mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 11:40:00 +00:00
moved new renderer; implemented leeds building rendering
This commit is contained in:
parent
203dff9165
commit
03c5fdef43
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@ -124,7 +124,7 @@ bool gbPrintMemoryUsage;
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#endif
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#ifdef NEW_RENDERER
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bool gbNewRenderer;
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bool gbNewRenderer = true;
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#endif
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#ifdef FIX_BUGS
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// need to clear stencil for mblur fx. no idea why it works in the original game
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@ -133,5 +133,12 @@ void AttachRimPipe(rw::Clump *clump);
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}
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namespace WorldRender{
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extern int numBlendInsts[3];
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void AtomicFirstPass(RpAtomic *atomic, int pass);
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void AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha);
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void RenderBlendPass(int pass);
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}
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#endif
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#endif
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@ -201,7 +201,6 @@ worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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using namespace rw::d3d;
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using namespace rw::d3d9;
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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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@ -547,5 +546,191 @@ DestroyRimLightPipes(void)
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}
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#ifdef NEW_RENDERER
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namespace WorldRender
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{
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struct BuildingInst
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{
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rw::RawMatrix combinedMat;
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rw::d3d9::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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BuildingInst blendInsts[3][2000];
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int numBlendInsts[3];
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static RwRGBAReal black;
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static void
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SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
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{
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using namespace rw;
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RawMatrix world, worldview;
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Camera *cam = engine->currentCamera;
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convMatrix(&world, worldMat);
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RawMatrix::mult(&worldview, &world, &cam->devView);
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RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
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}
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static bool
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IsTextureTransparent(RwTexture *tex)
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{
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if(tex == nil || tex->raster == nil)
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return false;
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return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
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}
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// Render all opaque meshes and put atomics that needs blending
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// into the deferred list.
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void
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AtomicFirstPass(RpAtomic *atomic, int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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bool setupDone = false;
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bool defer = false;
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SetMatrix(building, atomic->getFrame()->getLTM());
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float colorscale[4];
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
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Material *m = inst->material;
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if(inst->vertexAlpha || m->color.alpha != 255 ||
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IsTextureTransparent(m->texture)){
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defer = true;
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continue;
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}
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// alright we're rendering this atomic
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if(!setupDone){
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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setVertexShader(CustomPipes::leedsBuilding_VS);
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setPixelShader(CustomPipes::scale_PS);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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RGBAf amb, emiss;
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amb.red = CTimeCycle::GetAmbientRed();
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amb.green = CTimeCycle::GetAmbientGreen();
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amb.blue = CTimeCycle::GetAmbientBlue();
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amb.alpha = 1.0f;
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emiss = pAmbient->color;
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d3ddevice->SetVertexShaderConstantF(CustomPipes::VSLOC_ambient, (float*)&amb, 1);
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d3ddevice->SetVertexShaderConstantF(CustomPipes::VSLOC_emissive, (float*)&emiss, 1);
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colorscale[3] = 1.0f;
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setupDone = true;
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}
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float cs = 1.0f;
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if(m->texture)
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cs = 255/128.0f;
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colorscale[0] = colorscale[1] = colorscale[2] = cs;
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d3ddevice->SetPixelShaderConstantF(CustomPipes::PSLOC_colorscale, colorscale, 1);
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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); // actually we don't even render this
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setMaterial(m->color, m->surfaceProps, 0.5f);
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drawInst(building->instHeader, inst);
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}
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if(defer)
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numBlendInsts[pass]++;
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}
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void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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SetMatrix(building, atomic->getFrame()->getLTM());
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numBlendInsts[pass]++;
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}
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void
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RenderBlendPass(int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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setVertexShader(CustomPipes::leedsBuilding_VS);
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setPixelShader(CustomPipes::scale_PS);
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float colorscale[4];
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colorscale[3] = 1.0f;
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
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BuildingInst *building = &blendInsts[pass][i];
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
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Material *m = inst->material;
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if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
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continue; // already done this one
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float cs = 1.0f;
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if(m->texture)
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cs = 255/128.0f;
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colorscale[0] = colorscale[1] = colorscale[2] = cs;
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d3ddevice->SetPixelShaderConstantF(CustomPipes::PSLOC_colorscale, colorscale, 1);
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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); // actually we don't even render this
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(m->color, m->surfaceProps, 0.5f);
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drawInst(building->instHeader, inst);
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}
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}
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}
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}
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#endif
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#endif
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#endif
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@ -245,7 +245,7 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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setTexture(0, m->texture);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(m->color, m->surfaceProps, 0.5f);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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@ -616,5 +616,190 @@ CustomPipeRegisterGL(void)
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}
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#ifdef NEW_RENDERER
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namespace WorldRender
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{
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struct BuildingInst
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{
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rw::Matrix matrix;
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rw::gl3::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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BuildingInst blendInsts[3][2000];
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int numBlendInsts[3];
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static RwRGBAReal black;
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static bool
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IsTextureTransparent(RwTexture *tex)
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{
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if(tex == nil || tex->raster == nil)
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return false;
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return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
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}
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// Render all opaque meshes and put atomics that needs blending
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// into the deferred list.
