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https://github.com/AxioDL/metaforce.git
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Frontface culling support boo sync
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@@ -220,7 +220,7 @@ void CBooRenderer::ActivateLightsForModel(CAreaListItem* item, CBooModel& model)
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void CBooRenderer::RenderBucketItems(CAreaListItem* item)
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{
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CModelFlags flags;
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flags.m_extendedShaderIdx = 1;
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flags.m_extendedShader = EExtendedShader::Lighting;
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for (u16 idx : Buckets::sBucketIndex)
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{
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@@ -264,7 +264,7 @@ void CBooRenderer::HandleUnsortedModel(CAreaListItem* item, CBooModel& model)
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ActivateLightsForModel(item, model);
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CBooSurface* surf = model.x38_firstUnsortedSurface;
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CModelFlags flags;
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flags.m_extendedShaderIdx = 1;
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flags.m_extendedShader = EExtendedShader::Lighting;
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while (surf)
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{
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model.DrawSurface(*surf, flags);
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@@ -333,7 +333,7 @@ void CBooRenderer::RenderFogVolumeModel(const zeus::CAABox& aabb, const CModel*
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else
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{
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CModelFlags flags;
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flags.m_extendedShaderIdx = 5;
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flags.m_extendedShader = EExtendedShader::SolidColor;
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if (sModel)
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{
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sModel->Draw(flags);
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@@ -858,7 +858,7 @@ void CBooRenderer::DrawSpaceWarp(const zeus::CVector3f& pt, float strength)
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void CBooRenderer::DrawThermalModel(const CModel& model, const zeus::CColor& mulCol, const zeus::CColor& addCol)
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{
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CModelFlags flags;
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flags.m_extendedShaderIdx = 2;
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flags.m_extendedShader = EExtendedShader::Thermal;
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flags.color = mulCol;
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flags.addColor = addCol;
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model.UpdateLastFrame();
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@@ -868,7 +868,7 @@ void CBooRenderer::DrawThermalModel(const CModel& model, const zeus::CColor& mul
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void CBooRenderer::DrawXRayOutline(const zeus::CAABox& aabb)
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{
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CModelFlags flags;
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flags.m_extendedShaderIdx = 3;
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flags.m_extendedShader = EExtendedShader::ForcedAlpha;
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for (CAreaListItem& item : x1c_areaListItems)
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{
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@@ -1040,7 +1040,7 @@ int CBooRenderer::DrawOverlappingWorldModelIDs(int alphaVal, const std::vector<u
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const zeus::CAABox& aabb) const
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{
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CModelFlags flags;
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flags.m_extendedShaderIdx = 5; // Do solid color draw
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flags.m_extendedShader = EExtendedShader::SolidColor; // Do solid color draw
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u32 curWord = 0;
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for (const CAreaListItem& item : x1c_areaListItems)
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@@ -1083,7 +1083,7 @@ void CBooRenderer::DrawOverlappingWorldModelShadows(int alphaVal, const std::vec
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{
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CModelFlags flags;
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flags.color.a = alpha;
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flags.m_extendedShaderIdx = 6; // Do shadow draw
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flags.m_extendedShader = EExtendedShader::MorphBallShadow; // Do shadow draw
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u32 curWord = 0;
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for (const CAreaListItem& item : x1c_areaListItems)
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