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5 Commits

Author SHA1 Message Date
f7e0e02932 Revert "initial GamepadUI from EZ2"
This reverts commit 19ce478dd0.
2024-10-19 21:07:07 +03:00
8dbab45f13 Revert "Some GamepadUI fixes"
This reverts commit 091308106b.
2024-10-19 21:07:01 +03:00
fd60fa6bfb LightState_t fix 2024-10-19 21:01:47 +03:00
091308106b Some GamepadUI fixes 2024-04-13 20:16:45 +03:00
19ce478dd0 initial GamepadUI from EZ2 2024-04-13 19:58:55 +03:00
9 changed files with 9 additions and 9 deletions

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@@ -206,7 +206,7 @@ void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** param
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{

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@@ -274,7 +274,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params,
if ( bDrawFlashlightAdditivePass == true )
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
if ( bDrawFlashlightAdditivePass == false )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
// Set Vertex Shader Combos
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
pShaderAPI->GetDX9LightState( &lightState );
DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );

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@@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
}
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
if( !hasFlashlight )
pShaderAPI->GetDX9LightState( &lightState );

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@@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" )
DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
int numBones = pShaderAPI->GetCurrentNumBones();
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
if ( bVertexLit && !bFullBright )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
}
}
LightState_t lightState = LightState_t();
LightState_t lightState = { 0, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{

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@@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
// Set up light combo state
LightState_t lightState = LightState_t();
LightState_t lightState = {0, false, false};
if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn
}
// Set up light combo state
LightState_t lightState = LightState_t();
LightState_t lightState = {0, false, false};
if ( bVertexLitGeneric && !hasFlashlight )
{
pShaderAPI->GetDX9LightState( &lightState );

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@@ -36,8 +36,8 @@ struct LightState_t
{
int m_nNumLights;
bool m_bAmbientLight;
bool m_bStaticLightTexel;
bool m_bStaticLightVertex;
bool m_bStaticLightTexel;
inline int HasDynamicLight() { return (m_bAmbientLight || (m_nNumLights > 0)) ? 1 : 0; }
};