mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-06 10:00:40 +00:00
ignore w component in default path
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@@ -1,18 +1,18 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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*
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* Copyright (c) 2016 Baldur Karlsson
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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@@ -197,7 +197,8 @@ void defaultPath(uint threadID)
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vec4 wpos = meshpick.mvp * pos;
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wpos.xyz /= wpos.www;
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if(meshpick.unproject == 1u)
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wpos.xyz /= wpos.www;
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wpos.xy *= vec2(1.0f, -1.0f);
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@@ -86,20 +86,20 @@ void RENDERDOC_MeshGS(triangle wireframeV2F input[3], inout TriangleStream<wiref
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float4 RENDERDOC_MeshPS(wireframeV2F IN) : SV_Target0
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{
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uint type = OutputDisplayFormat;
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uint type = OutputDisplayFormat;
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if(type == MESHDISPLAY_SECONDARY)
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return float4(IN.secondary.xyz, 1);
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else if(type == MESHDISPLAY_SECONDARY_ALPHA)
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return float4(IN.secondary.www, 1);
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else if(type == MESHDISPLAY_FACELIT)
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{
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float3 lightDir = normalize(float3(0, -0.3f, -1));
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if(type == MESHDISPLAY_SECONDARY)
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return float4(IN.secondary.xyz, 1);
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else if(type == MESHDISPLAY_SECONDARY_ALPHA)
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return float4(IN.secondary.www, 1);
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else if(type == MESHDISPLAY_FACELIT)
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{
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float3 lightDir = normalize(float3(0, -0.3f, -1));
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return float4(WireframeColour.xyz*abs(dot(lightDir, IN.norm)), 1);
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}
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else //if(type == MESHDISPLAY_SOLID)
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return float4(WireframeColour.xyz, 1);
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return float4(WireframeColour.xyz*abs(dot(lightDir, IN.norm)), 1);
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}
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else //if(type == MESHDISPLAY_SOLID)
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return float4(WireframeColour.xyz, 1);
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}
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wireframeV2F RENDERDOC_WireframeVS(float3 pos : POSITION, uint vid : SV_VertexID)
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@@ -120,13 +120,6 @@ wireframeV2F RENDERDOC_WireframeVS(float3 pos : POSITION, uint vid : SV_VertexID
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return OUT;
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}
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#define MESH_OTHER 0 // this covers points and lines, logic is the same
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#define MESH_TRIANGLE_LIST 1
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#define MESH_TRIANGLE_STRIP 2
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#define MESH_TRIANGLE_LIST_ADJ 3
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#define MESH_TRIANGLE_STRIP_ADJ 4
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Buffer<uint> index : register(t0);
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Buffer<float4> vertex : register(t1);
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AppendStructuredBuffer<uint4> pickresult : register(u0);
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@@ -286,8 +279,9 @@ void defaultPath(uint threadID)
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float4 wpos = mul(pos, PickMVP);
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wpos.xyz /= wpos.www;
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if (PickUnproject == 1)
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wpos.xyz /= wpos.www;
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wpos.xy *= float2(1.0f, -1.0f);
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float2 scr = (wpos.xy + 1.0f) * 0.5f * PickViewport;
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