mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
Merge branch 'master' into miami
# Conflicts: # src/animation/RpAnimBlend.cpp # src/audio/oal/stream.cpp # src/audio/sampman.h # src/control/Pickups.cpp # src/core/Collision.cpp # src/core/Collision.h # src/core/FileLoader.cpp # src/core/FileMgr.cpp # src/core/FileMgr.h # src/core/Streaming.cpp # src/core/Streaming.h # src/core/SurfaceTable.h # src/modelinfo/VehicleModelInfo.h # src/peds/Ped.cpp # src/rw/RwHelper.cpp # src/rw/RwHelper.h # src/skel/glfw/glfw.cpp # src/skel/platform.h # src/text/Text.cpp # src/text/Text.h # src/vehicles/CarGen.cpp # src/vehicles/Heli.cpp
This commit is contained in:
commit
acdc52116e
@ -720,15 +720,9 @@ CPickups::DoPickUpEffects(CEntity *entity)
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const CVector& pos = entity->GetPosition();
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if (doOuterGlow) {
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float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
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CShadows::StoreStaticShadow(
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(uintptr)entity,
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SHADOWTYPE_ADDITIVE,
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gpShadowExplosionTex,
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&pos,
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2.0f, 0.0f, 0.0f, -2.0f,
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255, // this is 0 on PC which results in no shadow
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0,
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier, 4.0f,
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1.0f, 40.0f, false, 0.0f);
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float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
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CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
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@ -792,11 +786,8 @@ CPickups::DoMineEffects(CEntity *entity)
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float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x1FF) * DEGTORAD(360.0f / 0x200));
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int32 red = (MAXDIST - dist) * (0.5f * s + 0.5f) / MAXDIST * 64.0f;
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos,
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2.0f, 0.0f, 0.0f, -2.0f,
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255, // this is 0 on PC which results in no shadow
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red, 0, 0,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, red, 0, 0, 4.0f, 1.0f, 40.0f,
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false, 0.0f);
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CCoronas::RegisterCorona((uintptr)entity, red, 0, 0, 255, pos, 0.6f, 60.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
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}
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@ -814,11 +805,8 @@ CPickups::DoMoneyEffects(CEntity *entity)
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float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x3FF) * DEGTORAD(360.0f / 0x400));
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int32 green = (MAXDIST - dist) * (0.2f * s + 0.3f) / MAXDIST * 64.0f;
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos,
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2.0f, 0.0f, 0.0f, -2.0f,
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255, // this is 0 on PC which results in no shadow
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0, green, 0,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, 0, green, 0, 4.0f, 1.0f,
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40.0f, false, 0.0f);
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CCoronas::RegisterCorona((uintptr)entity, 0, green, 0, 255, pos, 0.4f, 40.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
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}
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@ -836,11 +824,8 @@ CPickups::DoCollectableEffects(CEntity *entity)
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float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
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int32 color = (MAXDIST - dist) * (0.5f * s + 0.5f) / MAXDIST * 255.0f;
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos,
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2.0f, 0.0f, 0.0f, -2.0f,
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255, // this is 0 on PC which results in no shadow
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color, color, color,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, color, color, color, 4.0f,
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1.0f, 40.0f, false, 0.0f);
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CCoronas::RegisterCorona((uintptr)entity, color, color, color, 255, pos, 0.6f, 40.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
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}
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@ -3995,8 +3995,8 @@ CCamera::CalculateDerivedValues(void)
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m_cameraMatrix = Invert(m_matrix);