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void
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AtomicFirstPass(RpAtomic *atomic, int pass)
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{
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using namespace rw;
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using namespace rw::gl3;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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bool setupDone = false;
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bool defer = false;
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building->matrix = *atomic->getFrame()->getLTM();
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float colorscale[4];
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
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Material *m = inst->material;
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if(inst->vertexAlpha || m->color.alpha != 255 ||
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IsTextureTransparent(m->texture)){
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defer = true;
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continue;
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}
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// alright we're rendering this atomic
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if(!setupDone){
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CustomPipes::leedsWorldShader->use();
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// defaultShader->use();
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setWorldMatrix(&building->matrix);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(building->instHeader->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
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setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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RGBAf amb, emiss;
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amb.red = CTimeCycle::GetAmbientRed();
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amb.green = CTimeCycle::GetAmbientGreen();
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amb.blue = CTimeCycle::GetAmbientBlue();
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amb.alpha = 1.0f;
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emiss = pAmbient->color;
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glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb);
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glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss);
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colorscale[3] = 1.0f;
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps, 0.5f);
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float cs = 1.0f;
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if(m->texture)
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cs = 255/128.0f;
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colorscale[0] = colorscale[1] = colorscale[2] = cs;
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glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale);
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setTexture(0, m->texture);
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drawInst(building->instHeader, inst);
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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if(defer)
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numBlendInsts[pass]++;
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}
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void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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{
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using namespace rw;
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using namespace rw::gl3;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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building->matrix = *atomic->getFrame()->getLTM();
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numBlendInsts[pass]++;
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}
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void
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RenderBlendPass(int pass)
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{
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using namespace rw;
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using namespace rw::gl3;
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CustomPipes::leedsWorldShader->use();
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RGBAf amb, emiss;
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amb.red = CTimeCycle::GetAmbientRed();
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amb.green = CTimeCycle::GetAmbientGreen();
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amb.blue = CTimeCycle::GetAmbientBlue();
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amb.alpha = 1.0f;
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emiss = pAmbient->color;
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glUniform4fv(U(CustomPipes::u_amb), 1, (float*)&amb);
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glUniform4fv(U(CustomPipes::u_emiss), 1, (float*)&emiss);
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float colorscale[4];
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colorscale[3] = 1.0f;
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
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BuildingInst *building = &blendInsts[pass][i];
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(building->instHeader->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
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setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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setWorldMatrix(&building->matrix);
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
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Material *m = inst->material;
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if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
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continue; // already done this one
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps, 0.5f);
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float cs = 1.0f;
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if(m->texture)
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cs = 255/128.0f;
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colorscale[0] = colorscale[1] = colorscale[2] = cs;
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glUniform4fv(U(CustomPipes::u_colorscale), 1, colorscale);
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setTexture(0, m->texture);
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drawInst(building->instHeader, inst);
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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}
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}
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}
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#endif
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#endif
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#endif
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@ -1,6 +1,8 @@
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uniform vec4 u_amb;
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uniform vec4 u_emiss;
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#define surfEmissive (u_surfProps.w)
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VSIN(ATTRIB_POS) vec3 in_pos;
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VSOUT vec4 v_color;
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@ -18,7 +20,7 @@ main(void)
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v_color = in_color;
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v_color.rgb *= u_amb.rgb;
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v_color.rgb += u_emiss.rgb;
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v_color.rgb += u_emiss.rgb*surfEmissive;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color.a *= u_matColor.a;
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Binary file not shown.
