fix some graphical bugs

This commit is contained in:
RandomityGuy 2022-07-28 12:57:07 +05:30
parent 0bcf8d1eb8
commit 112aceb02c
6 changed files with 85 additions and 65 deletions

View file

@ -372,21 +372,21 @@ class DtsObject extends GameObject {
var texture = ResourceLoader.getResource(fullName, ResourceLoader.getTexture, this.textureResources);
texture.wrap = Wrap.Repeat;
material.texture = texture;
// if (this.useInstancing) {
// var dtsshader = new DtsTexture();
// dtsshader.texture = texture;
// dtsshader.currentOpacity = 1;
// material.mainPass.removeShader(material.textureShader);
// material.mainPass.addShader(dtsshader);
// }
if (this.useInstancing) {
var dtsshader = new DtsTexture();
dtsshader.texture = texture;
dtsshader.currentOpacity = 1;
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(dtsshader);
}
// TODO TRANSLUENCY SHIT
}
material.shadows = false;
if (this.isCollideable)
material.receiveShadows = true;
if (material.texture == null && !iflMaterial) {
// var dtsshader = new DtsTexture();
// dtsshader.currentOpacity = 1;
var dtsshader = new DtsTexture();
dtsshader.currentOpacity = 1;
// Make a 1x1 white texture
#if hl
var bitmap = new hxd.BitmapData(1, 1);
@ -403,9 +403,9 @@ class DtsObject extends GameObject {
texture.wrap = Wrap.Repeat;
#end
material.texture = texture;
// dtsshader.texture = texture;
// material.mainPass.addShader(dtsshader);
// material.shadows = false;
dtsshader.texture = texture;
material.mainPass.addShader(dtsshader);
material.shadows = false;
}
if (flags & 4 > 0) {
material.blendMode = BlendMode.Alpha;

View file

@ -39,6 +39,10 @@ class InstanceManager {
var opaqueinstances = minfo.instances.filter(x -> x.gameObject.currentOpacity == 1);
minfo.meshbatch.begin(opaqueinstances.length);
for (instance in opaqueinstances) { // Draw the opaque shit first
var dtsShader = minfo.meshbatch.material.mainPass.getShader(DtsTexture);
if (dtsShader != null) {
dtsShader.currentOpacity = instance.gameObject.currentOpacity;
}
var transform = instance.emptyObj.getAbsPos().clone();
minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
@ -50,9 +54,12 @@ class InstanceManager {
var transparentinstances = minfo.instances.filter(x -> x.gameObject.currentOpacity != 1);
minfo.transparencymeshbatch.begin(transparentinstances.length);
for (instance in transparentinstances) { // Non opaque shit
var dtsShader = minfo.transparencymeshbatch.material.mainPass.getShader(h3d.shader.Texture);
var dtsShader = minfo.transparencymeshbatch.material.mainPass.getShader(DtsTexture);
if (dtsShader != null) {
dtsShader.currentOpacity = instance.gameObject.currentOpacity;
}
minfo.transparencymeshbatch.material.blendMode = Alpha;
minfo.transparencymeshbatch.material.color.a = instance.gameObject.currentOpacity;
// minfo.transparencymeshbatch.material.color.a = instance.gameObject.currentOpacity;
// minfo.transparencymeshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
minfo.transparencymeshbatch.shadersChanged = true;
minfo.transparencymeshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
@ -100,23 +107,23 @@ class InstanceManager {
}
if (isMesh) {
var mat = cast(obj, Mesh).material;
// var dtsshader = mat.mainPass.getShader(DtsTexture);
// if (dtsshader != null) {
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
// minfo.meshbatch.material.mainPass.addShader(dtsshader);
// }
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
// minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
var pbrshader = mat.mainPass.getShader(PropsValues);
if (pbrshader != null) {
minfo.meshbatch.material.mainPass.addShader(pbrshader);
minfo.transparencymeshbatch.material.mainPass.addShader(pbrshader);
var dtsshader = mat.mainPass.getShader(DtsTexture);
if (dtsshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(dtsshader);
}
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
// var pbrshader = mat.mainPass.getShader(PropsValues);
// if (pbrshader != null) {
// minfo.meshbatch.material.mainPass.addShader(pbrshader);
// minfo.transparencymeshbatch.material.mainPass.addShader(pbrshader);
// }
}
minfos.push(minfo);
}

