2020-08-19 14:10:22 +00:00
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#include "common.h"
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#ifdef RW_OPENGL
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#ifdef EXTENDED_PIPELINES
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#include "main.h"
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#include "RwHelper.h"
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#include "Lights.h"
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#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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namespace CustomPipes {
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static int32 u_viewVec;
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static int32 u_rampStart;
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static int32 u_rampEnd;
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static int32 u_rimData;
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static int32 u_lightMap;
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static int32 u_eye;
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static int32 u_reflProps;
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static int32 u_specDir;
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static int32 u_specColor;
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#define U(i) currentShader->uniformLocations[i]
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/*
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* Neo Vehicle pipe
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*/
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rw::gl3::Shader *neoVehicleShader;
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static void
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uploadSpecLights(void)
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{
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using namespace rw::gl3;
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rw::RGBAf colors[1 + NUMEXTRADIRECTIONALS];
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struct {
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rw::V3d dir;
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float power;
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} dirs[1 + NUMEXTRADIRECTIONALS];
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memset(colors, 0, sizeof(colors));
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memset(dirs, 0, sizeof(dirs));
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for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
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dirs[i].power = 1.0f;
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float power = Power.Get();
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Color speccol = SpecColor.Get();
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colors[0].red = speccol.r;
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colors[0].green = speccol.g;
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colors[0].blue = speccol.b;
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dirs[0].dir = pDirect->getFrame()->getLTM()->at;
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dirs[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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colors[1+i] = pExtraDirectionals[i]->color;
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dirs[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
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dirs[1+i].power = power*2.0f;
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}
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}
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glUniform4fv(U(u_specDir), 1 + NUMEXTRADIRECTIONALS, (float*)&dirs);
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glUniform4fv(U(u_specColor), 1 + NUMEXTRADIRECTIONALS, (float*)&colors);
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}
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static void
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vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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{
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using namespace rw;
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using namespace rw::gl3;
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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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Material *m;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
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setAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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InstanceData *inst = header->inst;
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rw::int32 n = header->numMeshes;
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neoVehicleShader->use();
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V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
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glUniform3fv(U(u_eye), 1, (float*)&eyePos);
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uploadSpecLights();
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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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setTexture(1, EnvMapTex);
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SetRenderState(SRCBLEND, BLENDONE);
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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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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glUniform4fv(U(u_reflProps), 1, reflProps);
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drawInst(header, inst);
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inst++;
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}
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SetRenderState(SRCBLEND, BLENDSRCALPHA);
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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void
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CreateVehiclePipe(void)
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{
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using namespace rw;
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using namespace rw::gl3;
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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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{
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#ifdef RW_GLES2
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#include "gl2_shaders/neoVehicle_fs_gl2.inc"
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#include "gl2_shaders/neoVehicle_vs_gl2.inc"
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#else
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#include "shaders/neoVehicle_fs_gl3.inc"
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#include "shaders/neoVehicle_vs_gl3.inc"
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#endif
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const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
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neoVehicleShader = Shader::create(vs, fs);
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assert(neoVehicleShader);
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}
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rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
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pipe->instanceCB = rw::gl3::defaultInstanceCB;
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pipe->uninstanceCB = nil;
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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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neoVehicleShader->destroy();
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neoVehicleShader = nil;
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((rw::gl3::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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rw::gl3::Shader *neoWorldShader;
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static void
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worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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{
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using namespace rw;
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using namespace rw::gl3;
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2020-10-27 14:55:07 +00:00
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if(!LightmapEnable){
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gl3::defaultRenderCB(atomic, header);
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return;
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}
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2020-08-19 14:10:22 +00:00
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Material *m;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
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setAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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InstanceData *inst = header->inst;
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rw::int32 n = header->numMeshes;
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neoWorldShader->use();
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float lightfactor[4];
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while(n--){
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m = inst->material;
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if(MatFX::getEffects(m) == MatFX::DUAL){
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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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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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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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glUniform4fv(U(u_lightMap), 1, lightfactor);
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RGBA color = { 255, 255, 255, m->color.alpha };
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setMaterial(color, m->surfaceProps);
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setTexture(0, m->texture);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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drawInst(header, inst);
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inst++;
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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void
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CreateWorldPipe(void)
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{
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using namespace rw;
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using namespace rw::gl3;
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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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{
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#ifdef RW_GLES2
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#include "gl2_shaders/neoWorldIII_fs_gl2.inc"
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#include "gl2_shaders/default_UV2_gl2.inc"
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#else
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#include "shaders/neoWorldVC_fs_gl3.inc"
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#include "shaders/default_UV2_gl3.inc"
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#endif
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const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil };
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neoWorldShader = Shader::create(vs, fs);
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assert(neoWorldShader);
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}
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rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
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pipe->instanceCB = rw::gl3::defaultInstanceCB;
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pipe->uninstanceCB = nil;
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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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neoWorldShader->destroy();
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neoWorldShader = nil;
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((rw::gl3::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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rw::gl3::Shader *neoGlossShader;
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static void
