more glow

This commit is contained in:
RandomityGuy 2023-06-11 20:58:28 +05:30
parent c4604d497a
commit 5960a845bd
6 changed files with 174 additions and 18 deletions

View file

@ -816,6 +816,12 @@ class DtsObject extends GameObject {
var dot1 = normal.dot(vertexNormals[i1]);
var dot2 = normal.dot(vertexNormals[i2]);
var dot3 = normal.dot(vertexNormals[i3]);
var matname = dts.matNames[materialIndex];
// if (matname == 'blastwave') {
// var temp = i1;
// i1 = i3;
// i3 = temp;
// }
// if (!StringTools.contains(this.dtsPath, 'helicopter.dts') && !StringTools.contains(this.dtsPath, 'tornado.dts'))
// ^ temp hardcoded fix

View file

@ -154,7 +154,17 @@ class InstanceManager {
if (glowPass != null) {
var gpass = glowPass.clone();
gpass.enableLights = false;
gpass.depthTest = LessEqual;
gpass.depthTest = glowPass.depthTest;
gpass.blendSrc = glowPass.blendSrc;
gpass.blendDst = glowPass.blendDst;
gpass.blendOp = glowPass.blendOp;
gpass.blendAlphaSrc = glowPass.blendAlphaSrc;
gpass.blendAlphaDst = glowPass.blendAlphaDst;
gpass.blendAlphaOp = glowPass.blendAlphaOp;
if (glowPass.culling == None) {
gpass.culling = glowPass.culling;
}
minfoshaders = [];
for (shader in gpass.getShaders()) {

View file

@ -169,25 +169,27 @@ class EndPad extends DtsObject {
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.depthWrite = false;
glowpass.enableLights = false;
glowpass.blendSrc = SrcAlpha;
glowpass.blendDst = OneMinusSrcAlpha;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.setPassName("glowPreNoRender");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.blendMode = Alpha;
material.mainPass.blendSrc = SrcAlpha;
material.mainPass.blendDst = OneMinusSrcAlpha;
// var thisprops:Dynamic = material.getDefaultProps();
// thisprops.light = false; // We will calculate our own lighting
// material.props = thisprops;
// material.shadows = false;
// material.blendMode = Alpha;
// material.mainPass.depthWrite = false;
// material.mainPass.blendSrc = SrcAlpha;
// material.mainPass.blendDst = OneMinusSrcAlpha;
}
}
}

View file

@ -32,5 +32,77 @@ class RoundBumper extends AbstractBumper {
material.shadows = false;
material.receiveShadows = true;
}
if (matName == "antigrav_glow") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/items/antigrav_glow.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
if (matName == "blastwave") {
var diffuseTex = ResourceLoader.getTexture("data/shapes/images/blastwave.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
// aa
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
material.mainPass.removeShader(material.textureShader);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.depthWrite = false;
glowpass.enableLights = false;
glowpass.blendSrc = SrcAlpha;
glowpass.blendDst = One;
glowpass.blendOp = Add;
glowpass.blendAlphaSrc = SrcAlpha;
glowpass.blendAlphaDst = One;
glowpass.blendAlphaOp = Add;
// glowpass.blendSrc = SrcAlpha;
// glowpass.blendDst = OneMinusSrcAlpha;
material.addPass(glowpass);
material.mainPass.setPassName("glowPreNoRender");
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
// var thisprops:Dynamic = material.getDefaultProps();
// thisprops.light = false; // We will calculate our own lighting
// material.props = thisprops;
material.shadows = false;
// material.blendMode = Alpha;
material.mainPass.depthWrite = false;
}
}
}

View file

@ -43,6 +43,38 @@ class SignPlain extends DtsObject {
material.receiveShadows = true;
}
if (matName == "arrowsign_arrow_glow") {
var diffuseTex = ResourceLoader.getTexture('data/shapes/signs/arrowsign_arrow.png').resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var shader = new shaders.DefaultNormalMaterial(diffuseTex, 32, new h3d.Vector(1, 1, 1, 1), 1);
shader.doGammaRamp = false;
var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
dtsTex.passThrough = true;
material.mainPass.removeShader(material.textureShader);
material.mainPass.addShader(shader);
var glowpass = material.mainPass.clone();
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.enableLights = false;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
}
if (matName == "ArrowPostUVW") {
var diffuseTex = ResourceLoader.getTexture('data/shapes/signs/arrowpostUVW.png').resource;
diffuseTex.wrap = Repeat;
@ -61,8 +93,40 @@ class SignPlain extends DtsObject {
}
if (matName == "arrowsign_chain") {
material.blendMode = Alpha;
var diffuseTex = ResourceLoader.getTexture("data/shapes/signs/arrowsign_chain.png").resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Nearest;
var trivialShader = new shaders.TrivialMaterial(diffuseTex);
var glowpass = material.mainPass.clone();
glowpass.addShader(trivialShader);
var dtsshader = glowpass.getShader(shaders.DtsTexture);
if (dtsshader != null)
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.depthWrite = false;
glowpass.enableLights = false;
glowpass.blendSrc = SrcAlpha;
glowpass.blendDst = OneMinusSrcAlpha;
material.addPass(glowpass);
material.mainPass.setPassName("glowPreNoRender");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.blendMode = Alpha;
material.mainPass.depthWrite = false;
material.mainPass.blendSrc = SrcAlpha;
material.mainPass.blendDst = OneMinusSrcAlpha;
}
if (matName == "arrowsign_post") {

View file

@ -106,25 +106,27 @@ class StartPad extends DtsObject {
glowpass.removeShader(dtsshader);
glowpass.setPassName("glow");
glowpass.depthTest = LessEqual;
glowpass.depthWrite = false;
glowpass.enableLights = false;
glowpass.blendSrc = SrcAlpha;
glowpass.blendDst = OneMinusSrcAlpha;
material.addPass(glowpass);
material.mainPass.setPassName("glowPre");
material.mainPass.setPassName("glowPreNoRender");
material.mainPass.addShader(trivialShader);
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
if (dtsshader != null)
material.mainPass.removeShader(dtsshader);
material.mainPass.enableLights = false;
var thisprops:Dynamic = material.getDefaultProps();
thisprops.light = false; // We will calculate our own lighting
material.props = thisprops;
material.shadows = false;
material.blendMode = Alpha;
material.mainPass.blendSrc = SrcAlpha;
material.mainPass.blendDst = OneMinusSrcAlpha;
// var thisprops:Dynamic = material.getDefaultProps();
// thisprops.light = false; // We will calculate our own lighting
// material.props = thisprops;
// material.shadows = false;
// material.blendMode = Alpha;
// material.mainPass.depthWrite = false;
// material.mainPass.blendSrc = SrcAlpha;
// material.mainPass.blendDst = OneMinusSrcAlpha;
}
}
}