mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 09:39:16 +01:00
fixed boats for new renderer
This commit is contained in:
parent
e1279b01bc
commit
244b91ee80
@ -109,6 +109,9 @@ void DebugMenuPopulate(void);
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
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#else
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#define CLEARMODE (rwCAMERACLEARZ)
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#endif
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void
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@ -155,7 +158,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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@ -174,7 +177,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
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CDraw::CalculateAspectRatio();
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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@ -873,7 +876,7 @@ MattRenderScene(void)
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// CMattRenderer::ResetRenderStates
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CRenderer::ClearForFrame();
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// CClock::CalcEnvMapTimeMultiplicator
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if(gbRenderWater)
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//if(gbRenderWater)
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CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
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// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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@ -889,10 +892,12 @@ if(gbRenderRoads)
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CRenderer::RenderRoads();
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// not sure where to put these since LCS has no underwater entities
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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if(gbRenderFadingInUnderwaterEntities)
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CRenderer::RenderFadingInUnderwaterEntities();
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if(gbRenderWater)
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CWaterLevel::RenderTransparentWater();
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CRenderer::RenderTransparentWater();
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if(gbRenderEverythingBarRoads)
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CRenderer::RenderEverythingBarRoads();
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@ -910,8 +915,7 @@ RenderScene_new(void)
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MattRenderScene();
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DefinedState();
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// CMattRenderer::ResetRenderStates
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if(gbRenderBoats)
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CRenderer::RenderBoats();
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// moved CRenderer::RenderBoats to before transparent water
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}
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// TODO
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@ -1259,7 +1263,7 @@ Idle(void *arg)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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#endif
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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}
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@ -1308,7 +1312,7 @@ FrontendIdle(void)
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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@ -1584,7 +1588,7 @@ void TheGame(void)
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{
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CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
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if (!RsCameraBeginUpdate(Scene.camera))
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break;
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}
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@ -7,6 +7,7 @@
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#include "Treadable.h"
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#include "Ped.h"
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#include "Vehicle.h"
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#include "Boat.h"
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#include "Heli.h"
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#include "Bike.h"
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#include "Object.h"
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@ -334,6 +335,7 @@ CRenderer::RenderBoats(void)
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#ifndef LIBRW
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#error "Need librw for EXTENDED_PIPELINES"
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#endif
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#include "WaterLevel.h"
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enum {
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// blend passes
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@ -355,6 +357,34 @@ struct BuildingInst
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static BuildingInst blendInsts[3][2000];
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static int numBlendInsts[3];
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static void
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SetStencilState(int state)
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{
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switch(state){
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// disable stencil
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case 0:
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rw::d3d::setRenderState(D3DRS_STENCILENABLE, FALSE);
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break;
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// test against stencil
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case 1:
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rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
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rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL);
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rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
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rw::d3d::setRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
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rw::d3d::setRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
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rw::d3d::setRenderState(D3DRS_STENCILMASK, 0xFF);
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rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
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break;
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// write to stencil
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case 2:
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rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
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rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
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rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
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rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
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break;
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}
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}
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static void
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SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
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{
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@ -448,6 +478,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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SetMatrix(building, atomic->getFrame()->getLTM());
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numBlendInsts[pass]++;
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}
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@ -506,6 +537,30 @@ struct BuildingInst
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static BuildingInst blendInsts[3][2000];
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static int numBlendInsts[3];
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static void
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SetStencilState(int state)
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{
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switch(state){
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// disable stencil
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case 0:
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glDisable(GL_STENCIL_TEST);
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break;
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// test against stencil
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case 1:
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilMask(0xFF);
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break;
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// write to stencil
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case 2:
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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break;
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}
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}
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static bool
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IsTextureTransparent(RwTexture *tex)
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{
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@ -595,6 +650,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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building->matrix = *atomic->getFrame()->getLTM();
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numBlendInsts[pass]++;
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}
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@ -643,6 +699,9 @@ RenderBlendPass(int pass)
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drawInst(building->instHeader, inst);
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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}
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}
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#endif
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@ -773,6 +832,37 @@ CRenderer::RenderVehiclesAndPeds(void)
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// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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}
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void
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CRenderer::RenderTransparentWater(void)
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{
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int i;
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CEntity *e;
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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SetStencilState(2);
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
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e = ms_aVisibleVehiclePtrs[i];
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if(e->IsVehicle() && ((CVehicle*)e)->IsBoat())
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((CBoat*)e)->RenderWaterOutPolys();
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}
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
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SetStencilState(1);
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CWaterLevel::RenderTransparentWater();
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SetStencilState(0);
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}
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void
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CRenderer::ClearForFrame(void)
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{
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@ -1540,6 +1630,20 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
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}
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}
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void
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CRenderer::InsertEntityIntoList(CEntity *ent)
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{
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#ifdef NEW_RENDERER
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// TODO: there are more flags being checked here
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if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
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ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
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else if(gbNewRenderer && ent->IsBuilding())
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ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
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else
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#endif
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ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
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}
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void
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CRenderer::ScanBigBuildingList(CPtrList &list)
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{
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@ -1557,15 +1661,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
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vis = VIS_VISIBLE;
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switch(vis){
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case VIS_VISIBLE:
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#ifdef NEW_RENDERER
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// TODO: this isn't quite right...
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if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
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ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
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else if(gbNewRenderer && ent->IsBuilding())
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ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
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else
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#endif
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ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
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InsertEntityIntoList(ent);
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ent->bOffscreen = false;
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break;
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case VIS_STREAMME:
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@ -1596,15 +1692,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
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switch(SetupEntityVisibility(ent)){
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case VIS_VISIBLE:
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#ifdef NEW_RENDERER
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// TODO: this isn't quite right...
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if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
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ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
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else if(gbNewRenderer && ent->IsBuilding())
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ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
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else
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#endif
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ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
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InsertEntityIntoList(ent);
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break;
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case VIS_INVISIBLE:
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if(!IsGlass(ent->GetModelIndex()))
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@ -1649,15 +1737,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
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switch(SetupEntityVisibility(ent)){
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case VIS_VISIBLE:
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#ifdef NEW_RENDERER
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// TODO: this isn't quite right...
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if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
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ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
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else if(gbNewRenderer && ent->IsBuilding())
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ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
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else
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#endif
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ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
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InsertEntityIntoList(ent);
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break;
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case VIS_INVISIBLE:
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if(!IsGlass(ent->GetModelIndex()))
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@ -1704,15 +1784,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
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ent->bOffscreen = false;
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switch(SetupEntityVisibility(ent)){
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case VIS_VISIBLE:
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#ifdef NEW_RENDERER
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// TODO: this isn't quite right...
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if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
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ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
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else if(gbNewRenderer && ent->IsBuilding())
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ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
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else
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#endif
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ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
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InsertEntityIntoList(ent);
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break;
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case VIS_OFFSCREEN:
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ent->bOffscreen = true;
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@ -77,5 +77,7 @@ public:
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static void RenderVehiclesAndPeds(void); // just called RenderVehicles in LCS
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static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
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static void RenderWorld(int pass); // like cWorldStream::Render(int)
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static void RenderTransparentWater(void); // keep-out polys and transparent water
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#endif
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static void InsertEntityIntoList(CEntity *ent);
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};
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@ -1,5 +1,6 @@
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#include "common.h"
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#include "main.h"
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#include "General.h"
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#include "Timecycle.h"
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#include "Weather.h"
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@ -1100,6 +1101,15 @@ CBoat::Render()
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m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 3000;
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if (!CVehicle::bWheelsOnlyCheat)
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CEntity::Render();
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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RenderWaterOutPolys(); // not separate function in VC
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}
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void
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CBoat::RenderWaterOutPolys(void)
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{
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if(GetModelIndex() == MI_SKIMMER)
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return;
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KeepWaterOutIndices[0] = 0;
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@ -1178,11 +1188,16 @@ CBoat::Render()
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KeepWaterOutVertices[2].v = 1.0f;
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KeepWaterOutVertices[3].u = 1.0f;
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KeepWaterOutVertices[3].v = 1.0f;
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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{
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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}
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if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
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RwIm3DEnd();
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@ -1209,10 +1224,15 @@ CBoat::Render()
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RwIm3DEnd();
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}
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}
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#ifdef NEW_RENDERER
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if(!gbNewRenderer)
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#endif
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{
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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}
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}
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void
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CBoat::Teleport(CVector v)
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@ -63,6 +63,7 @@ public:
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virtual bool IsComponentPresent(int32 component) { return true; }
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virtual void BlowUpCar(CEntity *ent);
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void RenderWaterOutPolys(void);
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void ApplyWaterResistance(void);
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void SetupModelNodes();
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void PruneWakeTrail(void);
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2
vendor/librw
vendored
2
vendor/librw
vendored
@ -1 +1 @@
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Subproject commit 8c00f787cb8f53781c4335ecbc9d28fb9c664ba7
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Subproject commit 5ef54dcb78ea01171e2c0d690e5a64c2ed2ceb3b
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