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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 05:07:43 +00:00

Create directional light for bump mapped water rendering

This commit is contained in:
Jack Andersen
2017-08-09 21:37:01 -10:00
parent 39fd2be286
commit ea2fdc939b
2 changed files with 21 additions and 40 deletions

View File

@@ -132,38 +132,14 @@ CFluidPlaneCPU::RenderSetup(const CStateManager& mgr, float alpha, const zeus::C
// Build 50% grey directional light with xf0_bumpLightDir and load into LIGHT_3
// Light 3 in channel 1
// Vertex colors in channel 0
out.lights.resize(4);
out.lights[3] = CLight::BuildDirectional(xf0_bumpLightDir, zeus::CColor::skGrey);
}
else
{
// Normal light mask in channel 1
// Vertex colors in channel 0
}
if (x10_texPattern1)
{
// Load into 0
}
else
{
// Load black tex into 0
}
if (x20_texPattern2)
{
// Load into 1
}
else
{
// Load black tex into 1
}
if (x30_texColor)
{
// Load into 2
}
else
{
// Load black tex into 2
out.lights = water->GetActorLights()->BuildLightVector();
}
int curTex = 3;
@@ -298,7 +274,6 @@ CFluidPlaneCPU::RenderSetup(const CStateManager& mgr, float alpha, const zeus::C
m_shader.emplace(x44_fluidType,
x10_texPattern1, x20_texPattern2, x30_texColor, xb0_bumpMap, xc0_envMap, xd0_envBumpMap,
xe0_lightmap, doubleLightmapBlend, mgr.GetParticleFlags() == 0);
out.lights = water->GetActorLights()->BuildLightVector();
return out;
}