mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 02:54:14 +01:00
first version of new renderer
This commit is contained in:
parent
042e21115e
commit
e6ef2f12de
@ -252,6 +252,7 @@ enum Config {
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#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define SCREEN_DROPLETS // neo water droplets
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#ifndef EXTENDED_COLOURFILTER
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@ -121,6 +121,13 @@ bool gbPrintMemoryUsage;
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#define FOUND_GAME_TO_LOAD b_FoundRecentSavedGameWantToLoad
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#endif
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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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ValidateVersion()
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{
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@ -168,7 +175,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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#endif
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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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@ -190,7 +197,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
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CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_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 false;
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@ -1160,9 +1167,126 @@ DisplayGameDebugText()
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}
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#endif
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#ifdef NEW_RENDERER
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bool gbRenderRoads = true;
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bool gbRenderEverythingBarRoads = true;
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//bool gbRenderFadingInUnderwaterEntities = true;
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bool gbRenderFadingInEntities = true;
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bool gbRenderWater = true;
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bool gbRenderBoats = true;
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bool gbRenderVehicles = true;
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bool gbRenderWorld0 = true;
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bool gbRenderWorld1 = true;
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bool gbRenderWorld2 = true;
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void
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MattRenderScene(void)
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{
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// this calls CMattRenderer::Render
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/// CWorld::AdvanceCurrentScanCode();
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// CMattRenderer::ResetRenderStates
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/// CRenderer::ClearForFrame(); // before ConstructRenderList
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// CClock::CalcEnvMapTimeMultiplicator
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if(gbRenderWater)
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CRenderer::RenderWater(); // actually CMattRenderer::RenderWater
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// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
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// cWorldStream::ClearDynamics
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/// CRenderer::ConstructRenderList(); // before PreRender
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if(gbRenderWorld0)
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CRenderer::RenderWorld(0); // roads
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// CMattRenderer::ResetRenderStates
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/// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
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CCoronas::RenderReflections();
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if(gbRenderWorld1)
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CRenderer::RenderWorld(1); // opaque
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if(gbRenderRoads)
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CRenderer::RenderRoads();
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CRenderer::RenderPeds();
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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(gbRenderEverythingBarRoads)
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CRenderer::RenderEverythingBarRoads();
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// get env map here?
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// moved this:
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// CRenderer::RenderFadingInEntities();
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}
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void
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RenderScene_new(void)
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{
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CClouds::Render();
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DoRWRenderHorizon();
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MattRenderScene();
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DefinedState();
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// CMattRenderer::ResetRenderStates
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// moved CRenderer::RenderBoats to before transparent water
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}
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// TODO
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bool FredIsInFirstPersonCam(void) { return false; }
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void
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RenderEffects_new(void)
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{
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CShadows::RenderStaticShadows();
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// CRenderer::GenerateEnvironmentMap
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CShadows::RenderStoredShadows();
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CSkidmarks::Render();
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CRubbish::Render();
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// these aren't really effects
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DefinedState();
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if(FredIsInFirstPersonCam()){
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DefinedState();
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C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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if(gbRenderVehicles)
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CRenderer::RenderVehicles();
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}else{
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// flipped these two, seems to give the best result
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if(gbRenderWorld2)
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CRenderer::RenderWorld(2); // transparent
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if(gbRenderVehicles)
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CRenderer::RenderVehicles();
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}
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// better render these after transparent world
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if(gbRenderFadingInEntities)
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CRenderer::RenderFadingInEntities();
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// actual effects here
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CGlass::Render();
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// CMattRenderer::ResetRenderStates
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DefinedState();
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CWeather::RenderRainStreaks();
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// CWeather::AddSnow
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CWaterCannons::Render();
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CAntennas::Render();
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CSpecialFX::Render();
