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- calculate the normal view matrix at a higher level.
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parent
7f5272c23f
commit
eb277cc101
4 changed files with 30 additions and 15 deletions
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@ -308,7 +308,10 @@ void FRenderState::ApplyMatrices()
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{
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if (GLRenderer->mShaderManager != NULL)
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{
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GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix, mPassType);
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VSMatrix norm;
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norm.computeNormalMatrix(mViewMatrix);
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GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix, &norm, mPassType);
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}
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}
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@ -539,10 +539,10 @@ FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passT
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return nullptr;
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}
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void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view, EPassType passType)
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void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm, EPassType passType)
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{
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if (passType < mPassShaders.Size())
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mPassShaders[passType]->ApplyMatrices(proj, view);
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mPassShaders[passType]->ApplyMatrices(proj, view, norm);
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if (mActiveShader)
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mActiveShader->Bind();
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@ -687,28 +687,25 @@ FShader *FShaderCollection::BindEffect(int effect)
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//==========================================================================
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EXTERN_CVAR(Int, gl_fuzztype)
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void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view)
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void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm)
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{
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VSMatrix norm;
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norm.computeNormalMatrix(*view);
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for (int i = 0; i < SHADER_NoTexture; i++)
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{
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mMaterialShaders[i]->ApplyMatrices(proj, view, &norm);
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mMaterialShadersNAT[i]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[i]->ApplyMatrices(proj, view, norm);
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mMaterialShadersNAT[i]->ApplyMatrices(proj, view, norm);
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}
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mMaterialShaders[SHADER_NoTexture]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[SHADER_NoTexture]->ApplyMatrices(proj, view, norm);
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if (gl_fuzztype != 0)
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{
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mMaterialShaders[SHADER_NoTexture + gl_fuzztype]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[SHADER_NoTexture + gl_fuzztype]->ApplyMatrices(proj, view, norm);
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}
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for (unsigned i = FIRST_USER_SHADER; i < mMaterialShaders.Size(); i++)
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{
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mMaterialShaders[i]->ApplyMatrices(proj, view, &norm);
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mMaterialShaders[i]->ApplyMatrices(proj, view, norm);
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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mEffectShaders[i]->ApplyMatrices(proj, view, &norm);
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mEffectShaders[i]->ApplyMatrices(proj, view, norm);
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}
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}
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@ -326,7 +326,7 @@ public:
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FShader *BindEffect(int effect, EPassType passType);
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FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view, EPassType passType);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm, EPassType passType);
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private:
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FShader *mActiveShader = nullptr;
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@ -348,7 +348,7 @@ public:
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FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType);
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int Find(const char *mame);
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FShader *BindEffect(int effect);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm);
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FShader *Get(unsigned int eff, bool alphateston)
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{
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15
src/hwrenderer/scene/hw_viewpointuniforms.h
Normal file
15
src/hwrenderer/scene/hw_viewpointuniforms.h
Normal file
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@ -0,0 +1,15 @@
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#pragma once
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#include "r_data/matrix.h"
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struct HWViewpointUniforms
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{
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VSMatrix mProjectionMatrix;
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VSMatrix mViewMatrix;
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VSMatrix mNormalViewMatrix;
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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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