View file

@ -81,20 +81,26 @@ class Particle {
var t = this.currentAge / (this.lifeTime / 1000);
for (i in 1...4) {
if (this.o.times.length > i) {
if (this.o.times[i] >= t) {
var firstPart = t - this.o.times[i - 1];
var total = this.o.times[i] - this.o.times[i - 1];
// for (i in 1...4) {
// if (this.o.times.length > i) {
// if (this.o.times[i] >= t) {
// var firstPart = t - this.o.times[i - 1];
// var total = this.o.times[i] - this.o.times[i - 1];
firstPart /= total;
// firstPart /= total;
this.color = Util.lerpThreeVectors(this.o.colors[i - 1], this.o.colors[i], firstPart);
this.scale = Util.lerp(this.o.sizes[i - 1], this.o.sizes[i], firstPart);
break;
}
}
}
// // if (this.o.texture == 'particles/spark.png') {
// // if (this.o.colors[0].r == 1 && this.o.colors[0].g == 1) {
// // trace("HEREEEE");
// // }
// // }
// this.color = Util.lerpThreeVectors(this.o.colors[i - 1], this.o.colors[i], firstPart);
// this.scale = Util.lerp(this.o.sizes[i - 1], this.o.sizes[i], firstPart);
// break;
// }
// }
// }
// var velElapsed = elapsed / 1000;
// // velElapsed *= 0.001;
@ -104,30 +110,30 @@ class Particle {
// // var pos = this.position.add(this.vel.multiply(velElapsed + this.o.acceleration * (velElapsed * velElapsed) / 2));
// // this.position = pos;
// this.rotation = (this.initialSpin + this.o.spinSpeed * elapsed / 1000) * Math.PI / 180;
this.rotation = (this.initialSpin + this.o.spinSpeed * elapsed / 1000) * Math.PI / 180;
// // Check where we are in the times array
// var indexLow = 0;
// var indexHigh = 1;
// for (i in 2...this.o.times.length) {
// if (this.o.times[indexHigh] >= completion)
// break;
// Check where we are in the times array
var indexLow = 0;
var indexHigh = 1;
for (i in 2...this.o.times.length) {
if (this.o.times[indexHigh] >= completion)
break;
// indexLow = indexHigh;
// indexHigh = i;
// }
indexLow = indexHigh;
indexHigh = i;
}
// if (this.o.times.length == 1)
// indexHigh = indexLow;
// var t = (completion - this.o.times[indexLow]) / (this.o.times[indexHigh] - this.o.times[indexLow]);
if (this.o.times.length == 1)
indexHigh = indexLow;
var t = (completion - this.o.times[indexLow]) / (this.o.times[indexHigh] - this.o.times[indexLow]);
// // Adjust color
// var color = Util.lerpThreeVectors(this.o.colors[indexLow], this.o.colors[indexHigh], t);
// this.color = color;
// // this.material.opacity = color.a * * 1.5; // Adjusted because additive mixing can be kind of extreme
// Adjust color
var color = Util.lerpThreeVectors(this.o.colors[indexLow], this.o.colors[indexHigh], t);
this.color = color;
// this.material.opacity = color.a * * 1.5; // Adjusted because additive mixing can be kind of extreme
// // Adjust sizing
// this.scale = Util.lerp(this.o.sizes[indexLow], this.o.sizes[indexHigh], t);
// Adjust sizing
this.scale = Util.lerp(this.o.sizes[indexLow], this.o.sizes[indexHigh], t);
}
}
@ -290,10 +296,11 @@ class ParticleManager {
var particleShader = batch.meshBatch.material.mainPass.getShader(Billboard);
particleShader.scale = instance.scale;
particleShader.rotation = instance.rotation;
particleShader.color = instance.color;
batch.meshBatch.material.blendMode = instance.o.blending;
batch.meshBatch.material.mainPass.depthWrite = false;
// batch.meshBatch.material.mainPass.setPassName("overlay");
batch.meshBatch.material.color.load(instance.color);
// batch.meshBatch.material.color.load(instance.color);
batch.meshBatch.shadersChanged = true;
batch.meshBatch.setScale(instance.scale);
batch.meshBatch.emitInstance();

View file

@ -48,6 +48,7 @@ class Sky extends Object {
// var renderer = cast(level.scene.renderer, h3d.scene.pbr.Renderer);
var shad = new Skybox(texture);
skyMesh.material.mainPass.addShader(shad);
skyMesh.material.mainPass.depthWrite = false;
// skyMesh.material.shadows = false;
}

View file

@ -12,17 +12,22 @@ class Billboard extends hxsl.Shader {
@global var global:{
@perObject var modelView:Mat4;
};
@param var scale:Float;
@param var rotation:Float;
@perInstance @param var scale:Float;
@perInstance @param var rotation:Float;
@perInstance @param var color:Vec4;
var relativePosition:Vec3;
var projectedPosition:Vec4;
var calculatedUV:Vec2;
var pixelColor:Vec4;
function vertex() {
var mid = 0.5;
var uv = input.uv;
calculatedUV.x = cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid;
calculatedUV.y = cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid;
}
function fragment() {
pixelColor *= color;
}
function billboard(pos:Vec2, scale:Vec2):Vec4 {
return (vec4(0, 0, 0, 1) * (global.modelView * camera.view) + vec4(pos * scale, 0, 0));
}

View file

@ -10,7 +10,7 @@ class DtsTexture extends hxsl.Shader {
@const var specularAlpha:Bool;
@range(0, 1) @param var killAlphaThreshold:Float;
@param var texture:Sampler2D;
@param var currentOpacity:Float;
@perInstance @param var currentOpacity:Float;
var calculatedUV:Vec2;
var pixelColor:Vec4;
var specColor:Vec3;