Added fog to the collision shader, made changes to enable rendering different collision materials separately (also, murry crimmas)

This commit is contained in:
parax0
2016-12-25 14:47:59 -07:00
parent c0fb54888d
commit 78baa42bce
7 changed files with 118 additions and 34 deletions

View File

@@ -37,8 +37,21 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CDrawUtil::UseCollisionShader(TintColor(rkViewInfo));
mpCollision->Draw();
CColor BaseTint = TintColor(rkViewInfo);
for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++)
{
CCollisionMesh *pMesh = mpCollision->MeshByIndex(iMesh);
for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
{
CDrawUtil::UseCollisionShader(BaseTint);
pMesh->DrawMaterial(iMat);
}
}
//CDrawUtil::UseColorShader(CColor::skTransparentBlack);
//mpCollision->DrawWireframe();
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)