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float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
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float c = cos(hfov);
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float s = sin(hfov);
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float c = Cos(hfov);
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float s = Sin(hfov);
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// right plane
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m_vecFrustumNormals[0] = CVector(c, -s, 0.0f);
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@ -141,11 +141,8 @@ CFire::ProcessFire(void)
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lightpos.z = m_vecPos.z + 5.0f;
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if (!m_pEntity) {
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos,
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7.0f, 0.0f, 0.0f, -7.0f,
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255, // this is 0 on PC which results in no shadow
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nRandNumber / 2, nRandNumber / 2, 0,
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10.0f, 1.0f, 40.0f, 0, 0.0f);
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos, 7.0f, 0.0f, 0.0f, -7.0f, 0, nRandNumber / 2,
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nRandNumber / 2, 0, 10.0f, 1.0f, 40.0f, 0, 0.0f);
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}
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fGreen = nRandNumber / 128;
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fRed = nRandNumber / 128;
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@ -152,9 +152,14 @@ CGame::InitialiseOnceBeforeRW(void)
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return true;
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}
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#if !defined(LIBRW) && defined(PS2_MATFX)
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#ifndef LIBRW
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#ifdef PS2_MATFX
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void ReplaceMatFxCallback();
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#endif
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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void ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // !LIBRW
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bool
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CGame::InitialiseRenderWare(void)
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@ -206,9 +211,14 @@ CGame::InitialiseRenderWare(void)
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#else
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rw::MatFX::modulateEnvMap = false;
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#endif
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#elif defined(PS2_MATFX)
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#else
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#ifdef PS2_MATFX
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ReplaceMatFxCallback();
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#endif
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#endif // PS2_MATFX
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#ifdef DUAL_PASS_RENDERING
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ReplaceAtomicPipeCallback();
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#endif // DUAL_PASS_RENDERING
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#endif // LIBRW
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CFont::Initialise();
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CHud::Initialise();
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@ -8,6 +8,7 @@
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#include "common.h"
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#include "crossplatform.h"
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#include "platform.h"
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#ifdef XINPUT
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#include <xinput.h>
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#pragma comment( lib, "Xinput9_1_0.lib" )
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@ -88,6 +88,16 @@ IsShootThrough(uint8 surfType)
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return false;
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}
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inline bool
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IsSeeThrough(uint8 surfType)
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{
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switch(surfType)
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case SURFACE_GLASS:
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case SURFACE_TRANSPARENT_CLOTH:
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return true;
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return false;
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}
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class CSurfaceTable
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{
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static float ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