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CCoronas::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CWeaponEffects::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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CRenderer::RenderFirstPersonVehicle();
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}
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#endif
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void
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RenderScene(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderScene_new();
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return;
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}
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#endif
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CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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@ -1195,6 +1319,12 @@ RenderDebugShit(void)
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void
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RenderEffects(void)
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{
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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RenderEffects_new();
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return;
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}
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#endif
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CGlass::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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@ -1390,6 +1520,12 @@ Idle(void *arg)
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PUSH_MEMID(MEMID_RENDERLIST);
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tbStartTimer(0, "CnstrRenderList");
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
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CRenderer::ClearForFrame();
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}
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#endif
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CRenderer::ConstructRenderList();
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tbEndTimer("CnstrRenderList");
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@ -1457,7 +1593,7 @@ 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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goto popret;
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}
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@ -1523,7 +1659,7 @@ FrontendIdle(void)
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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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@ -1780,7 +1916,7 @@ void TheGame(void)
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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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RsCameraBeginUpdate(Scene.camera);
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}
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@ -48,3 +48,8 @@ void TheModelViewer(void);
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void LoadINISettings();
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void SaveINISettings();
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#endif
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#ifdef NEW_RENDERER
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extern bool gbNewRenderer;
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bool FredIsInFirstPersonCam(void);
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#endif
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@ -558,6 +558,30 @@ DebugMenuPopulate(void)
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DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
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DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
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DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
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#ifdef NEW_RENDERER
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DebugMenuAddVarBool8("Render", "new renderer", &gbNewRenderer, nil);
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extern bool gbRenderRoads;
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extern bool gbRenderEverythingBarRoads;
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//extern bool gbRenderFadingInUnderwaterEntities;
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extern bool gbRenderFadingInEntities;
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extern bool gbRenderWater;
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extern bool gbRenderBoats;
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extern bool gbRenderVehicles;
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extern bool gbRenderWorld0;
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extern bool gbRenderWorld1;
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extern bool gbRenderWorld2;
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DebugMenuAddVarBool8("Render", "gbRenderRoads", &gbRenderRoads, nil);
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DebugMenuAddVarBool8("Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
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// DebugMenuAddVarBool8("Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
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DebugMenuAddVarBool8("Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWater", &gbRenderWater, nil);
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DebugMenuAddVarBool8("Render", "gbRenderBoats", &gbRenderBoats, nil);
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DebugMenuAddVarBool8("Render", "gbRenderVehicles", &gbRenderVehicles, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld0", &gbRenderWorld0, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld1", &gbRenderWorld1, nil);
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DebugMenuAddVarBool8("Render", "gbRenderWorld2", &gbRenderWorld2, nil);
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#endif
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#ifdef EXTENDED_COLOURFILTER
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static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
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e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);
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@ -1,3 +1,4 @@
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#define WITH_D3D
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#include "common.h"
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#include "main.h"
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@ -6,6 +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 "Object.h"
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#include "PathFind.h"
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@ -68,6 +70,12 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
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CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
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CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
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int32 CRenderer::ms_nNoOfInVisibleEntities;
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#ifdef NEW_RENDERER
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int32 CRenderer::ms_nNoOfVisibleVehicles;
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CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
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int32 CRenderer::ms_nNoOfVisibleBuildings;
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CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
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#endif
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CVector CRenderer::ms_vecCameraPosition;
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CVehicle *CRenderer::m_pFirstPersonVehicle;
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@ -109,6 +117,20 @@ CRenderer::PreRender(void)
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for(i = 0; i < ms_nNoOfVisibleEntities; i++)
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ms_aVisibleEntityPtrs[i]->PreRender();
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#ifdef NEW_RENDERER
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if(gbNewRenderer){
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for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
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ms_aVisibleVehiclePtrs[i]->PreRender();
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// How is this done with cWorldStream?
