Added support for "white ambient" flag in DKCR to fix black world geometry
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63bdc1def7
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@ -36,7 +36,8 @@ public:
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eIndStage = 0x400,
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eLightmap = 0x800,
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eShortTexCoord = 0x2000,
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eAllSettings = 0x2FF8
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eDrawWhiteAmbient = 0x80000, // this flag is possibly incorrect! attempted fix for black world models in DKCR
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eAllSettings = 0x82FF8
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};
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DECLARE_FLAGS(EMaterialOption, FMaterialOptions)
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@ -263,6 +263,7 @@ CMaterial* CMaterialLoader::ReadCorruptionMaterial()
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if (Flags & 0x10) pMat->mOptions |= CMaterial::ePunchthrough;
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if (Flags & 0x100) pMat->mOptions |= CMaterial::eOccluder;
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if (Flags & 0x80000) pMat->mOptions |= CMaterial::eDrawWhiteAmbient;
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mHas0x400 = ((Flags & 0x400) != 0);
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mpFile->Seek(0x8, SEEK_CUR); // Don't know what any of this is
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@ -26,8 +26,6 @@ class CScriptLoader
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CScriptObject* LoadObjectMP2(IInputStream& SCLY);
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CScriptLayer* LoadLayerMP2(IInputStream& SCLY);
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void SetupAttribs();
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public:
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static CScriptLayer* LoadLayer(IInputStream& SCLY, CGameArea *pArea, EGame version);
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};
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@ -58,11 +58,12 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
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if (!mpModel) return;
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bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode;
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bool UseWhiteAmbient = (mpModel->GetMaterial()->Options() & CMaterial::eDrawWhiteAmbient) != 0;
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if (IsLightingEnabled)
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack;
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CGraphics::sVertexBlock.COLOR0_Amb = UseWhiteAmbient ? CColor::skWhite : CColor::skBlack;
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CGraphics::sPixelBlock.LightmapMultiplier = 1.0f;
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CGraphics::UpdateLightBlock();
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}
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@ -70,7 +71,7 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
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else
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{
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LoadLights(ViewInfo);
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if (CGraphics::sLightMode == CGraphics::eNoLighting)
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if (CGraphics::sLightMode == CGraphics::eNoLighting || UseWhiteAmbient)
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skWhite;
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}
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