == 0)
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vColor = uVertexColor;
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else
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vColor = aColor;
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#else
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vColor = aColor;
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#endif
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#ifndef SIMPLE
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pixelpos.xyz = worldcoord.xyz;
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@ -64,7 +71,14 @@ void main()
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gl_ClipDistance[4] = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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}
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vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0);
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#ifdef HAS_UNIFORM_VERTEX_DATA
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if (useVertexData == 0)
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vWorldNormal = NormalModelMatrix * vec4(uVertexNormal.xyz, 1.0);
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else
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vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0);
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#else
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vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0);
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#endif
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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#endif
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