Fix build errors please

This commit is contained in:
KillzXGaming 2019-09-08 17:03:00 -04:00
parent ed78d46545
commit 9dc4aeccc5
4 changed files with 56 additions and 36 deletions

View file

@ -886,6 +886,26 @@ namespace LayoutBXLYT.Cafe
}
public bool UseOneMaterialForAll
{
get { return Convert.ToBoolean(_flag & 1); }
}
public bool UseVertexColorForAll
{
get { return Convert.ToBoolean((_flag >> 1) & 1); }
}
public bool WindowKind
{
get { return Convert.ToBoolean((_flag >> 2) & 3); }
}
public bool NotDrawnContent
{
get { return Convert.ToBoolean((_flag >> 4) & 1); }
}
public ushort StretchLeft;
public ushort StretchRight;
public ushort StretchTop;

View file

@ -101,42 +101,8 @@ namespace LayoutBXLYT
{
get
{
StringBuilder frag = new StringBuilder();
frag.AppendLine("uniform vec4 blackColor;");
frag.AppendLine("uniform vec4 whiteColor;");
frag.AppendLine("uniform int hasTexture0;");
frag.AppendLine("uniform int debugShading;");
frag.AppendLine("uniform int numTextureMaps;");
frag.AppendFormat("uniform sampler2D textures{0};\n", 0);
frag.AppendLine("uniform sampler2D uvTestPattern;");
frag.AppendLine("void main()");
frag.AppendLine("{");
frag.AppendLine("vec4 textureMap0 = vec4(1);");
frag.AppendLine("if (numTextureMaps > 0)");
frag.AppendLine("{");
frag.AppendLine("if (hasTexture0 == 1)");
frag.AppendLine(" textureMap0 = texture2D(textures0, gl_TexCoord[0].st);");
frag.AppendLine("}");
frag.AppendLine("if (debugShading == 0)");
frag.AppendLine("{");
frag.AppendLine("vec4 colorFrag = gl_Color * textureMap0;");
frag.AppendLine("vec4 colorBlend = colorFrag * whiteColor;");
frag.AppendLine("gl_FragColor = colorBlend;");
frag.AppendLine("}");
frag.AppendLine("else if (debugShading == 1)");
frag.AppendLine(" gl_FragColor = vec4(textureMap0.rgb, 1);");
frag.AppendLine("else if (debugShading == 2)");
frag.AppendLine(" gl_FragColor = whiteColor;");
frag.AppendLine("else if (debugShading == 3)");
frag.AppendLine(" gl_FragColor = blackColor;");
frag.AppendLine("else if (debugShading == 4)");
frag.AppendLine(" gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);");
frag.AppendLine("}");
return frag.ToString();
string path = System.IO.Path.Combine(Runtime.ExecutableDir, "Shader", "Layout", "Bflyt.frag");
return System.IO.File.ReadAllText(path);
}
}

View file

@ -0,0 +1,31 @@
uniform vec4 blackColor;
uniform vec4 whiteColor;
uniform int hasTexture0;
uniform int debugShading;
uniform int numTextureMaps;
uniform sampler2D textures0;
uniform sampler2D uvTestPattern;
void main()
{
vec4 textureMap0 = vec4(1);
if (numTextureMaps > 0)
{
if (hasTexture0 == 1)
textureMap0 = texture2D(textures0, gl_TexCoord[0].st);;
}
if (debugShading == 0)
{
vec4 colorFrag = gl_Color * textureMap0;
vec4 colorBlend = colorFrag * whiteColor;
gl_FragColor = colorBlend;
}
if (debugShading == 1)
gl_FragColor = vec4(textureMap0.rgb, 1);
if (debugShading == 2)
gl_FragColor = whiteColor;
if (debugShading == 3)
gl_FragColor = blackColor;
if (debugShading == 4)
gl_FragColor = texture2D(uvTestPattern, gl_TexCoord[0].st);
}

View file

@ -245,6 +245,9 @@
<None Include="Shader\KCL.vert">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Shader\Layout\Bflyt.frag">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="Shader\Layout\Bflyt.vert">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>