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https://github.com/XLabsProject/iw3x-port.git
synced 2023-08-02 15:02:11 +02:00
Delay Model Surface and fix Static model flags
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@ -946,7 +946,14 @@ namespace Components
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map.dpvs.smodelDrawInsts[i].reflectionProbeIndex = world->dpvs.smodelDrawInsts[i].reflectionProbeIndex;
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map.dpvs.smodelDrawInsts[i].primaryLightIndex = world->dpvs.smodelDrawInsts[i].primaryLightIndex;
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map.dpvs.smodelDrawInsts[i].lightingHandle = world->dpvs.smodelDrawInsts[i].lightingHandle;
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map.dpvs.smodelDrawInsts[i].flags = world->dpvs.smodelDrawInsts[i].flags;
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map.dpvs.smodelDrawInsts[i].flags = 0;
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if (world->dpvs.smodelDrawInsts[i].flags & Game::IW3::STATIC_MODEL_FLAG_NO_SHADOW)
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{
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// Confirmed to be the same in the rendering functions
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// Check R_AddAllStaticModelSurfacesSpotShadow in both iw3 and iw4
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map.dpvs.smodelDrawInsts[i].flags |= Game::IW4::STATIC_MODEL_FLAG_NO_CAST_SHADOW;
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}
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// This has been moved
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if (world->dpvs.smodelInsts)
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@ -957,7 +964,7 @@ namespace Components
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//// Whenever a model needs ground lighting in iw4, it has to specify it
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if (map.dpvs.smodelDrawInsts[i].groundLighting.packed > 0)
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{
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map.dpvs.smodelDrawInsts[i].flags |= 0x20;
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map.dpvs.smodelDrawInsts[i].flags |= Game::IW4::STATIC_MODEL_FLAG_GROUND_LIGHTING;
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}
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}
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}
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@ -4,6 +4,7 @@
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namespace Components
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{
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std::unordered_map<char, Game::IW4::Material> IMaterial::exampleMaterialForKey{};
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std::unordered_map<char, char> IMaterial::sortKeysTable = {
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{0, 43}, // Distortion
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// Opaque water (never used)
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@ -369,6 +370,9 @@ namespace Components
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mat.gameFlags.fields.unk8 = material->info.gameFlags.fields.unk7;
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mat.gameFlags.fields.unk7 = material->info.gameFlags.fields.unk8;
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// Do not delay model surface ever! In iw4 this doesn't even exist
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// If this flag is ever set to 1 it usually burns the delayed surface buffer of IW4
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mat.gameFlags.fields.delayModelSurface = 0;
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// Sort key
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#if USE_IW3_SORTKEYS
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mat.sortKey = material->info.sortKey; // Using iw3 value directly
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@ -458,6 +462,16 @@ namespace Components
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Logger::Print("Set statebit %i loadbit 0 to GFXS0_CULL_NONE on material %s (it is glass)\n", index, mat.name);
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}
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#if not USE_IW3_SORTKEYS
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Game::IW4::Material conflict;
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if (CheckSortKeyConflict(&mat, conflict))
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{
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Components::Logger::Print("There is a sort key conflict between %s and %s on the key %i. One of these two (most probably the first one) doesn't have the right sort key! You will need to fix the material JSON manually.\n",
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mat.name, conflict.name, mat.sortKey);
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assert(false);
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}
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#endif
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IMaterial::SaveConvertedMaterial(&mat);
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}
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@ -538,6 +552,15 @@ namespace Components
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return 34;
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}
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if (techsetName.contains("effect"))
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{
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// Really not sure about this! But some posters on some custom maps (mp_nuked_xmas) are on wc_effect tecshet
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// and cause a sort crash when put on the decal layer (9)
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Logger::Print("Material %s was given sortkey %i from %i (techset name contains 'effect')\n", name.data(), 34, iw3Key);
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return 48;
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}
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/*
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- 16 (3 matches)
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- mp_crash:mc\ch_bulletinboardpaperdecals_2.json
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@ -669,6 +692,51 @@ namespace Components
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return iw3Key;
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}
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bool IMaterial::CheckSortKeyConflict(Game::IW4::Material* material, OUT Game::IW4::Material& conflictingMaterial)
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{
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if (exampleMaterialForKey.find(material->sortKey) == exampleMaterialForKey.end())
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{
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exampleMaterialForKey[material->sortKey] = *material;
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return false;
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}
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auto* otherMaterial = &exampleMaterialForKey.at(material->sortKey);
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assert(material->techniqueSet);
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bool hasLit = material->techniqueSet->techniques[Game::IW4::TECHNIQUE_LIT] != nullptr;
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bool otherHasLit = otherMaterial->techniqueSet->techniques[Game::IW4::TECHNIQUE_LIT] != nullptr;
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if (otherHasLit != hasLit)
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{
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conflictingMaterial = *otherMaterial;
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return true;
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}
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if (hasLit)
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{
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bool hasEmissive = material->techniqueSet->techniques[Game::IW4::TECHNIQUE_EMISSIVE];
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bool otherHasEmissive = otherMaterial->techniqueSet->techniques[Game::IW4::TECHNIQUE_EMISSIVE];
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if (hasEmissive)
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{
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conflictingMaterial = *otherMaterial;
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return true;
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}
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if (otherHasEmissive)
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{
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conflictingMaterial = *otherMaterial;
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return true;
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}
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}
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return false;
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}
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IMaterial::IMaterial()
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{
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@ -14,6 +14,7 @@ namespace Components
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private:
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static std::unordered_map<char, char> sortKeysTable;
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static std::unordered_map<char, Game::IW4::Material> exampleMaterialForKey;
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static void Dump(Game::IW3::Material* material);
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@ -21,6 +22,8 @@ namespace Components
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static char GetConvertedSortKey(Game::IW3::Material* material);
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static bool CheckSortKeyConflict(Game::IW4::Material* material, OUT Game::IW4::Material& conflictingMaterial);
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static rapidjson::Value StateBitsToJsonArray(Game::IW3::GfxStateBits* stateBits, unsigned char count, rapidjson::MemoryPoolAllocator<rapidjson::CrtAllocator>& allocator);
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};
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}
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@ -113,7 +113,7 @@ namespace Game
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if (entry->entry.asset.type == type)
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{
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auto assetName = DB_GetXAssetNameHandlers[entry->entry.asset.type](&entry->entry.asset.header);
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if (!stricmp(name, assetName))
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if (!_stricmp(name, assetName))
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break;
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}
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@ -136,7 +136,7 @@ namespace Game
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unsigned char isFoliageRequiresGroundLighting : 1;
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unsigned char unk4 : 1;
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unsigned char unk5 : 1;
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unsigned char unk6 : 1;
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unsigned char delayModelSurface : 1;
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unsigned char unk7 : 1;
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unsigned char unk8 : 1;
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};
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