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re3/src/extras/custompipes_d3d9.cpp

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#define WITHD3D
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#include "common.h"
#ifdef RW_D3D9
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
#include "Timecycle.h"
#include "FileMgr.h"
#include "Clock.h"
#include "Weather.h"
#include "TxdStore.h"
#include "Renderer.h"
#include "World.h"
#include "custompipes.h"
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#ifdef EXTENDED_PIPELINES
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#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
extern RwTexture *gpWhiteTexture; // from vehicle model info
namespace CustomPipes {
enum {
// rim pipe
VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights,
VSLOC_viewVec = VSLOC_boneMatrices + 64*3,
VSLOC_rampStart,
VSLOC_rampEnd,
VSLOC_rimData,
// gloss pipe
VSLOC_eye = rw::d3d::VSLOC_afterLights,
VSLOC_reflProps,
VSLOC_specLights
};
/*
* Neo Vehicle pipe
*/
static void *neoVehicle_VS;
static void *neoVehicle_PS;
void
uploadSpecLights(void)
{
struct VsLight {
rw::RGBAf color;
float pos[4]; // unused
rw::V3d dir;
float power;
} specLights[1 + NUMEXTRADIRECTIONALS];
memset(specLights, 0, sizeof(specLights));
for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
specLights[i].power = 1.0f;
float power = Power.Get();
Color speccol = SpecColor.Get();
specLights[0].color.red = speccol.r;
specLights[0].color.green = speccol.g;
specLights[0].color.blue = speccol.b;
specLights[0].dir = pDirect->getFrame()->getLTM()->at;
specLights[0].power = power;
for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
specLights[1+i].color = pExtraDirectionals[i]->color;
specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
specLights[1+i].power = power*2.0f;
}
}
rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS));
}
void
vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
// TODO: make this less of a kludge
if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
matFXGlobals.pipelines[rw::platform]->render(atomic);
return;
}
int vsBits;
rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadSpecLights();
uploadMatrices(atomic->getFrame()->getLTM());
setVertexShader(neoVehicle_VS);
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
float reflProps[4];
reflProps[0] = Fresnel.Get();
reflProps[1] = SpecColor.Get().a;
d3d::setTexture(1, EnvMapTex);
SetRenderState(SRCBLEND, BLENDONE);
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
reflProps[2] = m->surfaceProps.specular * VehicleShininess;
reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture)
d3d::setTexture(0, m->texture);
else
d3d::setTexture(0, gpWhiteTexture);
setPixelShader(neoVehicle_PS);
drawInst(header, inst);
inst++;
}
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d3d::setTexture(1, nil);
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SetRenderState(SRCBLEND, BLENDSRCALPHA);
}
void
CreateVehiclePipe(void)
{
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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");
else{
char *fp = (char*)work_buff;
fp = ReadTweakValueTable(fp, Fresnel);
fp = ReadTweakValueTable(fp, Power);
fp = ReadTweakValueTable(fp, DiffColor);
fp = ReadTweakValueTable(fp, SpecColor);
}
#include "shaders/obj/neoVehicle_VS.inc"
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neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
assert(neoVehicle_VS);
#include "shaders/obj/neoVehicle_PS.inc"
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neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
assert(neoVehicle_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = vehicleRenderCB;
vehiclePipe = pipe;
}
void
DestroyVehiclePipe(void)
{
rw::d3d::destroyVertexShader(neoVehicle_VS);
neoVehicle_VS = nil;
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rw::d3d::destroyPixelShader(neoVehicle_PS);
neoVehicle_PS = nil;
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((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil;
}
/*
* Neo World pipe
*/
static void *neoWorld_VS;
static void *neoWorldIII_PS;
static void
worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
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if(!LightmapEnable){
defaultRenderCB_Shader(atomic, header);
return;
}
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int vsBits;
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadMatrices(atomic->getFrame()->getLTM());
float lightfactor[4];
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
if(MatFX::getEffects(m) == MatFX::DUAL){
setVertexShader(neoWorld_VS);
MatFX *matfx = MatFX::get(m);
Texture *dualtex = matfx->getDualTexture();
if(dualtex == nil)
goto notex;
d3d::setTexture(1, dualtex);
lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
}else{
notex:
setVertexShader(default_amb_VS);
d3d::setTexture(1, nil);
lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
}
