From 50bf0f27a00eec43c1b92a9a0ae81b5916442ba2 Mon Sep 17 00:00:00 2001 From: aap Date: Wed, 2 Dec 2020 12:58:29 +0100 Subject: [PATCH] rpDefaultGeometryInstance --- src/rw/VisibilityPlugins.cpp | 91 +++++++++++++++++++++++++++++++++--- 1 file changed, 85 insertions(+), 6 deletions(-) diff --git a/src/rw/VisibilityPlugins.cpp b/src/rw/VisibilityPlugins.cpp index 68775c72..019a781e 100644 --- a/src/rw/VisibilityPlugins.cpp +++ b/src/rw/VisibilityPlugins.cpp @@ -31,14 +31,93 @@ float CVisibilityPlugins::ms_pedLod0Dist; float CVisibilityPlugins::ms_pedLod1Dist; float CVisibilityPlugins::ms_pedFadeDist; -#ifdef GTA_PS2 -void -rpDefaultGeometryInstance(RpGeometry *geo, void *atomic, int unk) +//#ifdef GTA_PS2 +#if 1 +// if wanted, delete the original geometry data after rendering +// and only keep the instanced data +bool +rpDefaultGeometryInstance(RpGeometry *geo, void *atomic, int del) { - // TODO - // this function seems to delete the original geometry data - // and only keep the instanced data +#if THIS_IS_COMPATIBLE_WITH_GTA3_RW31 + if(RpGeometryGetNumMorphTargets(geo) != 1) + return false; + + // this needs R*'s modification that geometry data is + // allocated separately from the geometry itself + geo->instanceFlags = rpGEOMETRYINSTANCE; AtomicDefaultRenderCallBack((RpAtomic*)atomic); + + if(!del) + return true; + + // New mesh without indices + RpMeshHeader *newheader = _rpMeshHeaderCreate(sizeof(RpMesh)*geo->mesh->numMeshes + sizeof(RpMeshHeader)); + newheader->numMeshes = geo->mesh->numMeshes; + newheader->serialNum = 1; + newheader->totalIndicesInMesh = 0; + newheader->firstMeshOffset = 0; + RpMesh *oldmesh = (RpMesh*)(geo->mesh+1); + RpMesh *newmesh = (RpMesh*)(newheader+1); + for(int i = 0; i < geo->mesh->numMeshes; i++){ + newmesh[i].indices = nil; + newmesh[i].numIndices = 0; + newmesh[i].material = oldmesh[i].material; + } + + geo->refCount++; + RpGeometryLock(geo, rpGEOMETRYLOCKPOLYGONS | rpGEOMETRYLOCKVERTICES | + rpGEOMETRYLOCKNORMALS | rpGEOMETRYLOCKPRELIGHT | + rpGEOMETRYLOCKTEXCOORDS1 | rpGEOMETRYLOCKTEXCOORDS2); + + // vertices and normals + RpMorphTarget *mt = RpGeometryGetMorphTarget(geo, 0); + if(mt->verts){ + RwFree(mt->verts); + mt->verts = nil; + mt->normals = nil; + } + geo->numVertices = 0; + + // triangles + for(int i = 0; i < RpGeometryGetNumTriangles(geo); i++){ + if(RpGeometryGetTriangles(geo)->matIndex == -1) + continue; + RpMaterialDestroy(_rpMaterialListGetMaterial(&geo->matList, RpGeometryGetTriangles(geo)->matIndex)); + } + if(RpGeometryGetTriangles(geo)){ + RwFree(RpGeometryGetTriangles(geo)); + geo->triangles = nil; + geo->numTriangles = 0; + } + + // tex coords + if(RpGeometryGetVertexTexCoords(geo, 1)){ + RwFree(RpGeometryGetVertexTexCoords(geo, 1)); + geo->texCoords[1] = nil; + } + if(RpGeometryGetVertexTexCoords(geo, 0)){ + RwFree(RpGeometryGetVertexTexCoords(geo, 0)); + geo->texCoords[0] = nil; + } + + // vertex colors + if(RpGeometryGetPreLightColors(geo)){ + RwFree(RpGeometryGetPreLightColors(geo)); + geo->preLitLum = nil; + } + + RpGeometryUnlock(geo); + + geo->instanceFlags = rpGEOMETRYPERSISTENT; + // BUG? don't we have to free the old mesh? + geo->mesh = newheader; + geo->refCount--; +#else + // We can do something for librw here actually, maybe later + AtomicDefaultRenderCallBack((RpAtomic*)atomic); +#endif + + return true; } RpAtomic*