2021-01-16 13:44:59 +00:00
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#define WITHD3D
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2020-08-18 08:58:15 +00:00
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#include "common.h"
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#ifdef RW_D3D9
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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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2021-01-09 17:22:02 +00:00
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#ifdef EXTENDED_PIPELINES
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2020-08-18 08:58:15 +00:00
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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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2021-02-06 15:33:17 +00:00
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rw::uint32 flags = atomic->geometry->flags;
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2020-08-18 08:58:15 +00:00
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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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2021-02-06 15:33:17 +00:00
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setMaterial(flags, m->color, m->surfaceProps);
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2020-08-18 08:58:15 +00:00
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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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2020-11-19 15:23:52 +00:00
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d3d::setTexture(1, nil);
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2020-08-18 08:58:15 +00:00
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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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2020-12-30 14:08:10 +00:00
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if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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2020-08-18 08:58:15 +00:00
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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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2021-02-06 15:33:17 +00:00
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#include "shaders/obj/neoVehicle_VS.inc"
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2020-08-18 08:58:15 +00:00
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neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
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assert(neoVehicle_VS);
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2021-02-06 15:33:17 +00:00
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#include "shaders/obj/neoVehicle_PS.inc"
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2020-08-18 08:58:15 +00:00
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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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2020-12-29 19:30:57 +00:00
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rw::d3d::destroyPixelShader(neoVehicle_PS);
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neoVehicle_PS = nil;
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2020-08-18 08:58:15 +00:00
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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 *neoWorldIII_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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2020-10-27 14:55:07 +00:00
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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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2020-08-18 08:58:15 +00:00
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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(neoWorldIII_PS);
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drawInst(header, inst);
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inst++;
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}
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2020-12-27 17:22:04 +00:00
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d3d::setTexture(1, nil);
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2020-08-18 08:58:15 +00:00
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}
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void
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CreateWorldPipe(void)
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{
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2020-12-30 14:08:10 +00:00
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if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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2020-08-18 08:58:15 +00:00
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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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2021-02-06 15:33:17 +00:00
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#include "shaders/obj/default_UV2_VS.inc"
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2020-08-18 08:58:15 +00:00
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neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
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assert(neoWorld_VS);
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2021-02-06 15:33:17 +00:00
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#include "shaders/obj/neoWorldIII_PS.inc"
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2020-08-18 08:58:15 +00:00
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neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso);
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assert(neoWorldIII_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(neoWorldIII_PS);
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neoWorldIII_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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2020-10-27 14:55:07 +00:00
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if(!GlossEnable)
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return;
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2020-08-18 08:58:15 +00:00
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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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2021-02-06 15:33:17 +00:00
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#include "shaders/obj/neoGloss_VS.inc"
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2020-08-18 08:58:15 +00:00
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neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
|
|
|
|
assert(neoGloss_VS);
|
|
|
|
|
2021-02-06 15:33:17 +00:00
|
|
|
#include "shaders/obj/neoGloss_PS.inc"
|
2020-08-18 08:58:15 +00:00
|
|
|
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)
|
|
|
|
{
|
2020-12-29 19:30:57 +00:00
|
|
|
rw::d3d::destroyVertexShader(neoGloss_VS);
|
|
|
|
neoGloss_VS = nil;
|
|
|
|
|
|
|
|
rw::d3d::destroyPixelShader(neoGloss_PS);
|
|
|
|
neoGloss_PS = nil;
|
|
|
|
|
2020-08-18 08:58:15 +00:00
|
|
|
((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;
|
|
|
|
|
2020-10-27 14:55:07 +00:00
|
|
|
if(!RimlightEnable){
|
|
|
|
defaultRenderCB_Shader(atomic, header);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-08-18 08:58:15 +00:00
|
|
|
int vsBits;
|
2021-02-06 15:33:17 +00:00
|
|
|
rw::uint32 flags = atomic->geometry->flags;
|
2020-08-18 08:58:15 +00:00
|
|
|
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);
|
|
|
|
|
2021-02-06 15:33:17 +00:00
|
|
|
setMaterial(flags, m->color, m->surfaceProps);
|
2020-08-18 08:58:15 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2020-10-27 14:55:07 +00:00
|
|
|
if(!RimlightEnable){
|
2020-10-27 15:15:30 +00:00
|
|
|
skinRenderCB(atomic, header);
|
2020-10-27 14:55:07 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-08-18 08:58:15 +00:00
|
|
|
int vsBits;
|
2021-02-06 15:33:17 +00:00
|
|
|
rw::uint32 flags = atomic->geometry->flags;
|
2020-08-18 08:58:15 +00:00
|
|
|
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);
|
|
|
|
|
2021-02-06 15:33:17 +00:00
|
|
|
setMaterial(flags, m->color, m->surfaceProps);
|
2020-08-18 08:58:15 +00:00
|
|
|
|
|
|
|
if(inst->material->texture){
|
|
|
|
d3d::setTexture(0, m->texture);
|
|
|
|
setPixelShader(default_tex_PS);
|
|
|
|
}else
|
|
|
|
setPixelShader(default_PS);
|
|
|
|
|
|
|
|
drawInst(header, inst);
|
|
|
|
inst++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CreateRimLightPipes(void)
|
|
|
|
{
|
2020-12-30 14:08:10 +00:00
|
|
|
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
2020-08-18 08:58:15 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2021-02-06 15:33:17 +00:00
|
|
|
#include "shaders/obj/neoRim_VS.inc"
|
2020-08-18 08:58:15 +00:00
|
|
|
neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
|
|
|
|
assert(neoRim_VS);
|
|
|
|
|
2021-02-06 15:33:17 +00:00
|
|
|
#include "shaders/obj/neoRimSkin_VS.inc"
|
2020-08-18 08:58:15 +00:00
|
|
|
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
|
2021-01-09 17:22:02 +00:00
|
|
|
|
|
|
|
#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);
|
2021-02-06 15:33:17 +00:00
|
|
|
rw::uint32 flags = atomic->geometry->flags;
|
2021-01-09 17:22:02 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2021-02-06 15:33:17 +00:00
|
|
|
setMaterial(flags, m->color, m->surfaceProps);
|
2021-01-09 17:22:02 +00:00
|
|
|
|
|
|
|
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;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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2021-02-06 15:33:17 +00:00
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setMaterial(color, m->surfaceProps); // always modulate here
|
2021-01-09 17:22:02 +00:00
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if(m->texture){
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d3d::setTexture(0, m->texture);
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|
|
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setPixelShader(default_tex_PS);
|
|
|
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}else
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|
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setPixelShader(default_PS);
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|
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|
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drawInst(building->instHeader, inst);
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|
|
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}
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|
|
|
}
|
|
|
|
}
|
|
|
|
}
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#endif
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|
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|
|
2020-08-18 08:58:15 +00:00
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#endif
|