mirror of
https://github.com/GTAmodding/re3.git
synced 2024-12-28 15:05:39 +00:00
557 lines
13 KiB
C++
557 lines
13 KiB
C++
#define WITH_D3D
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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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#include "Timecycle.h"
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#include "FileMgr.h"
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#include "Clock.h"
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#include "Weather.h"
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#include "TxdStore.h"
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#include "Renderer.h"
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#include "World.h"
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#include "custompipes.h"
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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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extern RwTexture *gpWhiteTexture; // from vehicle model info
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namespace CustomPipes {
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enum {
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// rim pipe
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VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights,
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VSLOC_viewVec = VSLOC_boneMatrices + 64*3,
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VSLOC_rampStart,
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VSLOC_rampEnd,
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VSLOC_rimData,
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// gloss pipe
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VSLOC_eye = rw::d3d::VSLOC_afterLights,
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VSLOC_reflProps,
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VSLOC_specLights
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};
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/*
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* Neo Vehicle pipe
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*/
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static void *neoVehicle_VS;
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static void *neoVehicle_PS;
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void
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uploadSpecLights(void)
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{
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struct VsLight {
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rw::RGBAf color;
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float pos[4]; // unused
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rw::V3d dir;
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float power;
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} specLights[1 + NUMEXTRADIRECTIONALS];
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memset(specLights, 0, sizeof(specLights));
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for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
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specLights[i].power = 1.0f;
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float power = Power.Get();
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Color speccol = SpecColor.Get();
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specLights[0].color.red = speccol.r;
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specLights[0].color.green = speccol.g;
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specLights[0].color.blue = speccol.b;
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specLights[0].dir = pDirect->getFrame()->getLTM()->at;
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specLights[0].power = power;
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for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
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if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
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specLights[1+i].color = pExtraDirectionals[i]->color;
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specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
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specLights[1+i].power = power*2.0f;
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}
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}
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rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS));
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}
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void
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vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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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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// TODO: make this less of a kludge
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if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
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matFXGlobals.pipelines[rw::platform]->render(atomic);
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return;
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}
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int vsBits;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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vsBits = lightingCB_Shader(atomic);
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uploadSpecLights();
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uploadMatrices(atomic->getFrame()->getLTM());
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setVertexShader(neoVehicle_VS);
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V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
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d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
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float reflProps[4];
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reflProps[0] = Fresnel.Get();
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reflProps[1] = SpecColor.Get().a;
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d3d::setTexture(1, EnvMapTex);
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SetRenderState(SRCBLEND, BLENDONE);
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InstanceData *inst = header->inst;
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for(rw::uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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reflProps[2] = m->surfaceProps.specular * VehicleShininess;
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reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
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d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
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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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else
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d3d::setTexture(0, gpWhiteTexture);
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setPixelShader(neoVehicle_PS);
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drawInst(header, inst);
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inst++;
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}
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d3d::setTexture(1, nil);
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SetRenderState(SRCBLEND, BLENDSRCALPHA);
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}
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void
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CreateVehiclePipe(void)
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{
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if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
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else{
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char *fp = (char*)work_buff;
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fp = ReadTweakValueTable(fp, Fresnel);
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fp = ReadTweakValueTable(fp, Power);
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fp = ReadTweakValueTable(fp, DiffColor);
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fp = ReadTweakValueTable(fp, SpecColor);
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}
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#include "shaders/neoVehicle_VS.inc"
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neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
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assert(neoVehicle_VS);
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#include "shaders/neoVehicle_PS.inc"
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neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
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assert(neoVehicle_PS);
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rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
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pipe->instanceCB = rw::d3d9::defaultInstanceCB;
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pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
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pipe->renderCB = vehicleRenderCB;
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vehiclePipe = pipe;
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}
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void
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DestroyVehiclePipe(void)
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{
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rw::d3d::destroyVertexShader(neoVehicle_VS);
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neoVehicle_VS = nil;
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rw::d3d::destroyPixelShader(neoVehicle_PS);
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neoVehicle_PS = nil;
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((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy();
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vehiclePipe = nil;
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}
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/*
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* Neo World pipe
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*/
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static void *neoWorld_VS;
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static void *neoWorldVC_PS;
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static void
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worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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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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if(!LightmapEnable){
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defaultRenderCB_Shader(atomic, header);
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return;
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}
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int vsBits;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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vsBits = lightingCB_Shader(atomic);
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uploadMatrices(atomic->getFrame()->getLTM());
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float lightfactor[4];
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InstanceData *inst = header->inst;
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for(rw::uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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if(MatFX::getEffects(m) == MatFX::DUAL){
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setVertexShader(neoWorld_VS);
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MatFX *matfx = MatFX::get(m);
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Texture *dualtex = matfx->getDualTexture();
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if(dualtex == nil)
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goto notex;
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d3d::setTexture(1, dualtex);
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lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
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}else{
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notex:
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setVertexShader(default_amb_VS);
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d3d::setTexture(1, nil);
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lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
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}
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lightfactor[3] = m->color.alpha/255.0f;
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d3d::setTexture(0, m->texture);
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d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1);
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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RGBA color = { 255, 255, 255, m->color.alpha };
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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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else
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d3d::setTexture(0, gpWhiteTexture);
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setPixelShader(neoWorldVC_PS);
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drawInst(header, inst);
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inst++;
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}
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d3d::setTexture(1, nil);
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}
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void
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CreateWorldPipe(void)
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{
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if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
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else
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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#include "shaders/default_UV2_VS.inc"
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neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
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assert(neoWorld_VS);
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#include "shaders/neoWorldVC_PS.inc"
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neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
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assert(neoWorldVC_PS);