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for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
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ms_aVisibleBuildingPtrs[i]->PreRender();
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for(node = CVisibilityPlugins::m_alphaBuildingList.head.next;
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node != &CVisibilityPlugins::m_alphaBuildingList.tail;
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node = node->next)
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((CEntity*)node->item.entity)->PreRender();
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}
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#endif
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for (i = 0; i < ms_nNoOfInVisibleEntities; i++) {
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#ifdef SQUEEZE_PERFORMANCE
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if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
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@ -241,6 +263,8 @@ CRenderer::RenderFirstPersonVehicle(void)
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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}
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inline bool IsRoad(CEntity *e) { return e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable(); }
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void
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CRenderer::RenderRoads(void)
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{
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@ -254,7 +278,7 @@ CRenderer::RenderRoads(void)
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for(i = 0; i < ms_nNoOfVisibleEntities; i++){
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t = (CTreadable*)ms_aVisibleEntityPtrs[i];
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if(t->IsBuilding() && t->GetIsATreadable()){
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if(IsRoad(t)){
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#ifndef MASTER
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if(gbShowCarRoadGroups || gbShowPedRoadGroups){
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int ind = 0;
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@ -288,7 +312,7 @@ CRenderer::RenderEverythingBarRoads(void)
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for(i = 0; i < ms_nNoOfVisibleEntities; i++){
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e = ms_aVisibleEntityPtrs[i];
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if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable())
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if(IsRoad(e))
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continue;
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#ifdef EXTENDED_PIPELINES
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@ -349,6 +373,556 @@ CRenderer::RenderBoats(void)
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}
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}
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#ifdef NEW_RENDERER
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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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PASS_NOZ, // no z-write
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PASS_ADD, // additive
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PASS_BLEND // normal blend
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};
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static RwRGBAReal black;
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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::SetRenderState(rw::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::SetRenderState(rw::STENCILENABLE, TRUE);
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rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILNOTEQUAL);
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rw::SetRenderState(rw::STENCILPASS, rw::STENCILKEEP);
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rw::SetRenderState(rw::STENCILFAIL, rw::STENCILKEEP);
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rw::SetRenderState(rw::STENCILZFAIL, rw::STENCILKEEP);
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rw::SetRenderState(rw::STENCILFUNCTIONMASK, 0xFF);
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rw::SetRenderState(rw::STENCILFUNCTIONREF, 0xFF);
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break;
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// write to stencil
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case 2:
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rw::SetRenderState(rw::STENCILENABLE, TRUE);
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rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILALWAYS);
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rw::SetRenderState(rw::STENCILPASS, rw::STENCILREPLACE);
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rw::SetRenderState(rw::STENCILFUNCTIONREF, 0xFF);
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break;
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}
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}
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#ifdef RW_D3D9
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struct BuildingInst
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{
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rw::RawMatrix combinedMat;
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rw::d3d9::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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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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SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
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{
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using namespace rw;
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RawMatrix world, worldview;
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Camera *cam = engine->currentCamera;
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convMatrix(&world, worldMat);
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RawMatrix::mult(&worldview, &world, &cam->devView);
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RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
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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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if(tex == nil || tex->raster == nil)
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return false;
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return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
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}
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// Render all opaque meshes and put atomics that needs blending
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// into the deferred list.
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static void
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AtomicFirstPass(RpAtomic *atomic, int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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bool setupDone = false;
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bool defer = false;
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SetMatrix(building, atomic->getFrame()->getLTM());
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
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Material *m = inst->material;
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if(inst->vertexAlpha || m->color.alpha != 255 ||
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IsTextureTransparent(m->texture)){
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defer = true;
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continue;
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}
|
||||
|
||||
// alright we're rendering this atomic
|
||||
if(!setupDone){
|
||||
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
|
||||
setIndices(building->instHeader->indexBuffer);
|
||||
setVertexDeclaration(building->instHeader->vertexDeclaration);
|
||||
setVertexShader(default_amb_VS);
|
||||
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
|
||||
if(building->lighting)
|
||||
setAmbient(pAmbient->color);
|
||||
else
|
||||
setAmbient(black);
|
||||
setupDone = true;
|
||||
}
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
setPixelShader(default_tex_PS);
|
||||
}else
|
||||
setPixelShader(default_PS);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
if(defer)
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static void
|
||||
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::d3d;
|
||||
using namespace rw::d3d9;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
|
||||
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]++;
|
||||
}
|
||||
|
||||
static void
|
||||
RenderBlendPass(int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::d3d;
|
||||
using namespace rw::d3d9;
|
||||
|
||||
setVertexShader(default_amb_VS);
|
||||
|
||||
int i;
|
||||
for(i = 0; i < numBlendInsts[pass]; i++){
|
||||
BuildingInst *building = &blendInsts[pass][i];
|
||||
|
||||
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
|
||||
setIndices(building->instHeader->indexBuffer);
|
||||
setVertexDeclaration(building->instHeader->vertexDeclaration);
|
||||
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
|
||||
if(building->lighting)
|
||||
setAmbient(pAmbient->color);
|
||||
else
|
||||
setAmbient(black);
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
|
||||
Material *m = inst->material;
|
||||
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
|
||||
continue; // already done this one
|
||||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
setPixelShader(default_tex_PS);
|
||||
}else
|
||||
setPixelShader(default_PS);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef RW_GL3
|
||||
struct BuildingInst
|
||||
{
|
||||
rw::Matrix matrix;
|
||||
rw::gl3::InstanceDataHeader *instHeader;
|
||||
uint8 fadeAlpha;
|
||||
bool lighting;
|
||||
};
|
||||
static BuildingInst blendInsts[3][2000];
|
||||
static int numBlendInsts[3];
|
||||
|
||||
static bool
|
||||
IsTextureTransparent(RwTexture *tex)
|
||||
{
|
||||
if(tex == nil || tex->raster == nil)
|
||||
return false;
|
||||
return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
|
||||
}
|
||||
|
||||
// Render all opaque meshes and put atomics that needs blending
|
||||
// into the deferred list.