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glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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{
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using namespace rw;
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using namespace rw::gl3;
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worldRenderCB(atomic, header);
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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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2020-08-19 14:10:22 +00:00
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Material *m;
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
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setAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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InstanceData *inst = header->inst;
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rw::int32 n = header->numMeshes;
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neoGlossShader->use();
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V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
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glUniform3fv(U(u_eye), 1, (float*)&eyePos);
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glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult);
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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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while(n--){
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m = inst->material;
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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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Texture *tex = GetGlossTex(m);
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if(tex){
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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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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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void
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CreateGlossPipe(void)
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{
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using namespace rw;
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using namespace rw::gl3;
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/neoGloss_fs_gl2.inc"
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#include "gl2_shaders/neoGloss_vs_gl2.inc"
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#else
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#include "shaders/neoGloss_fs_gl3.inc"
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#include "shaders/neoGloss_vs_gl3.inc"
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#endif
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const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
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neoGlossShader = Shader::create(vs, fs);
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assert(neoGlossShader);
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}
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rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
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pipe->instanceCB = rw::gl3::defaultInstanceCB;
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pipe->uninstanceCB = nil;
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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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neoGlossShader->destroy();
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neoGlossShader = nil;
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((rw::gl3::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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rw::gl3::Shader *neoRimShader;
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rw::gl3::Shader *neoRimSkinShader;
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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::gl3;
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V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
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glUniform3fv(U(u_viewVec), 1, (float*)&viewVec);
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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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glUniform3fv(U(u_rimData), 1, rimData);
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Color col = RampStart.Get();
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glUniform4fv(U(u_rampStart), 1, (float*)&col);
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col = RampEnd.Get();
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glUniform4fv(U(u_rampEnd), 1, (float*)&col);
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}
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static void
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rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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{
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using namespace rw;
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using namespace rw::gl3;
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2020-10-27 14:55:07 +00:00
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if(!RimlightEnable){
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gl3::skinRenderCB(atomic, header);
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return;
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}
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2020-08-19 14:10:22 +00:00
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Material *m;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
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setAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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InstanceData *inst = header->inst;
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rw::int32 n = header->numMeshes;
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neoRimSkinShader->use();
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uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
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uploadSkinMatrices(atomic);
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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drawInst(header, inst);
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inst++;
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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static void
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rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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{
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using namespace rw;
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using namespace rw::gl3;
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2020-10-27 14:55:07 +00:00
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if(!RimlightEnable){
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gl3::defaultRenderCB(atomic, header);
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return;
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}
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2020-08-19 14:10:22 +00:00
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Material *m;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
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setAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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InstanceData *inst = header->inst;
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rw::int32 n = header->numMeshes;
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neoRimShader->use();
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uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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drawInst(header, inst);
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inst++;
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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}
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void
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CreateRimLightPipes(void)
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{
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using namespace rw::gl3;
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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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{
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#ifdef RW_GLES2
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#include "gl2_shaders/simple_fs_gl2.inc"
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#include "gl2_shaders/neoRimSkin_gl2.inc"
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#else
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#include "shaders/simple_fs_gl3.inc"
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#include "shaders/neoRimSkin_gl3.inc"
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#endif
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const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimSkinShader = Shader::create(vs, fs);
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assert(neoRimSkinShader);
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}
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/simple_fs_gl2.inc"
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#include "gl2_shaders/neoRim_gl2.inc"
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#else
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#include "shaders/simple_fs_gl3.inc"
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#include "shaders/neoRim_gl3.inc"
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#endif
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const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimShader = Shader::create(vs, fs);
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assert(neoRimShader);
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}
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rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
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pipe->instanceCB = rw::gl3::defaultInstanceCB;
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pipe->uninstanceCB = nil;
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pipe->renderCB = rimRenderCB;
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rimPipe = pipe;
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pipe = rw::gl3::ObjPipeline::create();
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pipe->instanceCB = rw::gl3::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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neoRimShader->destroy();
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neoRimShader = nil;
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neoRimSkinShader->destroy();
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neoRimSkinShader = nil;
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((rw::gl3::ObjPipeline*)rimPipe)->destroy();
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rimPipe = nil;
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((rw::gl3::ObjPipeline*)rimSkinPipe)->destroy();
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rimSkinPipe = nil;
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}
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void
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CustomPipeRegisterGL(void)
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{
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u_viewVec = rw::gl3::registerUniform("u_viewVec");
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u_rampStart = rw::gl3::registerUniform("u_rampStart");
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u_rampEnd = rw::gl3::registerUniform("u_rampEnd");
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u_rimData = rw::gl3::registerUniform("u_rimData");
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u_lightMap = rw::gl3::registerUniform("u_lightMap");
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u_eye = rw::gl3::registerUniform("u_eye");
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u_reflProps = rw::gl3::registerUniform("u_reflProps");
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u_specDir = rw::gl3::registerUniform("u_specDir");
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u_specColor = rw::gl3::registerUniform("u_specColor");
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}
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}
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#endif
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#endif
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