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Add temporary workarounds for tiled normals

We don't have any way of getting tiled materials yet, so enable simple
mode.
This commit is contained in:
Joshua Goins 2024-04-27 15:25:02 -04:00
parent 35dab8e925
commit b64c59ab76

View file

@ -279,7 +279,12 @@ void GameRenderer::render(VkCommandBuffer commandBuffer, uint32_t imageIndex, Ca
bool found = false; bool found = false;
for (int z = 0; z < renderMaterial.mat.num_shader_keys; z++) { for (int z = 0; z < renderMaterial.mat.num_shader_keys; z++) {
if (renderMaterial.mat.shader_keys[z].category == id) { if (renderMaterial.mat.shader_keys[z].category == id) {
materialKeys.push_back(renderMaterial.mat.shader_keys[z].value); // TODO: Temporary workaround for materials that need tile normals
if (id == 0xB616DC5A) {
materialKeys.push_back(0x22A4AABF);
} else {
materialKeys.push_back(renderMaterial.mat.shader_keys[z].value);
}
found = true; found = true;
} }
} }
@ -900,6 +905,13 @@ GameRenderer::bindPipeline(VkCommandBuffer commandBuffer, std::string_view passN
VkPipelineColorBlendAttachmentState colorBlendAttachment = {}; VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_TRUE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
std::vector<VkPipelineColorBlendAttachmentState> colorBlendAttachments; std::vector<VkPipelineColorBlendAttachmentState> colorBlendAttachments;