|
||||
static void
|
||||
AtomicFirstPass(RpAtomic *atomic, int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
|
||||
assert(building->instHeader != nil);
|
||||
assert(building->instHeader->platform == PLATFORM_GL3);
|
||||
building->fadeAlpha = 255;
|
||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
lights.numDirectionals = 0;
|
||||
lights.numLocals = 0;
|
||||
if(building->lighting)
|
||||
lights.ambient = pAmbient->color;
|
||||
else
|
||||
lights.ambient = black;
|
||||
|
||||
bool setupDone = false;
|
||||
bool defer = false;
|
||||
building->matrix = *atomic->getFrame()->getLTM();
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
|
||||
Material *m = inst->material;
|
||||
|
||||
if(inst->vertexAlpha || m->color.alpha != 255 ||
|
||||
IsTextureTransparent(m->texture)){
|
||||
defer = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// alright we're rendering this atomic
|
||||
if(!setupDone){
|
||||
defaultShader->use();
|
||||
setWorldMatrix(&building->matrix);
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
glBindVertexArray(building->instHeader->vao);
|
||||
#else
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
|
||||
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
setLights(&lights);
|
||||
setupDone = true;
|
||||
}
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
if(defer)
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static void
|
||||
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
|
||||
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]++;
|
||||
}
|
||||
|
||||
static void
|
||||
RenderBlendPass(int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
defaultShader->use();
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
lights.numDirectionals = 0;
|
||||
lights.numLocals = 0;
|
||||
|
||||
int i;
|
||||
for(i = 0; i < numBlendInsts[pass]; i++){
|
||||
BuildingInst *building = &blendInsts[pass][i];
|
||||
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
glBindVertexArray(building->instHeader->vao);
|
||||
#else
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
|
||||
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
setWorldMatrix(&building->matrix);
|
||||
if(building->lighting)
|
||||
lights.ambient = pAmbient->color;
|
||||
else
|
||||
lights.ambient = black;
|
||||
setLights(&lights);
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
|
||||
Material *m = inst->material;
|
||||
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
|
||||
continue; // already done this one
|
||||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
||||
{
|
||||
if(ent->m_rwObject == nil)
|
||||
return;
|
||||
|
||||
ent->bImBeingRendered = true; // TODO: this seems wrong, but do we even need it?
|
||||
|
||||
assert(RwObjectGetType(ent->m_rwObject) == rpATOMIC);
|
||||
RpAtomic *atomic = (RpAtomic*)ent->m_rwObject;
|
||||
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->GetModelIndex());
|
||||
|
||||
int pass = PASS_BLEND;
|
||||
if(mi->m_additive) // very questionable
|
||||
pass = PASS_ADD;
|
||||
if(mi->m_noZwrite)
|
||||
pass = PASS_NOZ;
|
||||
|
||||
if(ent->bDistanceFade){
|
||||
RpAtomic *lodatm;
|
||||
float fadefactor;
|
||||
uint32 alpha;
|
||||
|
||||
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
|
||||
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
|
||||
if(fadefactor > 1.0f)
|
||||
fadefactor = 1.0f;
|
||||
alpha = mi->m_alpha * fadefactor;
|
||||
|
||||
if(alpha == 255)
|
||||
AtomicFirstPass(atomic, pass);
|
||||
else{
|
||||
// not quite sure what this is about, do we have to do that?
