mirror of
https://github.com/rrika/cdcEngineDXHR.git
synced 2025-02-22 06:40:31 +00:00
rename floatX -> opacityMultiplier
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c58e9a6d9b
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af86a57bb6
@ -270,7 +270,7 @@ void PCDX11Material::setupSinglePassTranslucent(
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PCDX11RenderDevice *renderDevice,
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MaterialInstanceData *matInstance,
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uint32_t flags,
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float floatX)
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float opacityMultiplier)
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{
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// lights use this function (eg. deferred_fast_omni_diffuse.drm)
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auto *stateManager = deviceManager->getStateManager();
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@ -279,7 +279,7 @@ void PCDX11Material::setupSinglePassTranslucent(
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mg_state = 5;
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}
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float opacity = matInstance->opacity * floatX;
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float opacity = matInstance->opacity * opacityMultiplier;
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uint32_t blendState = materialBlob->blendStateC;
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uint32_t alphaThreshold = materialBlob->alphaThreshold;
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if ((blendState & 1) || opacity >= 1.0) {
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@ -336,7 +336,7 @@ PCDX11StreamDecl *PCDX11Material::SetupDepthPass(
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bool arg4,
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VertexDecl *layoutA,
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uint8_t flags,
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float floatX, // opacity scale?
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float opacityMultiplier,
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float floatY)
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{
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if (mg_state != 1) {
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@ -349,7 +349,7 @@ PCDX11StreamDecl *PCDX11Material::SetupDepthPass(
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mg_state = 1;
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}
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float opacity = matInstance->opacity * floatX;
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float opacity = matInstance->opacity * opacityMultiplier;
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uint32_t blendState = materialBlob->blendStateC;
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bool noPixelShader = true;
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if ((blendState & 1) || (blendState & 0x7000000) != 0x7000000 || opacity < 1.0)
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@ -445,7 +445,7 @@ PCDX11StreamDecl *PCDX11Material::SetupShadowPass(
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uint32_t vsSelect,
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VertexDecl *layout,
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uint8_t flags,
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float floatX,
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float opacityMultiplier,
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float floatY)
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{
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// TODO
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@ -459,7 +459,7 @@ PCDX11StreamDecl *PCDX11Material::SetupBloomPass(
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uint32_t vsSelect,
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VertexDecl *layoutA,
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uint8_t flags,
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float floatX)
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float opacityMultiplier)
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{
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auto *stateManager = deviceManager->getStateManager();
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const uint32_t subMaterialIndex = 4;
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@ -613,7 +613,7 @@ PCDX11StreamDecl *PCDX11Material::SetupNormalMapPass(
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uint32_t vsSelect,
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VertexDecl *layout,
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uint8_t flags,
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float floatX,
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float opacityMultiplier,
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float floatY)
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{
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auto *stateManager = deviceManager->getStateManager();
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@ -664,7 +664,7 @@ PCDX11StreamDecl *PCDX11Material::SetupNormalMapPass(
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deviceManager->getStateManager()->setDepthRange(matInstance->minDepth, matInstance->maxDepth);
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}
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float opacity = matInstance->opacity * floatX;
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float opacity = matInstance->opacity * opacityMultiplier;
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uint32_t blendState = materialBlob->blendStateC;
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if ((blendState & 1) || (blendState & 0x7000000) != 0x7000000 || opacity < 1.0)
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blendState = 0x6010010;
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@ -63,7 +63,7 @@ public:
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bool arg4,
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VertexDecl *layout,
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uint8_t flags,
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float floatX,
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float opacityMultiplier,
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float floatY);
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PCDX11StreamDecl *SetupShadowPass(
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@ -73,7 +73,7 @@ public:
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uint32_t vsSelect,
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VertexDecl *layout,
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uint8_t flags,
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float floatX,
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float opacityMultiplier,
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float floatY);
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PCDX11StreamDecl *SetupBloomPass(
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@ -82,7 +82,7 @@ public:
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uint32_t vsSelect,
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VertexDecl *layout,
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uint8_t flags,
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float floatX);
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float opacityMultiplier);
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PCDX11StreamDecl *SetupSinglePass(
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MaterialInstanceData*,
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@ -101,7 +101,7 @@ public:
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uint32_t vsSelect,
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VertexDecl *layout,
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uint8_t flags,
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float floatX,
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float opacityMultiplier,
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float floatY);
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};
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