fixed boats for new renderer

This commit is contained in:
aap 2020-11-04 16:22:15 +01:00
parent e1279b01bc
commit 244b91ee80
6 changed files with 146 additions and 47 deletions

View File

@ -109,6 +109,9 @@ void DebugMenuPopulate(void);
#ifdef NEW_RENDERER
bool gbNewRenderer;
#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
#else
#define CLEARMODE (rwCAMERACLEARZ)
#endif
void
@ -155,7 +158,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
@ -174,7 +177,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
CDraw::CalculateAspectRatio();
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
@ -873,7 +876,7 @@ MattRenderScene(void)
// CMattRenderer::ResetRenderStates
CRenderer::ClearForFrame();
// CClock::CalcEnvMapTimeMultiplicator
if(gbRenderWater)
//if(gbRenderWater)
CWaterLevel::RenderWater(); // actually CMattRenderer::RenderWater
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
@ -889,10 +892,12 @@ if(gbRenderRoads)
CRenderer::RenderRoads();
// not sure where to put these since LCS has no underwater entities
if(gbRenderBoats)
CRenderer::RenderBoats();
if(gbRenderFadingInUnderwaterEntities)
CRenderer::RenderFadingInUnderwaterEntities();
if(gbRenderWater)
CWaterLevel::RenderTransparentWater();
CRenderer::RenderTransparentWater();
if(gbRenderEverythingBarRoads)
CRenderer::RenderEverythingBarRoads();
@ -910,8 +915,7 @@ RenderScene_new(void)
MattRenderScene();
DefinedState();
// CMattRenderer::ResetRenderStates
if(gbRenderBoats)
CRenderer::RenderBoats();
// moved CRenderer::RenderBoats to before transparent water
}
// TODO
@ -1259,7 +1263,7 @@ Idle(void *arg)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return;
}
@ -1308,7 +1312,7 @@ FrontendIdle(void)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return;
@ -1584,7 +1588,7 @@ void TheGame(void)
{
CameraSize(Scene.camera, NULL, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if (!RsCameraBeginUpdate(Scene.camera))
break;
}

View File

@ -7,6 +7,7 @@
#include "Treadable.h"
#include "Ped.h"
#include "Vehicle.h"
#include "Boat.h"
#include "Heli.h"
#include "Bike.h"
#include "Object.h"
@ -334,6 +335,7 @@ CRenderer::RenderBoats(void)
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
#include "WaterLevel.h"
enum {
// blend passes
@ -355,6 +357,34 @@ struct BuildingInst
static BuildingInst blendInsts[3][2000];
static int numBlendInsts[3];
static void
SetStencilState(int state)
{
switch(state){
// disable stencil
case 0:
rw::d3d::setRenderState(D3DRS_STENCILENABLE, FALSE);
break;
// test against stencil
case 1:
rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL);
rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
rw::d3d::setRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
rw::d3d::setRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
rw::d3d::setRenderState(D3DRS_STENCILMASK, 0xFF);
rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
break;
// write to stencil
case 2:
rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE);
rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF);
break;
}
}
static void
SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
{
@ -448,6 +478,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
SetMatrix(building, atomic->getFrame()->getLTM());
numBlendInsts[pass]++;
}
@ -506,6 +537,30 @@ struct BuildingInst
static BuildingInst blendInsts[3][2000];
static int numBlendInsts[3];
static void
SetStencilState(int state)
{
switch(state){
// disable stencil
case 0:
glDisable(GL_STENCIL_TEST);
break;
// test against stencil
case 1:
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0xFF);
break;
// write to stencil
case 2:
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
break;
}
}
static bool
IsTextureTransparent(RwTexture *tex)
{
@ -595,6 +650,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_GL3);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
building->matrix = *atomic->getFrame()->getLTM();
numBlendInsts[pass]++;
}
@ -643,6 +699,9 @@ RenderBlendPass(int pass)
drawInst(building->instHeader, inst);
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
#endif
}
}
#endif
@ -773,6 +832,37 @@ CRenderer::RenderVehiclesAndPeds(void)
// RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
}
void
CRenderer::RenderTransparentWater(void)
{
int i;
CEntity *e;
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
SetStencilState(2);
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && ((CVehicle*)e)->IsBoat())
((CBoat*)e)->RenderWaterOutPolys();
}
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
SetStencilState(1);
CWaterLevel::RenderTransparentWater();
SetStencilState(0);
}
void
CRenderer::ClearForFrame(void)
{
@ -1540,6 +1630,20 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
}
}
void
CRenderer::InsertEntityIntoList(CEntity *ent)
{
#ifdef NEW_RENDERER
// TODO: there are more flags being checked here
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
}
void
CRenderer::ScanBigBuildingList(CPtrList &list)
{
@ -1557,15 +1661,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
vis = VIS_VISIBLE;
switch(vis){
case VIS_VISIBLE:
#ifdef NEW_RENDERER
// TODO: this isn't quite right...
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
ent->bOffscreen = false;
break;
case VIS_STREAMME:
@ -1596,15 +1692,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
#ifdef NEW_RENDERER
// TODO: this isn't quite right...
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
break;
case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex()))
@ -1649,15 +1737,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
#ifdef NEW_RENDERER
// TODO: this isn't quite right...
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
break;
case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex()))
@ -1704,15 +1784,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
ent->bOffscreen = false;
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
#ifdef NEW_RENDERER
// TODO: this isn't quite right...
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
break;
case VIS_OFFSCREEN:
ent->bOffscreen = true;

View File

@ -77,5 +77,7 @@ public:
static void RenderVehiclesAndPeds(void); // just called RenderVehicles in LCS
static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
static void RenderWorld(int pass); // like cWorldStream::Render(int)
static void RenderTransparentWater(void); // keep-out polys and transparent water
#endif
static void InsertEntityIntoList(CEntity *ent);
};

View File

@ -1,5 +1,6 @@
#include "common.h"
#include "main.h"
#include "General.h"
#include "Timecycle.h"
#include "Weather.h"
@ -1100,6 +1101,15 @@ CBoat::Render()
m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 3000;
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
RenderWaterOutPolys(); // not separate function in VC
}
void
CBoat::RenderWaterOutPolys(void)
{
if(GetModelIndex() == MI_SKIMMER)
return;
KeepWaterOutIndices[0] = 0;
@ -1178,11 +1188,16 @@ CBoat::Render()
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
}
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
@ -1209,10 +1224,15 @@ CBoat::Render()
RwIm3DEnd();
}
}
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
}
void
CBoat::Teleport(CVector v)

View File

@ -63,6 +63,7 @@ public:
virtual bool IsComponentPresent(int32 component) { return true; }
virtual void BlowUpCar(CEntity *ent);
void RenderWaterOutPolys(void);
void ApplyWaterResistance(void);
void SetupModelNodes();
void PruneWakeTrail(void);

2
vendor/librw vendored

@ -1 +1 @@
Subproject commit 8c00f787cb8f53781c4335ecbc9d28fb9c664ba7
Subproject commit 5ef54dcb78ea01171e2c0d690e5a64c2ed2ceb3b