mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
moved new renderer
This commit is contained in:
parent
434bc01f0b
commit
e906a807f1
@ -331,7 +331,7 @@ void CSceneEdit::Draw(void)
|
|||||||
#ifdef FIX_BUGS
|
#ifdef FIX_BUGS
|
||||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
|
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
|
||||||
#else
|
#else
|
||||||
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
|
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT, wstr);
|
||||||
#endif
|
#endif
|
||||||
if (nCommandDrawn == m_nCurrentCommand)
|
if (nCommandDrawn == m_nCurrentCommand)
|
||||||
CFont::SetColor(CRGBA(156, 91, 40, 255));
|
CFont::SetColor(CRGBA(156, 91, 40, 255));
|
||||||
@ -340,7 +340,7 @@ void CSceneEdit::Draw(void)
|
|||||||
#ifdef FIX_BUGS
|
#ifdef FIX_BUGS
|
||||||
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
|
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
|
||||||
#else
|
#else
|
||||||
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT), wstr);
|
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT, wstr);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -134,4 +134,12 @@ void AttachRimPipe(rw::Clump *clump);
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
namespace WorldRender{
|
||||||
|
extern int numBlendInsts[3];
|
||||||
|
void AtomicFirstPass(RpAtomic *atomic, int pass);
|
||||||
|
void AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha);
|
||||||
|
void RenderBlendPass(int pass);
|
||||||
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -2,8 +2,6 @@
|
|||||||
#include "common.h"
|
#include "common.h"
|
||||||
|
|
||||||
#ifdef RW_D3D9
|
#ifdef RW_D3D9
|
||||||
#ifdef EXTENDED_PIPELINES
|
|
||||||
|
|
||||||
#include "main.h"
|
#include "main.h"
|
||||||
#include "RwHelper.h"
|
#include "RwHelper.h"
|
||||||
#include "Lights.h"
|
#include "Lights.h"
|
||||||
@ -16,6 +14,8 @@
|
|||||||
#include "World.h"
|
#include "World.h"
|
||||||
#include "custompipes.h"
|
#include "custompipes.h"
|
||||||
|
|
||||||
|
#ifdef EXTENDED_PIPELINES
|
||||||
|
|
||||||
#ifndef LIBRW
|
#ifndef LIBRW
|
||||||
#error "Need librw for EXTENDED_PIPELINES"
|
#error "Need librw for EXTENDED_PIPELINES"
|
||||||
#endif
|
#endif
|
||||||
@ -554,4 +554,168 @@ DestroyRimLightPipes(void)
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef NEW_RENDERER
|
||||||
|
#ifndef LIBRW
|
||||||
|
#error "Need librw for NEW_PIPELINES"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace WorldRender
|
||||||
|
{
|
||||||
|
|
||||||
|
struct BuildingInst
|
||||||
|
{
|
||||||
|
rw::RawMatrix combinedMat;
|
||||||
|
rw::d3d9::InstanceDataHeader *instHeader;
|
||||||
|
uint8 fadeAlpha;
|
||||||
|
bool lighting;
|
||||||
|
};
|
||||||
|
BuildingInst blendInsts[3][2000];
|
||||||
|
int numBlendInsts[3];
|
||||||
|
|
||||||
|
static RwRGBAReal black;
|
||||||
|
|
||||||
|
static void
|
||||||
|
SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
|
||||||
|
{
|
||||||
|
using namespace rw;
|
||||||
|
RawMatrix world, worldview;
|
||||||
|
Camera *cam = engine->currentCamera;
|
||||||
|
convMatrix(&world, worldMat);
|
||||||
|
RawMatrix::mult(&worldview, &world, &cam->devView);
|
||||||
|
RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool
|
||||||
|
IsTextureTransparent(RwTexture *tex)
|
||||||
|
{
|
||||||
|
if(tex == nil || tex->raster == nil)
|
||||||
|
return false;
|
||||||
|
return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render all opaque meshes and put atomics that needs blending
|
||||||
|
// into the deferred list.
|
||||||
|
void
|
||||||
|
AtomicFirstPass(RpAtomic *atomic, int pass)
|
||||||
|
{
|
||||||
|
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 = 255;
|
||||||
|
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||||
|
|
||||||
|
bool setupDone = false;
|
||||||
|
bool defer = false;
|
||||||
|
SetMatrix(building, 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){
|
||||||
|
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]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
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]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -1,8 +1,6 @@
|
|||||||
#include "common.h"
|
#include "common.h"
|
||||||
|
|
||||||
#ifdef RW_OPENGL
|
#ifdef RW_OPENGL
|
||||||
#ifdef EXTENDED_PIPELINES
|
|
||||||
|
|
||||||
#include "main.h"
|
#include "main.h"
|
||||||
#include "RwHelper.h"
|
#include "RwHelper.h"
|
||||||
#include "Lights.h"
|
#include "Lights.h"
|
||||||
@ -15,6 +13,8 @@
|
|||||||
#include "World.h"
|
#include "World.h"
|
||||||
#include "custompipes.h"
|
#include "custompipes.h"
|
||||||
|
|
||||||
|
#ifdef EXTENDED_PIPELINES
|
||||||
|
|
||||||
#ifndef LIBRW
|
#ifndef LIBRW
|
||||||
#error "Need librw for EXTENDED_PIPELINES"
|
#error "Need librw for EXTENDED_PIPELINES"
|
||||||
#endif
|
#endif
|
||||||
@ -615,4 +615,171 @@ CustomPipeRegisterGL(void)
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef NEW_RENDERER
|
||||||
|
#ifndef LIBRW
|
||||||
|
#error "Need librw for NEW_PIPELINES"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace WorldRender
|
||||||
|
{
|
||||||
|
|
||||||
|
struct BuildingInst
|
||||||
|
{
|
||||||
|
rw::Matrix matrix;
|
||||||
|
rw::gl3::InstanceDataHeader *instHeader;
|
||||||
|
uint8 fadeAlpha;
|
||||||
|
bool lighting;
|
||||||
|
};
|
||||||
|
BuildingInst blendInsts[3][2000];
|
||||||
|
int numBlendInsts[3];
|
||||||
|
|
||||||
|
static RwRGBAReal black;
|
||||||
|
|
||||||
|
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.