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@ -1,5 +1,8 @@
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#include "standardConstants.h"
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#define surfEmissive (surfProps.w)
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float4 emissive : register(c41);
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float4 ambient : register(c42);
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@ -33,7 +36,7 @@ VS_out main(in VS_in input)
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output.Color = input.Prelight;
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output.Color.rgb *= ambient.rgb;
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output.Color.rgb += emissive.rgb;
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output.Color.rgb += emissive.rgb*surfEmissive;
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output.Color = clamp(output.Color, 0.0, 1.0);
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output.Color.a *= matCol.a;
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@ -1,36 +1,40 @@
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static unsigned char leedsBuilding_VS_cso[] = {
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0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x42, 0x00, 0x43, 0x54, 0x41, 0x42,
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0x1c, 0x00, 0x00, 0x00, 0xd3, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
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0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0xcc, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00,
|
||||
0x01, 0x00, 0xaa, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x98, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
|
||||
0xa4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb4, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x88, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xbd, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00,
|
||||
0x01, 0x00, 0x3a, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xc5, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00,
|
||||
0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
|
||||
0x65, 0x6e, 0x74, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62,
|
||||
0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00,
|
||||
0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x65, 0x6d, 0x69, 0x73, 0x73, 0x69, 0x76, 0x65, 0x00, 0x66, 0x6f, 0x67,
|
||||
0x44, 0x61, 0x74, 0x61, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00,
|
||||
0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f,
|
||||
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53,
|
||||
0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d,
|
||||
0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39,
|
||||
0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05,
|
||||
0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x07, 0x80, 0x2a, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x29, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x4a, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x06, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0xea, 0x00, 0x00, 0x00, 0x94, 0x00, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00,
|
||||
0x01, 0x00, 0xaa, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xac, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
|
||||
0xb8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x9c, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xd1, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00,
|
||||
0x01, 0x00, 0x3a, 0x00, 0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xd9, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00,
|
||||
0x9c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, 0x9c, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69, 0x65, 0x6e, 0x74, 0x00,
|
||||
0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62, 0x69, 0x6e, 0x65, 0x64,
|
||||
0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x6d, 0x69, 0x73,
|
||||
0x73, 0x69, 0x76, 0x65, 0x00, 0x66, 0x6f, 0x67, 0x44, 0x61, 0x74, 0x61,
|
||||
0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x73, 0x75, 0x72, 0x66,
|
||||
0x50, 0x72, 0x6f, 0x70, 0x73, 0x00, 0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30,
|
||||
0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28,
|
||||
0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64,
|
||||
0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20,
|
||||
0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31,
|
||||
0x31, 0x00, 0xab, 0xab, 0x51, 0x00, 0x00, 0x05, 0x04, 0x00, 0x0f, 0xa0,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
|
||||
0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80,
|
||||
0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80,
|
||||
0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80,
|
||||
0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0x80,
|
||||
0x29, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x90, 0x2a, 0x00, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
|
||||
0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0,
|
||||
|
|
|
@ -2,6 +2,8 @@ const char *leedsBuilding_vert_src =
|
|||
"uniform vec4 u_amb;\n"
|
||||
"uniform vec4 u_emiss;\n"
|
||||
|
||||
"#define surfEmissive (u_surfProps.w)\n"
|
||||
|
||||
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
|
@ -19,7 +21,7 @@ const char *leedsBuilding_vert_src =
|
|||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb *= u_amb.rgb;\n"
|
||||
" v_color.rgb += u_emiss.rgb;\n"
|
||||
" v_color.rgb += u_emiss.rgb*surfEmissive;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color.a *= u_matColor.a;\n"
|
||||
|
||||
|
|
|
@ -347,8 +347,6 @@ enum {
|
|||
PASS_BLEND // normal blend
|
||||
};
|
||||
|
||||
static RwRGBAReal black;
|
||||
|
||||
static void
|
||||
SetStencilState(int state)
|
||||
{
|
||||
|
@ -377,314 +375,6 @@ SetStencilState(int state)
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef RW_D3D9
|
||||
struct BuildingInst
|
||||
{
|
||||
rw::RawMatrix combinedMat;
|
||||
rw::d3d9::InstanceDataHeader *instHeader;
|
||||
uint8 fadeAlpha;
|
||||
bool lighting;
|
||||
};
|
||||
static BuildingInst blendInsts[3][2000];
|
||||
static int numBlendInsts[3];
|
||||
|
||||
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.