lightfactor[3] = m->color.alpha/255.0f;
d3d::setTexture(0, m->texture);
d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1);
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
RGBA color = { 255, 255, 255, m->color.alpha };
setMaterial(color, m->surfaceProps);
if(m->texture)
d3d::setTexture(0, m->texture);
else
d3d::setTexture(0, gpWhiteTexture);
setPixelShader(neoWorldIII_PS);
drawInst(header, inst);
inst++;
}
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d3d::setTexture(1, nil);
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}
void
CreateWorldPipe(void)
{
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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");
else
ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
#include "shaders/obj/default_UV2_VS.inc"
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neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
assert(neoWorld_VS);
#include "shaders/obj/neoWorldIII_PS.inc"
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neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso);
assert(neoWorldIII_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = worldRenderCB;
worldPipe = pipe;
}
void
DestroyWorldPipe(void)
{
rw::d3d::destroyVertexShader(neoWorld_VS);
neoWorld_VS = nil;
rw::d3d::destroyPixelShader(neoWorldIII_PS);
neoWorldIII_PS = nil;
((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
worldPipe = nil;
}
/*
* Neo Gloss pipe
*/
static void *neoGloss_VS;
static void *neoGloss_PS;
static void
glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
worldRenderCB(atomic, header);
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
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if(!GlossEnable)
return;
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setVertexShader(neoGloss_VS);
setPixelShader(neoGloss_PS);
V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1);
SetRenderState(VERTEXALPHA, TRUE);
SetRenderState(SRCBLEND, BLENDONE);
SetRenderState(DESTBLEND, BLENDONE);
SetRenderState(ZWRITEENABLE, FALSE);
SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
if(m->texture){
Texture *tex = GetGlossTex(m);
if(tex){
d3d::setTexture(0, tex);
drawInst(header, inst);
}
}
inst++;
}
SetRenderState(ZWRITEENABLE, TRUE);
SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
SetRenderState(SRCBLEND, BLENDSRCALPHA);
SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
}
void
CreateGlossPipe(void)
{
#include "shaders/obj/neoGloss_VS.inc"
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neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
assert(neoGloss_VS);
#include "shaders/obj/neoGloss_PS.inc"
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neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
assert(neoGloss_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = glossRenderCB;
glossPipe = pipe;
}
void
DestroyGlossPipe(void)
{
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rw::d3d::destroyVertexShader(neoGloss_VS);
neoGloss_VS = nil;
rw::d3d::destroyPixelShader(neoGloss_PS);
neoGloss_PS = nil;
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((rw::d3d9::ObjPipeline*)glossPipe)->destroy();
glossPipe = nil;
}
/*
* Neo Rim pipes
*/
static void *neoRim_VS;
static void *neoRimSkin_VS;
static void
uploadRimData(bool enable)
{
using namespace rw;
using namespace rw::d3d;
V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1);
float rimData[4];
rimData[0] = Offset.Get();
rimData[1] = Scale.Get();
if(enable)
rimData[2] = Scaling.Get()*RimlightMult;
else
rimData[2] = 0.0f;
rimData[3] = 0.0f;
d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1);
Color col = RampStart.Get();
d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1);
col = RampEnd.Get();
d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1);
}
static void
rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
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if(!RimlightEnable){
defaultRenderCB_Shader(atomic, header);
return;
}
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int vsBits;
rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadMatrices(atomic->getFrame()->getLTM());
setVertexShader(neoRim_VS);
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(header, inst);
inst++;
}
}
static void
rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
{
using namespace rw;
using namespace rw::d3d;
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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int vsBits;
rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
0, header->vertexStream[0].stride);
setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
vsBits = lightingCB_Shader(atomic);
uploadMatrices(atomic->getFrame()->getLTM());
uploadSkinMatrices(atomic);
setVertexShader(neoRimSkin_VS);
uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
setMaterial(flags, m->color, m->surfaceProps);
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if(inst->material->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(header, inst);