|
||||
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
|
||||
if(geo != RpAtomicGetGeometry(atomic))
|
||||
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
|
||||
AtomicFullyTransparent(atomic, pass, alpha);
|
||||
}
|
||||
}else
|
||||
AtomicFirstPass(atomic, pass);
|
||||
|
||||
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::RenderWorld(int pass)
|
||||
{
|
||||
int i;
|
||||
CEntity *e;
|
||||
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
|
||||
DeActivateDirectional();
|
||||
SetAmbientColours();
|
||||
|
||||
// Temporary...have to figure out sorting better
|
||||
switch(pass){
|
||||
case 0:
|
||||
// Roads
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
|
||||
e = ms_aVisibleBuildingPtrs[i];
|
||||
if(e->bIsBIGBuilding || IsRoad(e))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.head;
|
||||
node = node->prev){
|
||||
e = node->item.entity;
|
||||
if(e->bIsBIGBuilding || IsRoad(e))
|
||||
RenderOneBuilding(e, node->item.sort);
|
||||
}
|
||||
|
||||
// KLUDGE for road puddles which have to be rendered at road-time
|
||||
// only very temporary, there are more rendering issues
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RenderBlendPass(PASS_BLEND);
|
||||
numBlendInsts[PASS_BLEND] = 0;
|
||||
break;
|
||||
case 1:
|
||||
// Opaque
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
||||
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
|
||||
e = ms_aVisibleBuildingPtrs[i];
|
||||
if(!(e->bIsBIGBuilding || IsRoad(e)))
|
||||
RenderOneBuilding(e);
|
||||
}
|
||||
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
|
||||
node != &CVisibilityPlugins::m_alphaBuildingList.head;
|
||||
node = node->prev){
|
||||
e = node->item.entity;
|
||||
if(!(e->bIsBIGBuilding || IsRoad(e)))
|
||||
RenderOneBuilding(e, node->item.sort);
|
||||
}
|
||||
// Now we have iterated through all visible buildings (unsorted and sorted)
|
||||
// and the transparency list is done.
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
||||
RenderBlendPass(PASS_NOZ);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
break;
|
||||
case 2:
|
||||
// Transparent
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
||||
RenderBlendPass(PASS_ADD);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RenderBlendPass(PASS_BLEND);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::RenderPeds(void)
|
||||
{
|
||||
int i;
|
||||
CEntity *e;
|
||||
|
||||
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
|
||||
e = ms_aVisibleVehiclePtrs[i];
|
||||
if(e->IsPed())
|
||||
RenderOneNonRoad(e);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::RenderVehicles(void)
|
||||
{
|
||||
int i;
|
||||
CEntity *e;
|
||||
EntityInfo ei;
|
||||
CLink<EntityInfo> *node;
|
||||
|
||||
// not the real thing
|
||||
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
|
||||
e = ms_aVisibleVehiclePtrs[i];
|
||||
if(!e->IsVehicle())
|
||||
continue;
|
||||
// if(PutIntoSortedVehicleList((CVehicle*)e))
|
||||
// continue; // boats handled elsewhere
|
||||
ei.ent = e;
|
||||
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
|
||||
gSortedVehiclesAndPeds.InsertSorted(ei);
|
||||
}
|
||||
|
||||
for(node = gSortedVehiclesAndPeds.tail.prev;
|
||||
node != &gSortedVehiclesAndPeds.head;
|
||||
node = node->prev)
|
||||
RenderOneNonRoad(node->item.ent);
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::RenderWater(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::RenderWater();
|
||||
|
||||
SetStencilState(0);
|
||||
}
|
||||
|
||||
void
|
||||
CRenderer::ClearForFrame(void)
|
||||
{
|
||||
ms_nNoOfVisibleEntities = 0;
|
||||
ms_nNoOfVisibleVehicles = 0;
|
||||
ms_nNoOfVisibleBuildings = 0;
|
||||
ms_nNoOfInVisibleEntities = 0;
|
||||
gSortedVehiclesAndPeds.Clear();
|
||||
|
||||
numBlendInsts[PASS_NOZ] = 0;
|
||||
numBlendInsts[PASS_ADD] = 0;
|
||||
