mirror of https://github.com/AxioDL/metaforce.git
CCubeMaterial: implement final TCG
GX: add ability to view normals (disabled)
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07b4208c42
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7461188a43
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@ -434,10 +434,23 @@ u32 CCubeMaterial::HandleAnimatedUV(const u32* uvAnim, GX::TexMtx texMtx, GX::PT
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return 1;
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}
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case 7: {
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// TODO
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zeus::CTransform xf;
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GXLoadTexMtxImm(&xf, texMtx, GX::MTX3x4);
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GXLoadTexMtxImm(&xf, pttTexMtx, GX::MTX3x4);
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zeus::CTransform mtx = CGraphics::g_ViewMatrix.inverse().multiplyIgnoreTranslation(CGraphics::g_GXModelMatrix);
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mtx.origin.zeroOut();
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float xy = SBig(params[1]) * (CGraphics::g_ViewMatrix.origin.x() + CGraphics::g_ViewMatrix.origin.y()) * 0.025f;
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xy = (xy - static_cast<int>(xy));
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float z = SBig(params[1]) * CGraphics::g_ViewMatrix.origin.z() * 0.05f;
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z = (z - static_cast<int>(z));
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float halfA = SBig(params[0]) * 0.5f;
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zeus::CTransform postMtx{
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{
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zeus::CVector3f{halfA, 0.f, 0.f},
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zeus::CVector3f{0.f, 0.f, 0.f},
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zeus::CVector3f{0.f, halfA, 0.f},
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},
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zeus::CVector3f{xy, z, 1.f},
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};
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GXLoadTexMtxImm(&mtx, texMtx, GX::MTX3x4);
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GXLoadTexMtxImm(&postMtx, pttTexMtx, GX::MTX3x4);
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return 3;
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}
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default:
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@ -498,7 +498,7 @@ std::pair<wgpu::ShaderModule, ShaderInfo> build_shader(const ShaderConfig& confi
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std::string vtxXfrAttrsPre;
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std::string vtxXfrAttrs;
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size_t locIdx = 0;
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size_t vtxOutIdx = 0;
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size_t vtxOutIdx = 1;
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size_t uniBindingIdx = 1;
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if (config.indexedAttributeCount > 0) {
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// Display list attributes
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@ -583,7 +583,8 @@ std::pair<wgpu::ShaderModule, ShaderInfo> build_shader(const ShaderConfig& confi
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}
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vtxXfrAttrsPre += fmt::format(FMT_STRING("\n var mv_pos = ubuf.pos_mtx * vec4<f32>({}, 1.0);"
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"\n var mv_nrm = ubuf.nrm_mtx * vec4<f32>({}, 0.0);"
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"\n out.pos = ubuf.proj * vec4<f32>(mv_pos, 1.0);"),
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"\n out.pos = ubuf.proj * vec4<f32>(mv_pos, 1.0);"
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"\n out.norm = vec4<f32>(mv_nrm, 0.0);"),
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vtx_attr(config, GX::VA_POS), vtx_attr(config, GX::VA_NRM));
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std::string fragmentFnPre;
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@ -902,7 +903,8 @@ struct Uniform {{
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var<uniform> ubuf: Uniform;{uniformBindings}{sampBindings}{texBindings}
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struct VertexOutput {{
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@builtin(position) pos: vec4<f32>;{vtxOutAttrs}
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@builtin(position) pos: vec4<f32>;
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@location(0) norm: vec4<f32>;{vtxOutAttrs}
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}};
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@stage(vertex)
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@ -915,6 +917,7 @@ fn vs_main({vtxInAttrs}
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@stage(fragment)
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {{
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var prev: vec4<f32>;{fragmentFnPre}{fragmentFn}
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//prev = vec4<f32>(in.norm.xyz, prev.a);
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return prev;
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}}
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)"""),
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