mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-14 23:39:02 +00:00
moved new renderer, fixed a bug
This commit is contained in:
parent
9693184cea
commit
4bb6740bf4
5 changed files with 357 additions and 323 deletions
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@ -134,4 +134,12 @@ void AttachRimPipe(rw::Clump *clump);
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}
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#endif
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namespace WorldRender{
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extern int numBlendInsts[3];
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void AtomicFirstPass(RpAtomic *atomic, int pass);
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void AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha);
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void RenderBlendPass(int pass);
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}
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#endif
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@ -2,8 +2,6 @@
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#include "common.h"
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#ifdef RW_D3D9
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#ifdef EXTENDED_PIPELINES
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#include "main.h"
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#include "RwHelper.h"
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#include "Lights.h"
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@ -16,6 +14,8 @@
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#include "World.h"
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#include "custompipes.h"
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#ifdef EXTENDED_PIPELINES
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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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@ -553,4 +553,168 @@ DestroyRimLightPipes(void)
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}
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#endif
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#ifdef NEW_RENDERER
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#ifndef LIBRW
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#error "Need librw for NEW_PIPELINES"
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#endif
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namespace WorldRender
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{
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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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BuildingInst blendInsts[3][2000];
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int numBlendInsts[3];
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static RwRGBAReal black;
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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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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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}
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// alright we're rendering this atomic
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if(!setupDone){
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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setVertexShader(default_amb_VS);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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setPixelShader(default_tex_PS);
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}else
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setPixelShader(default_PS);
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drawInst(building->instHeader, inst);
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}
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if(defer)
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numBlendInsts[pass]++;
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}
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void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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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 = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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SetMatrix(building, atomic->getFrame()->getLTM());
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numBlendInsts[pass]++;
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}
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void
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RenderBlendPass(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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setVertexShader(default_amb_VS);
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
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BuildingInst *building = &blendInsts[pass][i];
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
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Material *m = inst->material;
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if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
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continue; // already done this one
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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setPixelShader(default_tex_PS);
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}else
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setPixelShader(default_PS);
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drawInst(building->instHeader, inst);
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}
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}
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}
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}
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#endif
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#endif
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@ -1,8 +1,6 @@
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#include "common.h"
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#ifdef RW_OPENGL
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#ifdef EXTENDED_PIPELINES
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#include "main.h"
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#include "RwHelper.h"
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#include "Lights.h"
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@ -15,6 +13,8 @@
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#include "World.h"
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#include "custompipes.h"
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#ifdef EXTENDED_PIPELINES
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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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@ -614,4 +614,171 @@ CustomPipeRegisterGL(void)
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}
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#endif
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#ifdef NEW_RENDERER
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#ifndef LIBRW
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#error "Need librw for NEW_PIPELINES"
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#endif
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namespace WorldRender
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{
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struct BuildingInst
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{
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rw::Matrix matrix;
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rw::gl3::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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BuildingInst blendInsts[3][2000];
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int numBlendInsts[3];
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static RwRGBAReal black;
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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::gl3::Gl3Raster, tex->raster, rw::gl3::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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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::gl3;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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WorldLights lights;
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lights.numAmbients = 1;
