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Don't hardcode scene keys in PASS_COMPOSITE_SEMITRANSPARENCY pass

This allows stuff to render again! But it's still broken of course...
This commit is contained in:
Joshua Goins 2024-11-02 22:05:01 -04:00
parent 0d593ba3a6
commit 8535fec7aa

View file

@ -540,32 +540,25 @@ void GameRenderer::render(VkCommandBuffer commandBuffer, Camera &camera, Scene &
if (renderMaterial.type == MaterialType::Skin && !m_dawntrailMode) {
systemKeys.push_back(physis_shpk_crc("DecodeDepthBuffer_RAWZ"));
}
std::vector<uint32_t> sceneKeys;
if (m_dawntrailMode) {
sceneKeys.push_back(physis_shpk_crc("ApplyDitherClipOff"));
sceneKeys.push_back(physis_shpk_crc("ApplyDissolveColorOff"));
sceneKeys.push_back(physis_shpk_crc("GetCustumizeColorAuraOff"));
for (int j = 0; j < renderMaterial.shaderPackage.num_scene_keys; j++) {
auto id = renderMaterial.shaderPackage.scene_keys[j].id;
if (model.skinned) {
sceneKeys.push_back(physis_shpk_crc("TransformViewSkin"));
} else {
sceneKeys.push_back(physis_shpk_crc("TransformViewRigid"));
bool found = false;
if (id == physis_shpk_crc("TransformView")) {
if (model.skinned) {
sceneKeys.push_back(physis_shpk_crc("TransformViewSkin"));
} else {
sceneKeys.push_back(physis_shpk_crc("TransformViewRigid"));
}
found = true;
}
sceneKeys.push_back(physis_shpk_crc("ApplyVertexMovementOff"));
sceneKeys.push_back(physis_shpk_crc("CalculateInstancingPosition_Off"));
} else {
if (model.skinned) {
sceneKeys.push_back(physis_shpk_crc("TransformViewSkin"));
} else {
sceneKeys.push_back(physis_shpk_crc("TransformViewRigid"));
// Fall back to default if needed
if (!found) {
sceneKeys.push_back(renderMaterial.shaderPackage.scene_keys[j].default_value);
}
sceneKeys.push_back(physis_shpk_crc("GetAmbientLight_SH"));
sceneKeys.push_back(physis_shpk_crc("GetReflectColor_Texture"));
sceneKeys.push_back(physis_shpk_crc("GetAmbientOcclusion_None"));
sceneKeys.push_back(physis_shpk_crc("ApplyDitherClipOff"));
}
std::vector<uint32_t> materialKeys;