numBlendInsts[PASS_BLEND] = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CRenderer::RenderFadingInEntities(void)
|
||||
{
|
||||
@ -634,9 +1208,14 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
|
||||
|
||||
void
|
||||
CRenderer::ConstructRenderList(void)
|
||||
{
|
||||
#ifdef NEW_RENDERER
|
||||
if(!gbNewRenderer)
|
||||
#endif
|
||||
{
|
||||
ms_nNoOfVisibleEntities = 0;
|
||||
ms_nNoOfInVisibleEntities = 0;
|
||||
}
|
||||
ms_vecCameraPosition = TheCamera.GetPosition();
|
||||
|
||||
// unused
|
||||
@ -1122,6 +1701,20 @@ 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)
|
||||
{
|
||||
@ -1136,7 +1729,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
|
||||
#endif
|
||||
if(!ent->bZoneCulled){
|
||||
if(SetupBigBuildingVisibility(ent) == VIS_VISIBLE)
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
InsertEntityIntoList(ent);
|
||||
#ifndef MASTER
|
||||
EntitiesRendered++;
|
||||
RenderedBigBuildings++;
|
||||
@ -1167,7 +1760,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
|
||||
if(IsEntityCullZoneVisible(ent)){
|
||||
switch(SetupEntityVisibility(ent)){
|
||||
case VIS_VISIBLE:
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
InsertEntityIntoList(ent);
|
||||
break;
|
||||
case VIS_INVISIBLE:
|
||||
if(!IsGlass(ent->GetModelIndex()))
|
||||
@ -1210,7 +1803,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){
|
||||
}else if(IsRoad(ent) && !CStreaming::ms_disableStreaming){
|
||||
if(SetupEntityVisibility(ent) == VIS_STREAMME)
|
||||
if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
|
||||
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
||||
@ -1243,7 +1836,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
|
||||
if(IsEntityCullZoneVisible(ent)){
|
||||
switch(SetupEntityVisibility(ent)){
|
||||
case VIS_VISIBLE:
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
InsertEntityIntoList(ent);
|
||||
break;
|
||||
case VIS_INVISIBLE:
|
||||
if(!IsGlass(ent->GetModelIndex()))
|
||||
@ -1289,7 +1882,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){
|
||||
}else if(IsRoad(ent) && !CStreaming::ms_disableStreaming){
|
||||
if(SetupEntityVisibility(ent) == VIS_STREAMME)
|
||||
CStreaming::RequestModel(ent->GetModelIndex(), 0);
|
||||
}else{
|
||||
@ -1320,7 +1913,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
|
||||
ent->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
switch(SetupEntityVisibility(ent)){
|
||||
case VIS_VISIBLE:
|
||||
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
|
||||
InsertEntityIntoList(ent);
|
||||
break;
|
||||
case VIS_OFFSCREEN:
|
||||
dx = ms_vecCameraPosition.x - ent->GetPosition().x;
|
||||
|
@ -40,6 +40,13 @@ class CRenderer
|
||||
static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
|
||||
static int32 ms_nNoOfInVisibleEntities;
|
||||
static CEntity *ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
|
||||
#ifdef NEW_RENDERER
|
||||
static int32 ms_nNoOfVisibleVehicles;
|
||||
static CEntity *ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
|
||||
// for cWorldStream emulation
|
||||
static int32 ms_nNoOfVisibleBuildings;
|
||||
static CEntity *ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
|
||||
#endif
|
||||
|
||||
static CVector ms_vecCameraPosition;
|
||||
static CVehicle *m_pFirstPersonVehicle;
|
||||
@ -90,4 +97,15 @@ public:
|
||||
static bool IsVehicleCullZoneVisible(CEntity *ent);
|
||||
|
||||
static void RemoveVehiclePedLights(CEntity *ent, bool reset);
|
||||
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
static void ClearForFrame(void);
|
||||
static void RenderPeds(void);
|
||||
static void RenderVehicles(void); // also renders peds in LCS
|
||||
static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
|
||||
static void RenderWorld(int pass); // like cWorldStream::Render(int)
|
||||
static void RenderWater(void); // keep-out polys and water
|
||||
#endif
|
||||
static void InsertEntityIntoList(CEntity *ent);
|
||||
};
|
||||