|
||||
static 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);
|
||||
|
||||
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(m->color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
setPixelShader(default_tex_PS);
|
||||
}else
|
||||
setPixelShader(default_PS);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
if(defer)
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static 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]++;
|
||||
}
|
||||
|
||||
static void
|
||||
RenderBlendPass(int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::d3d;
|
||||
using namespace rw::d3d9;
|
||||
|
||||
setVertexShader(default_amb_VS);
|
||||
|
||||
int i;
|
||||
for(i = 0; i < numBlendInsts[pass]; i++){
|
||||
BuildingInst *building = &blendInsts[pass][i];
|
||||
|
||||
setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
|
||||
setIndices(building->instHeader->indexBuffer);
|
||||
setVertexDeclaration(building->instHeader->vertexDeclaration);
|
||||
d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
|
||||
if(building->lighting)
|
||||
setAmbient(pAmbient->color);
|
||||
else
|
||||
setAmbient(black);
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
|
||||
Material *m = inst->material;
|
||||
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
|
||||
continue; // already done this one
|
||||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
|
||||
if(m->texture){
|
||||
d3d::setTexture(0, m->texture);
|
||||
setPixelShader(default_tex_PS);
|
||||
}else
|
||||
setPixelShader(default_PS);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef RW_GL3
|
||||
struct BuildingInst
|
||||
{
|
||||
rw::Matrix matrix;
|
||||
rw::gl3::InstanceDataHeader *instHeader;
|
||||
uint8 fadeAlpha;
|
||||
bool lighting;
|
||||
};
|
||||
static BuildingInst blendInsts[3][2000];
|
||||
static int numBlendInsts[3];
|
||||
|
||||
static bool
|
||||
IsTextureTransparent(RwTexture *tex)
|
||||
{
|
||||
if(tex == nil || tex->raster == nil)
|
||||
return false;
|
||||
return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
|
||||
}
|
||||
|
||||
// Render all opaque meshes and put atomics that needs blending
|
||||
// into the deferred list.