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@ -214,6 +214,7 @@ enum Config {
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define DUAL_PASS_RENDERING // dual pass rendering from SkyGfx
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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@ -292,4 +293,7 @@ enum Config {
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#define FREE_CAM // Rotating cam
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// Audio
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#ifndef AUDIO_OAL // is not working yet for openal
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#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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#endif
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
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@ -797,6 +797,8 @@ CShadows::RenderStaticShadows(void)
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
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SetAlphaTest(0);
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for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
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aStaticShadows[i].m_bRendered = false;
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@ -850,6 +852,7 @@ CShadows::RenderStaticShadows(void)
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RenderBuffer::RenderStuffInBuffer();
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}
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}
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RestoreAlphaTest();
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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|
247
src/rw/RwDualPass.cpp
Normal file
247
src/rw/RwDualPass.cpp
Normal file
@ -0,0 +1,247 @@
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#ifndef LIBRW
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#define WITHD3D
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#include "common.h"
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#ifdef DUAL_PASS_RENDERING
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#include "rwcore.h"
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extern "C" {
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RwBool _rwD3D8RenderStateIsVertexAlphaEnable(void);
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RwBool _rwD3D8RenderStateVertexAlphaEnable(RwBool enable);
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RwRaster *_rwD3D8RWGetRasterStage(RwUInt32 stage);
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}
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extern bool gPS2alphaTest;
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void
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_rxD3D8DualPassRenderCallback(RwResEntry *repEntry, void *object, RwUInt8 type, RwUInt32 flags)
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{
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RxD3D8ResEntryHeader *resEntryHeader;
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RxD3D8InstanceData *instancedData;
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RwInt32 numMeshes;
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RwBool lighting;
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RwBool vertexAlphaBlend;
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RwBool forceBlack;
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RwUInt32 ditherEnable;
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RwUInt32 shadeMode;
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void *lastVertexBuffer;
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/* Get lighting state */
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RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
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forceBlack = FALSE;
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if (lighting) {
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if (flags & rxGEOMETRY_PRELIT) {
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/* Emmisive color from the vertex colors */
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RwD3D8SetRenderState(D3DRS_COLORVERTEX, TRUE);
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RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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} else {
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/* Emmisive color from material, set to black in the submit node */
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RwD3D8SetRenderState(D3DRS_COLORVERTEX, FALSE);
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RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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}
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} else {
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if ((flags & rxGEOMETRY_PRELIT) == 0) {
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forceBlack = TRUE;
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RwD3D8GetRenderState(D3DRS_DITHERENABLE, &ditherEnable);
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RwD3D8GetRenderState(D3DRS_SHADEMODE, &shadeMode);
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RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, 0xff000000);