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rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
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pipe->instanceCB = rw::d3d9::defaultInstanceCB;
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pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
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pipe->renderCB = worldRenderCB;
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worldPipe = pipe;
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}
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void
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DestroyWorldPipe(void)
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{
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rw::d3d::destroyVertexShader(neoWorld_VS);
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neoWorld_VS = nil;
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rw::d3d::destroyPixelShader(neoWorldVC_PS);
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neoWorldVC_PS = nil;
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((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
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worldPipe = nil;
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}
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/*
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* Neo Gloss pipe
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*/
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static void *neoGloss_VS;
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static void *neoGloss_PS;
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static void
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glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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{
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worldRenderCB(atomic, header);
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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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if(!GlossEnable)
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return;
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setVertexShader(neoGloss_VS);
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setPixelShader(neoGloss_PS);
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V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
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d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
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d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1);
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SetRenderState(VERTEXALPHA, TRUE);
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SetRenderState(SRCBLEND, BLENDONE);
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SetRenderState(DESTBLEND, BLENDONE);
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SetRenderState(ZWRITEENABLE, FALSE);
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SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
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InstanceData *inst = header->inst;
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for(rw::uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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if(m->texture){
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Texture *tex = GetGlossTex(m);
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if(tex){
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d3d::setTexture(0, tex);
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drawInst(header, inst);
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}
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}
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inst++;
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}
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SetRenderState(ZWRITEENABLE, TRUE);
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SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
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SetRenderState(SRCBLEND, BLENDSRCALPHA);
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SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
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}
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void
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CreateGlossPipe(void)
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{
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#include "shaders/neoGloss_VS.inc"
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neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
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assert(neoGloss_VS);
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#include "shaders/neoGloss_PS.inc"
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neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
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assert(neoGloss_PS);
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rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
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pipe->instanceCB = rw::d3d9::defaultInstanceCB;
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pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
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pipe->renderCB = glossRenderCB;
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glossPipe = pipe;
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}
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void
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DestroyGlossPipe(void)
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{
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rw::d3d::destroyVertexShader(neoGloss_VS);
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neoGloss_VS = nil;
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rw::d3d::destroyPixelShader(neoGloss_PS);
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neoGloss_PS = nil;
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((rw::d3d9::ObjPipeline*)glossPipe)->destroy();
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glossPipe = nil;
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}
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/*
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* Neo Rim pipes
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*/
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static void *neoRim_VS;
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static void *neoRimSkin_VS;
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static void
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uploadRimData(bool enable)
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{
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using namespace rw;
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using namespace rw::d3d;
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V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
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d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1);
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float rimData[4];
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rimData[0] = Offset.Get();
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rimData[1] = Scale.Get();
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if(enable)
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rimData[2] = Scaling.Get()*RimlightMult;
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else
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rimData[2] = 0.0f;
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rimData[3] = 0.0f;
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d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1);
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Color col = RampStart.Get();
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d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1);
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col = RampEnd.Get();
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d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1);
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}
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static void
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rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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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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if(!RimlightEnable){
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defaultRenderCB_Shader(atomic, header);
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return;
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}
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int vsBits;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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vsBits = lightingCB_Shader(atomic);
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uploadMatrices(atomic->getFrame()->getLTM());
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setVertexShader(neoRim_VS);
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uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
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InstanceData *inst = header->inst;
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for(rw::uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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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(header, inst);
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inst++;
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}
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}
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static void
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rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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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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if(!RimlightEnable){
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skinRenderCB(atomic, header);
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return;
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}
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int vsBits;
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setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
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vsBits = lightingCB_Shader(atomic);
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uploadMatrices(atomic->getFrame()->getLTM());
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uploadSkinMatrices(atomic);
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setVertexShader(neoRimSkin_VS);
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uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
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InstanceData *inst = header->inst;
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for(rw::uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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if(inst->material->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(header, inst);
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inst++;
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}
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}
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void
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CreateRimLightPipes(void)
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{
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if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
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else{
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char *fp = (char*)work_buff;
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fp = ReadTweakValueTable(fp, RampStart);
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fp = ReadTweakValueTable(fp, RampEnd);
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fp = ReadTweakValueTable(fp, Offset);
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fp = ReadTweakValueTable(fp, Scale);
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fp = ReadTweakValueTable(fp, Scaling);
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}
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#include "shaders/neoRim_VS.inc"
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neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
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assert(neoRim_VS);
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#include "shaders/neoRimSkin_VS.inc"
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neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
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assert(neoRimSkin_VS);
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rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
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pipe->instanceCB = rw::d3d9::defaultInstanceCB;
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pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
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pipe->renderCB = rimRenderCB;
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rimPipe = pipe;
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pipe = rw::d3d9::ObjPipeline::create();
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pipe->instanceCB = rw::d3d9::skinInstanceCB;
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pipe->uninstanceCB = nil;
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pipe->renderCB = rimSkinRenderCB;
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rimSkinPipe = pipe;
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}
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void
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DestroyRimLightPipes(void)
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{
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rw::d3d::destroyVertexShader(neoRim_VS);
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neoRim_VS = nil;
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rw::d3d::destroyVertexShader(neoRimSkin_VS);
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neoRimSkin_VS = nil;
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((rw::d3d9::ObjPipeline*)rimPipe)->destroy();
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rimPipe = nil;
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((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy();
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rimSkinPipe = nil;
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}
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}
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#endif
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#endif
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