mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
227 lines
6.7 KiB
C++
227 lines
6.7 KiB
C++
#define WITHD3D
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#include "common.h"
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#include "patcher.h"
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struct MatFXNothing { int pad[5]; int effect; };
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struct MatFXBump
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{
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RwFrame *bumpFrame;
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RwTexture *bumpedTex;
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RwTexture *bumpTex;
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float negBumpCoefficient;
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int pad;
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int effect;
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};
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struct MatFXEnv
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{
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RwFrame *envFrame;
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RwTexture *envTex;
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float envCoeff;
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int envFBalpha;
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int pad;
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int effect;
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};
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struct MatFXDual
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{
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RwTexture *dualTex;
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RwInt32 srcBlend;
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RwInt32 dstBlend;
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};
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struct MatFX
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{
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union {
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MatFXNothing n;
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MatFXBump b;
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MatFXEnv e;
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MatFXDual d;
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} fx[2];
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int effects;
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};
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#ifdef RWLIBS
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extern "C" {
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extern int MatFXMaterialDataOffset;
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extern int MatFXAtomicDataOffset;
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void _rpMatFXD3D8AtomicMatFXEnvRender(RxD3D8InstanceData* inst, int flags, int sel, RwTexture* texture, RwTexture* envMap);
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}
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#else
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int &MatFXMaterialDataOffset = *(int*)0x66188C;
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int &MatFXAtomicDataOffset = *(int*)0x66189C;
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#endif
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#ifdef PS2_MATFX
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void
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_rpMatFXD3D8AtomicMatFXDefaultRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture)
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{
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if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
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RwD3D8SetTexture(texture, 0);
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else
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RwD3D8SetTexture(nil, 0);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
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RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, inst->vertexAlpha != 0);
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RwD3D8SetPixelShader(0);
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RwD3D8SetVertexShader(inst->vertexShader);
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RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
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if(inst->indexBuffer){
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RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
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RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
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}else
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RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
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}
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// map [-1; -1] -> [0; 1], flip V
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static RwMatrix scalenormal = {
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{ 0.5f, 0.0f, 0.0f }, 0,
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{ 0.0f, -0.5f, 0.0f }, 0,
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{ 0.0f, 0.0f, 1.0f }, 0,
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{ 0.5f, 0.5f, 0.0f }, 0,
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};
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// flipped U for PS2
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static RwMatrix scalenormal_flipU = {
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{ -0.5f, 0.0f, 0.0f }, 0,
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{ 0.0f, -0.5f, 0.0f }, 0,
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{ 0.0f, 0.0f, 1.0f }, 0,
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{ 0.5f, 0.5f, 0.0f }, 0,
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};
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void
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ApplyEnvMapTextureMatrix(RwTexture *tex, int n, RwFrame *frame)
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{
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RwD3D8SetTexture(tex, n);
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RwD3D8SetTextureStageState(n, D3DRS_ALPHAREF, 2);
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RwD3D8SetTextureStageState(n, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACENORMAL);
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if(frame){
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RwMatrix *envframemat = RwMatrixCreate();
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RwMatrix *tmpmat = RwMatrixCreate();
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RwMatrix *envmat = RwMatrixCreate();
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RwMatrixInvert(envframemat, RwFrameGetLTM(frame));
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// PS2
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// can this be simplified?