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RwD3D8SetRenderState(D3DRS_DITHERENABLE, FALSE);
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RwD3D8SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
||||
}
|
||||
}
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|
||||
/* Enable clipping */
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||||
if (type == rpATOMIC) {
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||||
RpAtomic *atomic;
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||||
RwCamera *cam;
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||||
|
||||
atomic = (RpAtomic *)object;
|
||||
|
||||
cam = RwCameraGetCurrentCamera();
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// RWASSERT(cam);
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|
||||
if (RwD3D8CameraIsSphereFullyInsideFrustum(cam, RpAtomicGetWorldBoundingSphere(atomic))) {
|
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RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
|
||||
} else {
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RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
|
||||
}
|
||||
} else {
|
||||
RpWorldSector *worldSector;
|
||||
RwCamera *cam;
|
||||
|
||||
worldSector = (RpWorldSector *)object;
|
||||
|
||||
cam = RwCameraGetCurrentCamera();
|
||||
// RWASSERT(cam);
|
||||
|
||||
if (RwD3D8CameraIsBBoxFullyInsideFrustum(cam, RpWorldSectorGetTightBBox(worldSector))) {
|
||||
RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
|
||||
} else {
|
||||
RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
/* Set texture to NULL if hasn't any texture flags */
|
||||
if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2)) == 0) {
|
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RwD3D8SetTexture(NULL, 0);
|
||||
|
||||
if (forceBlack) {
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
|
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RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
|
||||
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
||||
}
|
||||
}
|
||||
|
||||
/* Get vertex alpha Blend state */
|
||||
vertexAlphaBlend = _rwD3D8RenderStateIsVertexAlphaEnable();
|
||||
|
||||
/* Set Last vertex buffer to force the call */
|
||||
lastVertexBuffer = (void *)0xffffffff;
|
||||
|
||||
/* Get the instanced data */
|
||||
resEntryHeader = (RxD3D8ResEntryHeader *)(repEntry + 1);
|
||||
instancedData = (RxD3D8InstanceData *)(resEntryHeader + 1);
|
||||
|
||||
/*
|
||||
* Data shared between meshes
|
||||
*/
|
||||
|
||||
/*
|
||||
* Set the Default Pixel shader
|
||||
*/
|
||||
RwD3D8SetPixelShader(0);
|
||||
|
||||
/*
|
||||
* Vertex shader
|
||||
*/
|
||||
RwD3D8SetVertexShader(instancedData->vertexShader);
|
||||
|
||||
/* Get the number of meshes */
|
||||
numMeshes = resEntryHeader->numMeshes;
|
||||
while (numMeshes--) {
|
||||
// RWASSERT(instancedData->material != NULL);
|
||||
|
||||
if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2))) {
|
||||
RwD3D8SetTexture(instancedData->material->texture, 0);
|
||||
|
||||
if (forceBlack) {
|
||||
/* Only change the colorop, we need to use the texture alpha channel */
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
|
||||
}
|
||||
}
|
||||
|
||||
if (instancedData->vertexAlpha || (0xFF != instancedData->material->color.alpha)) {
|
||||
if (!vertexAlphaBlend) {
|
||||
vertexAlphaBlend = TRUE;
|
||||
|
||||
_rwD3D8RenderStateVertexAlphaEnable(TRUE);
|
||||
}
|
||||
} else {
|
||||
if (vertexAlphaBlend) {
|
||||
vertexAlphaBlend = FALSE;
|
||||
|
||||
_rwD3D8RenderStateVertexAlphaEnable(FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
if (lighting) {
|
||||
if (instancedData->vertexAlpha) {
|
||||
RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
|
||||
} else {
|
||||
RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||
}
|
||||
|
||||
RwD3D8SetSurfaceProperties(&instancedData->material->color, &instancedData->material->surfaceProps, (flags & rxGEOMETRY_MODULATE));
|
||||
}
|
||||
|
||||
/*
|
||||
* Render
|
||||
*/
|
||||
|
||||
/* Set the stream source */
|
||||
if (lastVertexBuffer != instancedData->vertexBuffer) {
|
||||
RwD3D8SetStreamSource(0, instancedData->vertexBuffer, instancedData->stride);
|
||||
|
||||
lastVertexBuffer = instancedData->vertexBuffer;
|
||||
}
|
||||
if (!gPS2alphaTest) {
|
||||
/* Set the Index buffer */
|
||||
if (instancedData->indexBuffer != NULL) {
|
||||
RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
|
||||
|
||||
/* Draw the indexed primitive */
|
||||
RwD3D8DrawIndexedPrimitive((D3DPRIMITIVETYPE)instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
|
||||
} else {
|
||||
RwD3D8DrawPrimitive((D3DPRIMITIVETYPE)instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
|
||||
}
|
||||
} else {
|
||||
RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
|
||||
|
||||
int hasAlpha, alphafunc, alpharef, zwrite;
|
||||
RwD3D8GetRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);
|
||||
RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
|
||||
if (hasAlpha && zwrite) {
|
||||
RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &alphafunc);
|
||||
RwD3D8GetRenderState(D3DRS_ALPHAREF, &alpharef);
|
||||
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAREF, 128);
|
||||
|
||||
if (instancedData->indexBuffer)
|
||||
RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
|
||||
else
|
||||
RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
|
||||
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
||||
|
||||
if (instancedData->indexBuffer)
|
||||
RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
|
||||
else
|
||||
RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
|
||||
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, alphafunc);
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
|
||||
} else {
|
||||
if (instancedData->indexBuffer)
|
||||
RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
|
||||
else
|
||||
RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
|
||||
}
|
||||
}
|
||||
|
||||
/* Move onto the next instancedData */
|
||||
instancedData++;
|
||||
}
|
||||
|
||||
if (forceBlack) {
|
||||
RwD3D8SetRenderState(D3DRS_DITHERENABLE, ditherEnable);
|
||||
RwD3D8SetRenderState(D3DRS_SHADEMODE, shadeMode);
|
||||
|
||||
if (_rwD3D8RWGetRasterStage(0)) {
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
} else {
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
|
||||
RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
ReplaceAtomicPipeCallback()
|
||||
{
|
||||
RxD3D8AllInOneSetRenderCallBack(RxPipelineFindNodeByName(RXPIPELINEGLOBAL(platformAtomicPipeline), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
|
||||
_rxD3D8DualPassRenderCallback);
|
||||
}
|
||||
|
||||
#endif // DUAL_PASS_RENDERING
|
||||
|
||||
#endif // !LIBRW
|
@ -11,7 +11,11 @@
|
||||
RtCharset *debugCharset;
|
||||
#endif
|
||||
|
||||
bool gPS2alphaTest = 1;
|
||||
#ifdef DUAL_PASS_RENDERING
|
||||
bool gPS2alphaTest = true;
|
||||
#else
|
||||
bool gPS2alphaTest = false;
|
||||
#endif
|
||||
bool gBackfaceCulling;
|
||||
|
||||
#ifndef FINAL
|
||||
@ -688,3 +692,37 @@ ConvertPlatformAtomic(RpAtomic *atomic, void *data)
|
||||
return atomic;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(FIX_BUGS) && defined(GTA_PC)
|
||||
RwUInt32 saved_alphafunc, saved_alpharef;
|
||||
|
||||
void
|
||||
SetAlphaTest(RwUInt32 alpharef)
|
||||
{
|
||||
#ifdef LIBRW
|
||||
saved_alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
|
||||
saved_alpharef = rw::GetRenderState(rw::ALPHATESTREF);
|
||||
|
||||
rw::SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
|
||||
rw::SetRenderState(rw::ALPHATESTREF, 0);
|
||||
#else
|
||||
RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &saved_alphafunc);
|
||||
RwD3D8GetRenderState(D3DRS_ALPHAREF, &saved_alpharef);
|
||||
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
RestoreAlphaTest()
|
||||
{
|
||||
#ifdef LIBRW
|
||||
rw::SetRenderState(rw::ALPHATESTFUNC, saved_alphafunc);
|
||||
rw::SetRenderState(rw::ALPHATESTREF, saved_alpharef);
|
||||
#else
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAFUNC, saved_alphafunc);
|
||||
RwD3D8SetRenderState(D3DRS_ALPHAREF, saved_alpharef);
|
||||
#endif
|
||||
}
|
||||
#endif
|
@ -57,3 +57,11 @@ void _TexturePoolsInitialise();
|
||||
void _TexturePoolsShutdown();
|
||||
|
||||
RpAtomic *ConvertPlatformAtomic(RpAtomic *atomic, void *data);
|
||||
|
||||
#if defined(FIX_BUGS) && defined (GTA_PC)
|
||||
void SetAlphaTest(RwUInt32 alpharef);
|
||||
void RestoreAlphaTest();
|
||||
#else
|
||||
#define SetAlphaTest(a) (0)
|
||||
#define RestoreAlphaTest() (0)
|
||||
#endif
|
@ -2,7 +2,6 @@
|
||||
|
||||
#define WITHD3D
|
||||
#include "common.h"
|
||||
#include "rwcore.h"
|
||||
#include "rpmatfx.h"
|
||||
|
||||
struct MatFXNothing { int pad[5]; int effect; };
|
||||
@ -306,6 +305,7 @@ ReplaceMatFxCallback()
|
||||
RxD3D8AllInOneSetRenderCallBack(
|
||||
RxPipelineFindNodeByName(RpMatFXGetD3D8Pipeline(rpMATFXD3D8ATOMICPIPELINE), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
|
||||
_rwD3D8AtomicMatFXRenderCallback);
|
||||
|
||||
}
|
||||
#endif // PS2_MATFX
|
||||
|
||||
|
@ -1371,6 +1371,11 @@ cursorEnterCB(GLFWwindow* window, int entered) {
|
||||
PSGLOBAL(cursorIsInWindow) = !!entered;
|
||||
}
|
||||
|
||||
void
|
||||
cursorEnterCB(GLFWwindow* window, int entered) {
|
||||
PSGLOBAL(cursorIsInWindow) = !!entered;
|
||||
}
|
||||
|
||||
/*
|
||||
*****************************************************************************
|
||||
*/
|
||||
|
@ -1305,6 +1305,34 @@ InitApplication(HANDLE instance)
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
*****************************************************************************
|
||||
*/
|
||||
static BOOL
|
||||
InitApplication(HANDLE instance)
|
||||
{
|
||||
/*
|
||||
* Perform any necessary MS Windows application initialization. Basically,
|
||||
* this means registering the window class for this application.
|
||||
*/
|
||||
|
||||
WNDCLASS windowClass;
|
||||
|
||||
windowClass.style = CS_BYTEALIGNWINDOW;
|
||||
windowClass.lpfnWndProc = (WNDPROC)MainWndProc;
|
||||
windowClass.cbClsExtra = 0;
|
||||
windowClass.cbWndExtra = 0;
|
||||
windowClass.hInstance = (HINSTANCE)instance;
|
||||
windowClass.hIcon = nil;
|
||||
windowClass.hCursor = LoadCursor(nil, IDC_ARROW);
|
||||
windowClass.hbrBackground = nil;
|
||||
windowClass.lpszMenuName = NULL;
|
||||
windowClass.lpszClassName = AppClassName;
|
||||
|
||||
return RegisterClass(&windowClass);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
*****************************************************************************
|
||||
*/
|
||||
|
Loading…
Reference in New Issue
Block a user