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Use the correct TransformView value if the model is skinned or not

This commit is contained in:
Joshua Goins 2024-04-27 12:42:31 -04:00
parent 88e64b859d
commit e9c857a649

View file

@ -215,13 +215,18 @@ void GameRenderer::render(VkCommandBuffer commandBuffer, uint32_t imageIndex, Ca
if (renderMaterial.type == MaterialType::Skin) {
systemKeys.push_back(physis_shpk_crc("DecodeDepthBuffer_RAWZ"));
}
std::vector<uint32_t> sceneKeys = {
physis_shpk_crc("TransformViewSkin"),
physis_shpk_crc("GetAmbientLight_SH"),
physis_shpk_crc("GetReflectColor_Texture"),
physis_shpk_crc("GetAmbientOcclusion_None"),
physis_shpk_crc("ApplyDitherClipOff"),
};
std::vector<uint32_t> sceneKeys;
if (model.skinned) {
sceneKeys.push_back(physis_shpk_crc("TransformViewSkin"));
} else {
sceneKeys.push_back(physis_shpk_crc("TransformViewRigid"));
}
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;
for (int j = 0; j < renderMaterial.shaderPackage.num_material_keys; j++) {
auto id = renderMaterial.shaderPackage.material_keys[j].id;