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lights.numDirectionals = 0;
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lights.numLocals = 0;
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if(building->lighting)
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lights.ambient = pAmbient->color;
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else
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lights.ambient = black;
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bool setupDone = false;
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bool defer = false;
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building->matrix = *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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}
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// alright we're rendering this atomic
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if(!setupDone){
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defaultShader->use();
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setWorldMatrix(&building->matrix);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(building->instHeader->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
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setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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setLights(&lights);
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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drawInst(building->instHeader, inst);
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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if(defer)
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numBlendInsts[pass]++;
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}
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void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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{
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using namespace rw;
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using namespace rw::gl3;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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building->matrix = *atomic->getFrame()->getLTM();
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numBlendInsts[pass]++;
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}
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void
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RenderBlendPass(int pass)
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{
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using namespace rw;
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using namespace rw::gl3;
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defaultShader->use();
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WorldLights lights;
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lights.numAmbients = 1;
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lights.numDirectionals = 0;
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lights.numLocals = 0;
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
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BuildingInst *building = &blendInsts[pass][i];
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(building->instHeader->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
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setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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setWorldMatrix(&building->matrix);
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if(building->lighting)
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lights.ambient = pAmbient->color;
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else
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lights.ambient = black;
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setLights(&lights);
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
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Material *m = inst->material;
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if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
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continue; // already done this one
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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setTexture(0, m->texture);
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drawInst(building->instHeader, inst);
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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}
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}
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}
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#endif
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#endif
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@ -416,314 +416,6 @@ SetStencilState(int state)
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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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}
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// alright we're rendering this atomic
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if(!setupDone){
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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setVertexShader(default_amb_VS);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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setPixelShader(default_tex_PS);
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}else
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setPixelShader(default_PS);
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drawInst(building->instHeader, inst);
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}
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if(defer)
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numBlendInsts[pass]++;
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}
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static void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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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);
|
||||
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)
|
||||
{
|
||||
|
@ -754,16 +446,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
|||
alpha = mi->m_alpha * fadefactor;
|
||||
|
||||
if(alpha == 255)
|
||||
AtomicFirstPass(atomic, pass);
|
||||
WorldRender::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);
|
||||
WorldRender::AtomicFullyTransparent(atomic, pass, alpha);
|
||||
}
|
||||
}else
|
||||
AtomicFirstPass(atomic, pass);
|
||||
WorldRender::AtomicFirstPass(atomic, pass);
|
||||
|
||||
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
||||
}
|
||||
|
@ -801,8 +493,8 @@ CRenderer::RenderWorld(int pass)
|
|||
// only very temporary, there are more rendering issues
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RenderBlendPass(PASS_BLEND);
|
||||
numBlendInsts[PASS_BLEND] = 0;
|
||||
WorldRender::RenderBlendPass(PASS_BLEND);
|
||||
WorldRender::numBlendInsts[PASS_BLEND] = 0;
|
||||
break;
|
||||
case 1:
|
||||
// Opaque
|
||||
|
@ -824,16 +516,16 @@ CRenderer::RenderWorld(int pass)
|
|||
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
||||
RenderBlendPass(PASS_NOZ);
|
||||
WorldRender::RenderBlendPass(PASS_NOZ);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
break;
|
||||
case 2:
|
||||
// Transparent
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
||||
RenderBlendPass(PASS_ADD);
|
||||
WorldRender::RenderBlendPass(PASS_ADD);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RenderBlendPass(PASS_BLEND);
|
||||
WorldRender::RenderBlendPass(PASS_BLEND);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -917,9 +609,9 @@ CRenderer::ClearForFrame(void)
|
|||
ms_nNoOfInVisibleEntities = 0;
|
||||
gSortedVehiclesAndPeds.Clear();
|
||||
|
||||
numBlendInsts[PASS_NOZ] = 0;
|
||||
numBlendInsts[PASS_ADD] = 0;
|
||||
numBlendInsts[PASS_BLEND] = 0;
|
||||
WorldRender::numBlendInsts[PASS_NOZ] = 0;
|
||||
WorldRender::numBlendInsts[PASS_ADD] = 0;
|
||||
WorldRender::numBlendInsts[PASS_BLEND] = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -725,6 +725,9 @@ CBrightLights::Render(void)
|
|||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
|
||||
|
||||
TempBufferVerticesStored = 0;
|
||||
TempBufferIndicesStored = 0;
|
||||
|
||||
for(i = 0; i < NumBrightLights; i++){
|
||||
if(TempBufferIndicesStored > TEMPBUFFERINDEXSIZE-40 || TempBufferVerticesStored > TEMPBUFFERVERTSIZE-40)
|
||||
RenderOutGeometryBuffer();
|
||||
|
|
Loading…
Reference in a new issue