|
||||||
|
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]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
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]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
@ -347,8 +347,6 @@ enum {
|
|||||||
PASS_BLEND // normal blend
|
PASS_BLEND // normal blend
|
||||||
};
|
};
|
||||||
|
|
||||||
static RwRGBAReal black;
|
|
||||||
|
|
||||||
static void
|
static void
|
||||||
SetStencilState(int state)
|
SetStencilState(int state)
|
||||||
{
|
{
|
||||||
@ -377,314 +375,6 @@ SetStencilState(int state)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef RW_D3D9
|
|
||||||
struct BuildingInst
|
|
||||||
{
|
|
||||||
rw::RawMatrix combinedMat;
|
|
||||||
rw::d3d9::InstanceDataHeader *instHeader;
|
|
||||||
uint8 fadeAlpha;
|
|
||||||
bool lighting;
|
|
||||||
};
|
|
||||||
static BuildingInst blendInsts[3][2000];
|
|
||||||
static int numBlendInsts[3];
|
|
||||||
|
|
||||||
static void
|
|
||||||
SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
|
|
||||||
{
|
|
||||||
using namespace rw;
|
|
||||||
RawMatrix world, worldview;
|
|
||||||
Camera *cam = engine->currentCamera;
|
|
||||||
convMatrix(&world, worldMat);
|
|
||||||
RawMatrix::mult(&worldview, &world, &cam->devView);
|
|
||||||
RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
|
|
||||||
}
|
|
||||||
|
|
||||||
static bool
|
|
||||||
IsTextureTransparent(RwTexture *tex)
|
|
||||||
{
|
|
||||||
if(tex == nil || tex->raster == nil)
|
|
||||||
return false;
|
|
||||||
return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::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::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 = 255;
|
|
||||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
|
||||||
|
|
||||||
bool setupDone = false;
|
|
||||||
bool defer = false;
|
|
||||||
SetMatrix(building, 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){
|
|
||||||
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
|
void
|
||||||
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
||||||
{
|
{
|
||||||
@ -715,16 +405,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
|||||||
alpha = mi->m_alpha * fadefactor;
|
alpha = mi->m_alpha * fadefactor;
|
||||||
|
|
||||||
if(alpha == 255)
|
if(alpha == 255)
|
||||||
AtomicFirstPass(atomic, pass);
|
WorldRender::AtomicFirstPass(atomic, pass);
|
||||||
else{
|
else{
|
||||||
// not quite sure what this is about, do we have to do that?
|
// not quite sure what this is about, do we have to do that?
|
||||||
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
|
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
|
||||||
if(geo != RpAtomicGetGeometry(atomic))
|
if(geo != RpAtomicGetGeometry(atomic))
|
||||||
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
|
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
|
||||||
AtomicFullyTransparent(atomic, pass, alpha);
|
WorldRender::AtomicFullyTransparent(atomic, pass, alpha);
|
||||||
}
|
}
|
||||||
}else
|
}else
|
||||||
AtomicFirstPass(atomic, pass);
|
WorldRender::AtomicFirstPass(atomic, pass);
|
||||||
|
|
||||||
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
||||||
}
|
}
|
||||||
@ -779,16 +469,16 @@ CRenderer::RenderWorld(int pass)
|
|||||||
|
|
||||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
||||||
RenderBlendPass(PASS_NOZ);
|
WorldRender::RenderBlendPass(PASS_NOZ);
|
||||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
// Transparent
|
// Transparent
|
||||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
||||||
RenderBlendPass(PASS_ADD);
|
WorldRender::RenderBlendPass(PASS_ADD);
|
||||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||||
RenderBlendPass(PASS_BLEND);
|
WorldRender::RenderBlendPass(PASS_BLEND);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -872,9 +562,9 @@ CRenderer::ClearForFrame(void)
|
|||||||
ms_nNoOfInVisibleEntities = 0;
|
ms_nNoOfInVisibleEntities = 0;
|
||||||
gSortedVehiclesAndPeds.Clear();
|
gSortedVehiclesAndPeds.Clear();
|
||||||
|
|
||||||
numBlendInsts[PASS_NOZ] = 0;
|
WorldRender::numBlendInsts[PASS_NOZ] = 0;
|
||||||
numBlendInsts[PASS_ADD] = 0;
|
WorldRender::numBlendInsts[PASS_ADD] = 0;
|
||||||
numBlendInsts[PASS_BLEND] = 0;
|
WorldRender::numBlendInsts[PASS_BLEND] = 0;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user