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rpDefaultGeometryInstance

This commit is contained in:
aap 2020-12-02 12:58:29 +01:00
parent f576311814
commit 50bf0f27a0

View file

@ -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*