|
@ -141,6 +141,9 @@ CSpecialFX::Render(void)
|
||||
CBrightLights::Render();
|
||||
CShinyTexts::Render();
|
||||
CMoneyMessages::Render();
|
||||
#ifdef NEW_RENDERER
|
||||
if(!(gbNewRenderer && FredIsInFirstPersonCam()))
|
||||
#endif
|
||||
C3dMarkers::Render();
|
||||
}
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
#include "RwHelper.h"
|
||||
#include "templates.h"
|
||||
#include "main.h"
|
||||
#include "Entity.h"
|
||||
#include "ModelInfo.h"
|
||||
#include "Lights.h"
|
||||
@ -14,6 +15,9 @@
|
||||
|
||||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList;
|
||||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList;
|
||||
#ifdef NEW_RENDERER
|
||||
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBuildingList;
|
||||
#endif
|
||||
|
||||
int32 CVisibilityPlugins::ms_atomicPluginOffset = -1;
|
||||
int32 CVisibilityPlugins::ms_framePluginOffset = -1;
|
||||
@ -158,6 +162,12 @@ CVisibilityPlugins::Initialise(void)
|
||||
#endif // ASPECT_RATIO_SCALE
|
||||
m_alphaEntityList.head.item.sort = 0.0f;
|
||||
m_alphaEntityList.tail.item.sort = 100000000.0f;
|
||||
|
||||
#ifdef NEW_RENDERER
|
||||
m_alphaBuildingList.Init(NUMALPHAENTITYLIST);
|
||||
m_alphaBuildingList.head.item.sort = 0.0f;
|
||||
m_alphaBuildingList.tail.item.sort = 100000000.0f;
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
@ -165,12 +175,18 @@ CVisibilityPlugins::Shutdown(void)
|
||||
{
|
||||
m_alphaList.Shutdown();
|
||||
m_alphaEntityList.Shutdown();
|
||||
#ifdef NEW_RENDERER
|
||||
m_alphaBuildingList.Shutdown();
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
CVisibilityPlugins::InitAlphaEntityList(void)
|
||||
{
|
||||
m_alphaEntityList.Clear();
|
||||
#ifdef NEW_RENDERER
|
||||
m_alphaBuildingList.Clear();
|
||||
#endif
|
||||
}
|
||||
|
||||
bool
|
||||
@ -179,6 +195,10 @@ CVisibilityPlugins::InsertEntityIntoSortedList(CEntity *e, float dist)
|
||||
AlphaObjectInfo item;
|
||||
item.entity = e;
|
||||
item.sort = dist;
|
||||
#ifdef NEW_RENDERER
|
||||
if(gbNewRenderer && e->IsBuilding())
|
||||
return !!m_alphaBuildingList.InsertSorted(item);
|
||||
#endif
|
||||
bool ret = !!m_alphaEntityList.InsertSorted(item);
|
||||
// if(!ret)
|
||||
// printf("list full %d\n", m_alphaEntityList.Count());
|
||||
|
@ -22,6 +22,9 @@ public:
|
||||
|
||||
static CLinkList<AlphaObjectInfo> m_alphaList;
|
||||
static CLinkList<AlphaObjectInfo> m_alphaEntityList;
|
||||
#ifdef NEW_RENDERER
|
||||
static CLinkList<AlphaObjectInfo> m_alphaBuildingList;
|
||||
#endif
|
||||
static RwCamera *ms_pCamera;
|
||||
static RwV3d *ms_pCameraPosn;
|
||||
static float ms_cullCompsDist;
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "common.h"
|
||||
|
||||
#include "main.h"
|
||||
#include "General.h"
|
||||
#include "Timecycle.h"
|
||||
#include "HandlingMgr.h"
|
||||
@ -719,6 +720,15 @@ CBoat::Render()
|
||||
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
|
||||
if (!CVehicle::bWheelsOnlyCheat)
|
||||
CEntity::Render();
|
||||
#ifdef NEW_RENDERER
|
||||
if(!gbNewRenderer)
|
||||
#endif
|
||||
RenderWaterOutPolys(); // not separate function in III
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::RenderWaterOutPolys(void)
|
||||
{
|
||||
KeepWaterOutIndices[0] = 0;
|
||||
KeepWaterOutIndices[1] = 2;
|
||||
KeepWaterOutIndices[2] = 1;
|
||||
@ -758,19 +768,29 @@ 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();
|
||||
}
|
||||
#ifdef NEW_RENDERER
|
||||
if(!gbNewRenderer)
|
||||
#endif
|
||||
{
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::Teleport(CVector v)
|
||||
|
@ -54,6 +54,7 @@ public:
|
||||
virtual bool IsComponentPresent(int32 component) { return true; }
|
||||
virtual void BlowUpCar(CEntity *ent);
|
||||
|
||||
void RenderWaterOutPolys(void);
|
||||
void ApplyWaterResistance(void);
|
||||
void SetupModelNodes();
|
||||
void PruneWakeTrail(void);
|
||||
|
Loading…
Reference in New Issue
Block a user