Z Write Alpha Blended textures

This commit is contained in:
Nils 2020-09-27 11:18:08 +02:00
parent 5589db7794
commit ecc506ee7c
3 changed files with 14 additions and 12 deletions

View file

@ -2147,8 +2147,8 @@ namespace T5M::Renderer
UINT stride = sizeof(RendererVertex); UINT stride = sizeof(RendererVertex);
UINT offset = 0; UINT offset = 0;
int firstBucket = (transparent ? 2 : 0); int firstBucket = (transparent ? 1 : 0);
int lastBucket = (transparent ? 4 : 2); int lastBucket = (transparent ? 2 : 1);
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset); m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@ -2345,8 +2345,8 @@ namespace T5M::Renderer
UINT stride = sizeof(RendererVertex); UINT stride = sizeof(RendererVertex);
UINT offset = 0; UINT offset = 0;
int firstBucket = (transparent ? 2 : 0); int firstBucket = (transparent ? 1 : 0);
int lastBucket = (transparent ? 4 : 2); int lastBucket = (transparent ? 2 : 1);
m_context->IASetVertexBuffers(0, 1, m_staticsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset); m_context->IASetVertexBuffers(0, 1, m_staticsVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@ -2403,8 +2403,8 @@ namespace T5M::Renderer
UINT stride = sizeof(RendererVertex); UINT stride = sizeof(RendererVertex);
UINT offset = 0; UINT offset = 0;
int firstBucket = (transparent ? 2 : 0); int firstBucket = (transparent ? 1 : 0);
int lastBucket = (transparent ? 4 : 2); int lastBucket = (transparent ? 2 : 1);
if (!animated) if (!animated)
{ {
@ -2458,7 +2458,7 @@ namespace T5M::Renderer
m_context->PSSetConstantBuffers(1, 1, m_cbLights.get()); m_context->PSSetConstantBuffers(1, 1, m_cbLights.get());
m_stMisc.Caustics = (room->Room->flags & ENV_FLAG_WATER); m_stMisc.Caustics = (room->Room->flags & ENV_FLAG_WATER);
m_stMisc.AlphaTest = !transparent; m_stMisc.AlphaTest = transparent;
m_cbMisc.updateData(m_stMisc, m_context.Get()); m_cbMisc.updateData(m_stMisc, m_context.Get());
m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get()); m_context->PSSetConstantBuffers(3, 1, m_cbMisc.get());
m_stRoom.AmbientColor = room->AmbientLight; m_stRoom.AmbientColor = room->AmbientLight;

View file

@ -200,8 +200,8 @@ void T5M::Renderer::Renderer11::drawLara(bool transparent, bool shadowMap)
UINT stride = sizeof(RendererVertex); UINT stride = sizeof(RendererVertex);
UINT offset = 0; UINT offset = 0;
int firstBucket = (transparent ? 2 : 0); int firstBucket = (transparent ? 1 : 0);
int lastBucket = (transparent ? 4 : 2); int lastBucket = (transparent ? 2 : 1);
m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset); m_context->IASetVertexBuffers(0, 1, m_moveablesVertexBuffer.Buffer.GetAddressOf(), &stride, &offset);
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

View file

@ -45,7 +45,7 @@ struct PixelShaderInput
float2 UV: TEXCOORD; float2 UV: TEXCOORD;
float4 Color: COLOR; float4 Color: COLOR;
float4 LightPosition: POSITION1; float4 LightPosition: POSITION1;
linear float3x3 TBN : TBN; float3x3 TBN : TBN;
}; };
Texture2D NormalTexture : register(t3); Texture2D NormalTexture : register(t3);
Texture2D Texture : register(t0); Texture2D Texture : register(t0);
@ -85,6 +85,10 @@ float2 texOffset(int u, int v) {
float4 PS(PixelShaderInput input) : SV_TARGET float4 PS(PixelShaderInput input) : SV_TARGET
{ {
float4 output = Texture.Sample(Sampler, input.UV);
if (AlphaTest && output.w < 0.01f) {
discard;
}
float3 Normal = NormalTexture.Sample(Sampler,input.UV).rgb; float3 Normal = NormalTexture.Sample(Sampler,input.UV).rgb;
//Normal = float3(0.5, 0.5, 1); //Normal = float3(0.5, 0.5, 1);
Normal.g = 1 - Normal.g; Normal.g = 1 - Normal.g;
@ -110,7 +114,6 @@ float4 PS(PixelShaderInput input) : SV_TARGET
//PCF sampling for shadow map //PCF sampling for shadow map
float sum = 0; float sum = 0;
float x, y; float x, y;
//perform PCF filtering on a 4 x 4 texel neighborhood //perform PCF filtering on a 4 x 4 texel neighborhood
for (y = -1.5; y <= 1.5; y += 1.0) { for (y = -1.5; y <= 1.5; y += 1.0) {
for (x = -1.5; x <= 1.5; x += 1.0) { for (x = -1.5; x <= 1.5; x += 1.0) {
@ -173,7 +176,6 @@ float4 PS(PixelShaderInput input) : SV_TARGET
} }
output.xyz = output.xyz * lighting; output.xyz = output.xyz * lighting;
//output.w = 1.0f;
return output; return output;
} }