|
||||
static void
|
||||
AtomicFirstPass(RpAtomic *atomic, int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
|
||||
assert(building->instHeader != nil);
|
||||
assert(building->instHeader->platform == PLATFORM_GL3);
|
||||
building->fadeAlpha = 255;
|
||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
lights.numDirectionals = 0;
|
||||
lights.numLocals = 0;
|
||||
if(building->lighting)
|
||||
lights.ambient = pAmbient->color;
|
||||
else
|
||||
lights.ambient = black;
|
||||
|
||||
bool setupDone = false;
|
||||
bool defer = false;
|
||||
building->matrix = *atomic->getFrame()->getLTM();
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
|
||||
Material *m = inst->material;
|
||||
|
||||
if(inst->vertexAlpha || m->color.alpha != 255 ||
|
||||
IsTextureTransparent(m->texture)){
|
||||
defer = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// alright we're rendering this atomic
|
||||
if(!setupDone){
|
||||
defaultShader->use();
|
||||
setWorldMatrix(&building->matrix);
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
glBindVertexArray(building->instHeader->vao);
|
||||
#else
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
|
||||
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
setLights(&lights);
|
||||
setupDone = true;
|
||||
}
|
||||
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
if(defer)
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static void
|
||||
AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
|
||||
|
||||
atomic->getPipeline()->instance(atomic);
|
||||
building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
|
||||
assert(building->instHeader != nil);
|
||||
assert(building->instHeader->platform == PLATFORM_GL3);
|
||||
building->fadeAlpha = fadeAlpha;
|
||||
building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
|
||||
building->matrix = *atomic->getFrame()->getLTM();
|
||||
numBlendInsts[pass]++;
|
||||
}
|
||||
|
||||
static void
|
||||
RenderBlendPass(int pass)
|
||||
{
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
defaultShader->use();
|
||||
WorldLights lights;
|
||||
lights.numAmbients = 1;
|
||||
lights.numDirectionals = 0;
|
||||
lights.numLocals = 0;
|
||||
|
||||
int i;
|
||||
for(i = 0; i < numBlendInsts[pass]; i++){
|
||||
BuildingInst *building = &blendInsts[pass][i];
|
||||
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
glBindVertexArray(building->instHeader->vao);
|
||||
#else
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
|
||||
setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
setWorldMatrix(&building->matrix);
|
||||
if(building->lighting)
|
||||
lights.ambient = pAmbient->color;
|
||||
else
|
||||
lights.ambient = black;
|
||||
setLights(&lights);
|
||||
|
||||
InstanceData *inst = building->instHeader->inst;
|
||||
for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
|
||||
Material *m = inst->material;
|
||||
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
|
||||
continue; // already done this one
|
||||
|
||||
rw::RGBA color = m->color;
|
||||
color.alpha = (color.alpha * building->fadeAlpha)/255;
|
||||
setMaterial(color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
drawInst(building->instHeader, inst);
|
||||
}
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
||||
{
|
||||
|
@ -715,16 +405,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
|||
alpha = mi->m_alpha * fadefactor;
|
||||
|
||||
if(alpha == 255)
|
||||
AtomicFirstPass(atomic, pass);
|
||||
WorldRender::AtomicFirstPass(atomic, pass);
|
||||
else{
|
||||
// not quite sure what this is about, do we have to do that?
|
||||
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
|
||||
if(geo != RpAtomicGetGeometry(atomic))
|
||||
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
|
||||
AtomicFullyTransparent(atomic, pass, alpha);
|
||||
WorldRender::AtomicFullyTransparent(atomic, pass, alpha);
|
||||
}
|
||||
}else
|
||||
AtomicFirstPass(atomic, pass);
|
||||
WorldRender::AtomicFirstPass(atomic, pass);
|
||||
|
||||
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
||||
}
|
||||
|
@ -779,16 +469,16 @@ CRenderer::RenderWorld(int pass)
|
|||
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
||||
RenderBlendPass(PASS_NOZ);
|
||||
WorldRender::RenderBlendPass(PASS_NOZ);
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
break;
|
||||
case 2:
|
||||
// Transparent
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
||||
RenderBlendPass(PASS_ADD);
|
||||
WorldRender::RenderBlendPass(PASS_ADD);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
RenderBlendPass(PASS_BLEND);
|
||||
WorldRender::RenderBlendPass(PASS_BLEND);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -872,9 +562,9 @@ CRenderer::ClearForFrame(void)
|
|||
ms_nNoOfInVisibleEntities = 0;
|
||||
gSortedVehiclesAndPeds.Clear();
|
||||
|
||||
numBlendInsts[PASS_NOZ] = 0;
|
||||
numBlendInsts[PASS_ADD] = 0;
|
||||
numBlendInsts[PASS_BLEND] = 0;
|
||||
WorldRender::numBlendInsts[PASS_NOZ] = 0;
|
||||
WorldRender::numBlendInsts[PASS_ADD] = 0;
|
||||
WorldRender::numBlendInsts[PASS_BLEND] = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue