mirror of https://github.com/AxioDL/metaforce.git
Thermal visor fixes
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5ebf465a53
commit
67b9882dbe
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@ -24,7 +24,7 @@ CActorLights::CActorLights(u32 areaUpdateFramePeriod, const zeus::CVector3f& act
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x298_24_dirty = true;
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x298_25_castShadows = true;
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x298_28_inArea = (!disableWorldLights && maxAreaLights > 0) ? true : false;
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x298_28_inArea = !disableWorldLights && maxAreaLights > 0;
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x298_29_ambienceGenerated = ambientChannelOverflow;
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x298_30_layer2 = layer2;
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x298_31_disableWorldLights = disableWorldLights;
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@ -59,6 +59,7 @@ void CActorLights::BuildFakeLightList(const std::vector<CLight>& lights, const z
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void CActorLights::BuildFaceLightList(const CStateManager& mgr, const CGameArea& area, const zeus::CAABox& aabb) {
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zeus::CTransform fpTransform = mgr.GetCameraManager()->GetFirstPersonCamera()->GetTransform();
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x298_26_hasAreaLights = true;
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x288_ambientColor = zeus::skBlack;
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x144_dynamicLights.clear();
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zeus::CColor accumColor = zeus::skBlack;
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@ -1111,9 +1111,13 @@ void CBooRenderer::DoThermalBlendCold() {
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m_thermColdFilter->draw();
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CElementGen::SetMoveRedToAlphaBuffer(true);
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CDecal::SetMoveRedToAlphaBuffer(true);
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m_thermalHotPass = true;
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}
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void CBooRenderer::DoThermalBlendHot() { m_thermHotFilter->draw(); }
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void CBooRenderer::DoThermalBlendHot() {
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m_thermHotFilter->draw();
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m_thermalHotPass = false;
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}
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u32 CBooRenderer::GetStaticWorldDataSize() { return 0; }
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@ -160,6 +160,7 @@ class CBooRenderer final : public IRenderer {
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bool x318_29_thermalVisor : 1;
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bool x318_30_inAreaDraw : 1;
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bool x318_31_persistRGBA6 : 1;
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bool m_thermalHotPass : 1;
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};
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u16 dummy = 0;
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};
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@ -294,6 +295,7 @@ public:
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float alpha) const;
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bool IsThermalVisorActive() const { return x318_29_thermalVisor; }
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bool IsThermalVisorHotPass() const { return m_thermalHotPass; }
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};
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} // namespace urde
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@ -35,6 +35,8 @@ struct CModelFlags {
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CModelFlags(u8 blendMode, u8 shadIdx, u16 flags, const zeus::CColor& col)
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: x0_blendMode(blendMode), x1_matSetIdx(shadIdx), x2_flags(flags), x4_color(col) {
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/* Blend mode will override this if the surface's original material is opaque */
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m_noZWrite = !(x2_flags & 0x2);
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m_depthGreater = (x2_flags & 0x8);
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}
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/* Flags
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@ -530,7 +530,9 @@ static EExtendedShader ResolveExtendedShader(const MaterialSet::Material& data,
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EExtendedShader extended = EExtendedShader::Flat;
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if (flags.m_extendedShader == EExtendedShader::Lighting) {
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/* Transform lighting into thermal cold if the thermal visor is active */
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if (g_Renderer->IsThermalVisorActive())
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if (g_Renderer->IsThermalVisorHotPass())
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return EExtendedShader::LightingAlphaWrite;
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else if (g_Renderer->IsThermalVisorActive())
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return EExtendedShader::ThermalCold;
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if (data.heclIr.m_blendSrc == boo::BlendFactor::One && data.heclIr.m_blendDst == boo::BlendFactor::Zero) {
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/* Override shader if originally opaque (typical for FRME models) */
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@ -91,7 +91,7 @@ static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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/* Forced additive shading */
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha, hecl::Backend::BlendFactor::One,
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, true, false, true},
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface, false, false, true},
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/* Solid color */
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{1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::ZTest::LEqual, hecl::Backend::CullMode::Backface, false, false, false},
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@ -148,7 +148,10 @@ static hecl::Backend::ExtensionSlot g_ExtensionSlots[] = {
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/* Thermal cold shading */
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Original,
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false, false, true, false, false, false, true}};
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false, false, true, false, false, false, true},
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/* Normal lit shading with alpha */
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{1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original,
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hecl::Backend::ZTest::Original, hecl::Backend::CullMode::Backface}};
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extern const hecl::Backend::Function ExtensionLightingFuncsGLSL[];
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extern const hecl::Backend::Function ExtensionPostFuncsGLSL[];
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@ -36,6 +36,7 @@ enum EExtendedShader : uint8_t {
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Disintegrate,
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ForcedAdditiveNoZWriteDepthGreater,
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ThermalCold,
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LightingAlphaWrite,
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MAX
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};
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@ -252,6 +252,7 @@ const hecl::Backend::Function ExtensionLightingFuncsGLSL[] = {
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{},
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{LightingGLSL, "LightingFunc"},
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{},
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{LightingGLSL, "LightingFunc"},
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};
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const hecl::Backend::Function ExtensionPostFuncsGLSL[] = {
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@ -278,6 +279,7 @@ const hecl::Backend::Function ExtensionPostFuncsGLSL[] = {
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{DisintegratePostGLSL, "DisintegratePostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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{ThermalColdPostGLSL, "ThermalColdPostFunc"},
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{MainPostGLSL, "MainPostFunc"},
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};
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} // namespace urde
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@ -243,7 +243,8 @@ const hecl::Backend::Function ExtensionLightingFuncsHLSL[] = {{},
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{LightingHLSL, "LightingFunc"},
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{},
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{LightingHLSL, "LightingFunc"},
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{}};
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{},
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{LightingHLSL, "LightingFunc"},};
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const hecl::Backend::Function ExtensionPostFuncsHLSL[] = {
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{},
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@ -269,6 +270,7 @@ const hecl::Backend::Function ExtensionPostFuncsHLSL[] = {
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{DisintegratePostHLSL, "DisintegratePostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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{ThermalColdPostHLSL, "ThermalColdPostFunc"},
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{MainPostHLSL, "MainPostFunc"},
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};
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} // namespace urde
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@ -248,7 +248,8 @@ const hecl::Backend::Function ExtensionLightingFuncsMetal[] = {{},
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{LightingMetal, "LightingFunc"},
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{},
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{LightingMetal, "LightingFunc"},
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{}};
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{},
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{LightingMetal, "LightingFunc"},};
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const hecl::Backend::Function ExtensionPostFuncsMetal[] = {
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{},
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@ -274,6 +275,7 @@ const hecl::Backend::Function ExtensionPostFuncsMetal[] = {
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{DisintegratePostMetal, "EXTDisintegratePostFunc"},
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{MainPostMetal, "MainPostFunc"},
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{ThermalColdPostMetal, "ThermalColdPostFunc"},
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{MainPostMetal, "MainPostFunc"},
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};
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} // namespace urde
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@ -12,7 +12,7 @@ static const zeus::CTransform PreXf = zeus::CTransform::Scale(0.3f) * zeus::CTra
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CSamusFaceReflection::CSamusFaceReflection(CStateManager& stateMgr)
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: x0_modelData(CAnimRes(g_ResFactory->GetResourceIdByName("ACS_SamusFace")->id, 0, zeus::skOne3f, 0, true))
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, x4c_lights(std::make_unique<CActorLights>(8, zeus::skZero3f, 4, 4, false, 0, 0, 0.1f)) {
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, x4c_lights(std::make_unique<CActorLights>(8, zeus::skZero3f, 4, 4, false, false, false, 0.1f)) {
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x60_lookDir = zeus::skForward;
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CAnimPlaybackParms parms(0, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(parms, false);
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@ -78,7 +78,7 @@ const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);
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void main()
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{
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vec4 noiseTexel = texelFetch(noiseTex, Lookup8BPP(vtf.noiseUv, vtf.randOff), 0);
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vec2 indCoord = (vtf.indMtx * vec3(noiseTexel.x - 0.5, noiseTexel.y - 0.5, 1.0)).xy;
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vec2 indCoord = (vtf.indMtx * vec3(noiseTexel.r - 0.5, noiseTexel.a - 0.5, 1.0)).xy;
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float indScene = dot(texture(sceneTex, vtf.sceneUv + indCoord), kRGBToYPrime);
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colorOut = vtf.colorReg0 * indScene + vtf.colorReg1 * noiseTexel + vtf.colorReg2;
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colorOut.a = vtf.colorReg1.a + vtf.colorReg1.a * noiseTexel.a + vtf.colorReg2.a;
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@ -158,7 +158,7 @@ static const float4 kRGBToYPrime = {0.299, 0.587, 0.114, 0.0};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float4 noiseTexel = noiseTex.Load(Lookup8BPP(vtf.noiseUv, vtf.randOff));
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float2 indCoord = mul(vtf.indMtx, float3(noiseTexel.x - 0.5, noiseTexel.y - 0.5, 1.0)).xy;
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float2 indCoord = mul(vtf.indMtx, float3(noiseTexel.r - 0.5, noiseTexel.a - 0.5, 1.0)).xy;
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float indScene = dot(sceneTex.Sample(samp, vtf.sceneUv + indCoord), kRGBToYPrime);
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float4 colorOut = vtf.colorReg0 * indScene + vtf.colorReg1 * noiseTexel + vtf.colorReg2;
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colorOut.a = vtf.colorReg1.a + vtf.colorReg1.a * noiseTexel.a + vtf.colorReg2.a;
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@ -245,7 +245,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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texture2d<float> noiseTex [[ texture(1) ]])
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{
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float4 noiseTexel = noiseTex.read(Lookup8BPP(vtf.noiseUv, vtf.randOff));
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float2 indCoord = (vtf.indMtx * float3(noiseTexel.x - 0.5, noiseTexel.y - 0.5, 1.0)).xy;
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float2 indCoord = (vtf.indMtx * float3(noiseTexel.r - 0.5, noiseTexel.a - 0.5, 1.0)).xy;
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float indScene = dot(sceneTex.sample(samp, vtf.sceneUv + indCoord), kRGBToYPrime);
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float4 colorOut = vtf.colorReg0 * indScene + vtf.colorReg1 * noiseTexel + vtf.colorReg2;
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colorOut.a = vtf.colorReg1.a + vtf.colorReg1.a * noiseTexel.a + vtf.colorReg2.a;
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@ -46,7 +46,7 @@ void main()
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{
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float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime);
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vec4 colorSample = texture(paletteTex, vec2(sceneSample / 17.0, 0.5));
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colorOut = vec4((colorSample * sceneSample).rgb, 0.0);
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colorOut = vec4(colorSample.rgb, 0.0);
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}
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#vertex hlsl
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@ -93,7 +93,7 @@ float4 main(in VertToFrag vtf) : SV_Target0
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{
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float sceneSample = dot(sceneTex.Sample(samp, vtf.sceneUv), kRGBToYPrime);
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float4 colorSample = paletteTex.Sample(samp, float2(sceneSample / 17.0, 0.5));
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return float4((colorSample * sceneSample).rgb, 0.0);
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return float4(colorSample.rgb, 0.0);
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}
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#vertex metal
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@ -140,5 +140,5 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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{
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float sceneSample = dot(sceneTex.sample(samp, vtf.sceneUv), kRGBToYPrime);
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float4 colorSample = paletteTex.sample(samp, float2(sceneSample / 17.0, 0.5));
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return float4((colorSample * sceneSample).rgb, 0.0);
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return float4(colorSample.rgb, 0.0);
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}
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2
hecl
2
hecl
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@ -1 +1 @@
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Subproject commit a1365b8b943b6ecc904acfbe7d65a734d78bcff0
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Subproject commit 947155734274041bc7b3ab1bb8267d0491e48554
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