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*tmpmat = *RwFrameGetLTM(RwCameraGetFrame((RwCamera*)RWSRCGLOBAL(curCamera)));
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RwV3dNegate(&tmpmat->right, &tmpmat->right);
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tmpmat->flags = 0;
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tmpmat->pos.x = 0.0f;
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tmpmat->pos.y = 0.0f;
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tmpmat->pos.z = 0.0f;
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RwMatrixMultiply(envmat, tmpmat, envframemat);
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*tmpmat = *envmat;
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// important because envframemat can have a translation that we don't like
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tmpmat->pos.x = 0.0f;
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tmpmat->pos.y = 0.0f;
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tmpmat->pos.z = 0.0f;
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// for some reason we flip in U as well
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RwMatrixMultiply(envmat, tmpmat, &scalenormal_flipU);
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RwD3D8SetTransform(D3DTS_TEXTURE0+n, envmat);
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RwMatrixDestroy(envmat);
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RwMatrixDestroy(tmpmat);
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RwMatrixDestroy(envframemat);
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}else
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RwD3D8SetTransform(D3DTS_TEXTURE0+n, &scalenormal);
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}
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void
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_rpMatFXD3D8AtomicMatFXEnvRender_ps2(RxD3D8InstanceData *inst, int flags, int sel, RwTexture *texture, RwTexture *envMap)
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{
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MatFX *matfx = *RWPLUGINOFFSET(MatFX*, inst->material, MatFXMaterialDataOffset);
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MatFXEnv *env = &matfx->fx[sel].e;
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uint8 intens = (uint8)(env->envCoeff*255.0f);
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if(intens == 0 || envMap == nil){
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if(sel == 0)
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_rpMatFXD3D8AtomicMatFXDefaultRender(inst, flags, texture);
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return;
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}
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)(inst->vertexAlpha || inst->material->color.alpha != 0xFF));
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if(flags & (rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2) && texture)
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RwD3D8SetTexture(texture, 0);
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else
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RwD3D8SetTexture(nil, 0);
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RwD3D8SetPixelShader(0);
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RwD3D8SetVertexShader(inst->vertexShader);
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RwD3D8SetStreamSource(0, inst->vertexBuffer, inst->stride);
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RwD3D8SetIndices(inst->indexBuffer, inst->baseIndex);
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if(inst->indexBuffer)
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RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
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else
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RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
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// Effect pass
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ApplyEnvMapTextureMatrix(envMap, 0, env->envFrame);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwUInt32 src, dst, lighting, zwrite, fog, fogcol;
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RwRenderStateGet(rwRENDERSTATESRCBLEND, &src);
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RwRenderStateGet(rwRENDERSTATEDESTBLEND, &dst);
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// This is of course not using framebuffer alpha,
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// but if the diffuse texture had no alpha, the result should actually be rather the same
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if(env->envFBalpha)
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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else
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
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RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
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RwD3D8GetRenderState(D3DRS_FOGENABLE, &fog);
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RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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if(fog){
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RwD3D8GetRenderState(D3DRS_FOGCOLOR, &fogcol);
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RwD3D8SetRenderState(D3DRS_FOGCOLOR, 0);
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}
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D3DCOLOR texfactor = D3DCOLOR_RGBA(intens, intens, intens, intens);
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RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, texfactor);
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RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
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RwD3D8SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
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RwD3D8SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
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// alpha unused
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//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
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//RwD3D8SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
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if(inst->indexBuffer)
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RwD3D8DrawIndexedPrimitive(inst->primType, 0, inst->numVertices, 0, inst->numIndices);
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else
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RwD3D8DrawPrimitive(inst->primType, inst->baseIndex, inst->numVertices);
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// Reset states
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)src);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)dst);
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RwD3D8SetRenderState(D3DRS_LIGHTING, lighting);
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RwD3D8SetRenderState(D3DRS_ZWRITEENABLE, zwrite);
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if(fog)
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RwD3D8SetRenderState(D3DRS_FOGCOLOR, fogcol);
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RwD3D8SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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RwD3D8SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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RwD3D8SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, 0);
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RwD3D8SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
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}
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STARTPATCHES
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#ifdef RWLIBS
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InjectHook((uintptr)&_rpMatFXD3D8AtomicMatFXEnvRender, _rpMatFXD3D8AtomicMatFXEnvRender_ps2, PATCH_JUMP);
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#else
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InjectHook(0x5CF6C0, _rpMatFXD3D8AtomicMatFXEnvRender_ps2, PATCH_JUMP);
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#endif
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ENDPATCHES
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#endif
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