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-rw-r--r--src/extras/custompipes_gl.cpp41
1 files changed, 25 insertions, 16 deletions
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp
index 67be4afd..6cbd0bb7 100644
--- a/src/extras/custompipes_gl.cpp
+++ b/src/extras/custompipes_gl.cpp
@@ -87,6 +87,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
Material *m;
+ rw::uint32 flags = atomic->geometry->flags;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
@@ -119,7 +120,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
while(n--){
m = inst->material;
- setMaterial(m->color, m->surfaceProps);
+ setMaterial(flags, m->color, m->surfaceProps);
setTexture(0, m->texture);
@@ -160,8 +161,8 @@ CreateVehiclePipe(void)
{
-#include "shaders/neoVehicle_fs_gl.inc"
-#include "shaders/neoVehicle_vs_gl.inc"
+#include "shaders/obj/neoVehicle_frag.inc"
+#include "shaders/obj/neoVehicle_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
neoVehicleShader = Shader::create(vs, fs);
@@ -271,8 +272,8 @@ CreateWorldPipe(void)
ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
{
-#include "shaders/neoWorldVC_fs_gl.inc"
-#include "shaders/default_UV2_gl.inc"
+#include "shaders/obj/neoWorldVC_frag.inc"
+#include "shaders/obj/default_UV2_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil };
neoWorldShader = Shader::create(vs, fs);
@@ -333,7 +334,12 @@ glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
glUniform3fv(U(u_eye), 1, (float*)&eyePos);
- glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult);
+ float reflProps[4];
+ reflProps[0] = GlossMult;
+ reflProps[1] = 0.0f;
+ reflProps[2] = 0.0f;
+ reflProps[3] = 0.0f;
+ glUniform4fv(U(u_reflProps), 1, reflProps);
SetRenderState(VERTEXALPHA, TRUE);
SetRenderState(SRCBLEND, BLENDONE);
@@ -374,8 +380,8 @@ CreateGlossPipe(void)
using namespace rw::gl3;
{
-#include "shaders/neoGloss_fs_gl.inc"
-#include "shaders/neoGloss_vs_gl.inc"
+#include "shaders/obj/neoGloss_frag.inc"
+#include "shaders/obj/neoGloss_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
neoGlossShader = Shader::create(vs, fs);
@@ -444,6 +450,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
Material *m;
+ rw::uint32 flags = atomic->geometry->flags;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
@@ -467,7 +474,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
while(n--){
m = inst->material;
- setMaterial(m->color, m->surfaceProps);
+ setMaterial(flags, m->color, m->surfaceProps);
setTexture(0, m->texture);
@@ -494,6 +501,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
Material *m;
+ rw::uint32 flags = atomic->geometry->flags;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
@@ -515,7 +523,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
while(n--){
m = inst->material;
- setMaterial(m->color, m->surfaceProps);
+ setMaterial(flags, m->color, m->surfaceProps);
setTexture(0, m->texture);
@@ -546,8 +554,8 @@ CreateRimLightPipes(void)
}
{
-#include "shaders/simple_fs_gl.inc"
-#include "shaders/neoRimSkin_gl.inc"
+#include "shaders/obj/simple_frag.inc"
+#include "shaders/obj/neoRimSkin_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
neoRimSkinShader = Shader::create(vs, fs);
@@ -555,8 +563,8 @@ CreateRimLightPipes(void)
}
{
-#include "shaders/simple_fs_gl.inc"
-#include "shaders/neoRim_gl.inc"
+#include "shaders/obj/simple_frag.inc"
+#include "shaders/obj/neoRim_vert.inc"
const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
neoRimShader = Shader::create(vs, fs);
@@ -660,6 +668,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
assert(building->instHeader->platform == PLATFORM_GL3);
building->fadeAlpha = 255;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
+ rw::uint32 flags = atomic->geometry->flags;
WorldLights lights;
lights.numAmbients = 1;
@@ -699,7 +708,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
setupDone = true;
}
- setMaterial(m->color, m->surfaceProps);
+ setMaterial(flags, m->color, m->surfaceProps);
setTexture(0, m->texture);
@@ -768,7 +777,7 @@ RenderBlendPass(int pass)
rw::RGBA color = m->color;
color.alpha = (color.alpha * building->fadeAlpha)/255;
- setMaterial(color, m->surfaceProps);
+ setMaterial(color, m->surfaceProps); // always modulate here
setTexture(0, m->texture);