mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
247 lines
7.4 KiB
C++
247 lines
7.4 KiB
C++
#ifndef LIBRW
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#define WITHD3D
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#include "common.h"
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#ifdef PS2_ALPHA_TEST
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#include "rwcore.h"
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extern "C" {
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RwBool _rwD3D8RenderStateIsVertexAlphaEnable(void);
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RwBool _rwD3D8RenderStateVertexAlphaEnable(RwBool enable);
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RwRaster *_rwD3D8RWGetRasterStage(RwUInt32 stage);
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}
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extern bool gPS2alphaTest;
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void
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_rxD3D8DualPassRenderCallback(RwResEntry *repEntry, void *object, RwUInt8 type, RwUInt32 flags)
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{
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RxD3D8ResEntryHeader *resEntryHeader;
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RxD3D8InstanceData *instancedData;
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RwInt32 numMeshes;
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RwBool lighting;
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RwBool vertexAlphaBlend;
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RwBool forceBlack;
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RwUInt32 ditherEnable;
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RwUInt32 shadeMode;
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void *lastVertexBuffer;
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/* Get lighting state */
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RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
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forceBlack = FALSE;
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if (lighting) {
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if (flags & rxGEOMETRY_PRELIT) {
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/* Emmisive color from the vertex colors */
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RwD3D8SetRenderState(D3DRS_COLORVERTEX, TRUE);
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RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
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} else {
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/* Emmisive color from material, set to black in the submit node */
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RwD3D8SetRenderState(D3DRS_COLORVERTEX, FALSE);
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RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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}
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} else {
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if ((flags & rxGEOMETRY_PRELIT) == 0) {
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forceBlack = TRUE;
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RwD3D8GetRenderState(D3DRS_DITHERENABLE, &ditherEnable);
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RwD3D8GetRenderState(D3DRS_SHADEMODE, &shadeMode);
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RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, 0xff000000);
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RwD3D8SetRenderState(D3DRS_DITHERENABLE, FALSE);
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RwD3D8SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
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}
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}
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/* Enable clipping */
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if (type == rpATOMIC) {
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RpAtomic *atomic;
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RwCamera *cam;
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atomic = (RpAtomic *)object;
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cam = RwCameraGetCurrentCamera();
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// RWASSERT(cam);
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if (RwD3D8CameraIsSphereFullyInsideFrustum(cam, RpAtomicGetWorldBoundingSphere(atomic))) {
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RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
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} else {
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RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
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}
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} else {
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RpWorldSector *worldSector;
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RwCamera *cam;
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worldSector = (RpWorldSector *)object;
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cam = RwCameraGetCurrentCamera();
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// RWASSERT(cam);
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if (RwD3D8CameraIsBBoxFullyInsideFrustum(cam, RpWorldSectorGetTightBBox(worldSector))) {
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RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
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} else {
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RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
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}
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}
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/* Set texture to NULL if hasn't any texture flags */
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if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2)) == 0) {
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RwD3D8SetTexture(NULL, 0);
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if (forceBlack) {
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RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
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RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
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RwD3D8SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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}
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}
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/* Get vertex alpha Blend state */
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vertexAlphaBlend = _rwD3D8RenderStateIsVertexAlphaEnable();
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/* Set Last vertex buffer to force the call */
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lastVertexBuffer = (void *)0xffffffff;
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/* Get the instanced data */
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resEntryHeader = (RxD3D8ResEntryHeader *)(repEntry + 1);
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instancedData = (RxD3D8InstanceData *)(resEntryHeader + 1);
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/*
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* Data shared between meshes
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*/
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/*
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* Set the Default Pixel shader
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*/
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RwD3D8SetPixelShader(0);
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/*
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* Vertex shader
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*/
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RwD3D8SetVertexShader(instancedData->vertexShader);
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/* Get the number of meshes */
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numMeshes = resEntryHeader->numMeshes;
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while (numMeshes--) {
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// RWASSERT(instancedData->material != NULL);
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if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2))) {
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RwD3D8SetTexture(instancedData->material->texture, 0);
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if (forceBlack) {
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/* Only change the colorop, we need to use the texture alpha channel */
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RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
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RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
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}
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}
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if (instancedData->vertexAlpha || (0xFF != instancedData->material->color.alpha)) {
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if (!vertexAlphaBlend) {
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vertexAlphaBlend = TRUE;
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_rwD3D8RenderStateVertexAlphaEnable(TRUE);
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}
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} else {
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if (vertexAlphaBlend) {
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vertexAlphaBlend = FALSE;
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_rwD3D8RenderStateVertexAlphaEnable(FALSE);
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}
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}
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if (lighting) {
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if (instancedData->vertexAlpha) {
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RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
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} else {
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RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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}
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RwD3D8SetSurfaceProperties(&instancedData->material->color, &instancedData->material->surfaceProps, (flags & rxGEOMETRY_MODULATE));
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}
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/*
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* Render
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*/
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/* Set the stream source */
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if (lastVertexBuffer != instancedData->vertexBuffer) {
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RwD3D8SetStreamSource(0, instancedData->vertexBuffer, instancedData->stride);
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lastVertexBuffer = instancedData->vertexBuffer;
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}
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if (!gPS2alphaTest) {
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/* Set the Index buffer */
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if (instancedData->indexBuffer != NULL) {
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RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
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/* Draw the indexed primitive */
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RwD3D8DrawIndexedPrimitive((D3DPRIMITIVETYPE)instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
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} else {
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RwD3D8DrawPrimitive((D3DPRIMITIVETYPE)instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
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}
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} else {
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RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
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int hasAlpha, alphafunc, alpharef, zwrite;
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RwD3D8GetRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);
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RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
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if (hasAlpha && zwrite) {
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RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &alphafunc);
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RwD3D8GetRenderState(D3DRS_ALPHAREF, &alpharef);
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RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
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RwD3D8SetRenderState(D3DRS_ALPHAREF, 128);
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if (instancedData->indexBuffer)
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RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
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else
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RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
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RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
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if (instancedData->indexBuffer)
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RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
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else
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RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
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RwD3D8SetRenderState(D3DRS_ALPHAFUNC, alphafunc);
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RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
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} else {
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if (instancedData->indexBuffer)
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RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
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else
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RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
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}
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}
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/* Move onto the next instancedData */
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instancedData++;
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}
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if (forceBlack) {
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RwD3D8SetRenderState(D3DRS_DITHERENABLE, ditherEnable);
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RwD3D8SetRenderState(D3DRS_SHADEMODE, shadeMode);
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if (_rwD3D8RWGetRasterStage(0)) {
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RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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} else {
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RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
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RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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}
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}
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}
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void
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ReplaceAtomicPipeCallback()
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{
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RxD3D8AllInOneSetRenderCallBack(RxPipelineFindNodeByName(RXPIPELINEGLOBAL(platformAtomicPipeline), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
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_rxD3D8DualPassRenderCallback);
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}
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#endif // PS2_ALPHA_TEST
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#endif // !LIBRW
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