inst++;
}
}
void
CreateRimLightPipes(void)
{
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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");
else{
char *fp = (char*)work_buff;
fp = ReadTweakValueTable(fp, RampStart);
fp = ReadTweakValueTable(fp, RampEnd);
fp = ReadTweakValueTable(fp, Offset);
fp = ReadTweakValueTable(fp, Scale);
fp = ReadTweakValueTable(fp, Scaling);
}
#include "shaders/obj/neoRim_VS.inc"
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neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
assert(neoRim_VS);
#include "shaders/obj/neoRimSkin_VS.inc"
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neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
assert(neoRimSkin_VS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
pipe->renderCB = rimRenderCB;
rimPipe = pipe;
pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::skinInstanceCB;
pipe->uninstanceCB = nil;
pipe->renderCB = rimSkinRenderCB;
rimSkinPipe = pipe;
}
void
DestroyRimLightPipes(void)
{
rw::d3d::destroyVertexShader(neoRim_VS);
neoRim_VS = nil;
rw::d3d::destroyVertexShader(neoRimSkin_VS);
neoRimSkin_VS = nil;
((rw::d3d9::ObjPipeline*)rimPipe)->destroy();
rimPipe = nil;
((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy();
rimSkinPipe = nil;
}
}
#endif
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#ifdef NEW_RENDERER
#ifndef LIBRW
#error "Need librw for NEW_PIPELINES"
#endif
namespace WorldRender
{
struct BuildingInst
{
rw::RawMatrix combinedMat;
rw::d3d9::InstanceDataHeader *instHeader;
uint8 fadeAlpha;
bool lighting;
};
BuildingInst blendInsts[3][2000];
int numBlendInsts[3];
static RwRGBAReal black;
static void
SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
{
using namespace rw;
RawMatrix world, worldview;
Camera *cam = engine->currentCamera;
convMatrix(&world, worldMat);
RawMatrix::mult(&worldview, &world, &cam->devView);
RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
}
static bool
IsTextureTransparent(RwTexture *tex)
{
if(tex == nil || tex->raster == nil)
return false;
return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
}
// Render all opaque meshes and put atomics that needs blending
// into the deferred list.
void
AtomicFirstPass(RpAtomic *atomic, int pass)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
atomic->getPipeline()->instance(atomic);
building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = 255;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
rw::uint32 flags = atomic->geometry->flags;
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bool setupDone = false;
bool defer = false;
SetMatrix(building, atomic->getFrame()->getLTM());
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
Material *m = inst->material;
if(inst->vertexAlpha || m->color.alpha != 255 ||
IsTextureTransparent(m->texture)){
defer = true;
continue;
}
// alright we're rendering this atomic
if(!setupDone){
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
setIndices(building->instHeader->indexBuffer);
setVertexDeclaration(building->instHeader->vertexDeclaration);
setVertexShader(default_amb_VS);
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
if(building->lighting)
setAmbient(pAmbient->color);
else
setAmbient(black);
setupDone = true;
}
setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(building->instHeader, inst);
}
if(defer)
numBlendInsts[pass]++;
}
void
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
atomic->getPipeline()->instance(atomic);
building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
assert(building->instHeader != nil);
assert(building->instHeader->platform == PLATFORM_D3D9);
building->fadeAlpha = fadeAlpha;
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
SetMatrix(building, atomic->getFrame()->getLTM());
numBlendInsts[pass]++;
}
void
RenderBlendPass(int pass)
{
using namespace rw;
using namespace rw::d3d;
using namespace rw::d3d9;
setVertexShader(default_amb_VS);
int i;
for(i = 0; i < numBlendInsts[pass]; i++){
BuildingInst *building = &blendInsts[pass][i];
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
setIndices(building->instHeader->indexBuffer);
setVertexDeclaration(building->instHeader->vertexDeclaration);
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
if(building->lighting)
setAmbient(pAmbient->color);
else
setAmbient(black);
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
Material *m = inst->material;
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
continue; // already done this one
rw::RGBA color = m->color;
color.alpha = (color.alpha * building->fadeAlpha)/255;
setMaterial(color, m->surfaceProps); // always modulate here
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if(m->texture){
d3d::setTexture(0, m->texture);
setPixelShader(default_tex_PS);
}else
setPixelShader(default_PS);
drawInst(building->instHeader, inst);
}
}
}
}
#endif
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#endif