first version of new renderer

This commit is contained in:
aap 2021-01-05 11:12:48 +01:00
parent 042e21115e
commit e6ef2f12de
11 changed files with 837 additions and 13 deletions

View File

@ -252,6 +252,7 @@ enum Config {
#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
#define SCREEN_DROPLETS // neo water droplets
#define NEW_RENDERER // leeds-like world rendering, needs librw
#endif
#ifndef EXTENDED_COLOURFILTER

View File

@ -121,6 +121,13 @@ bool gbPrintMemoryUsage;
#define FOUND_GAME_TO_LOAD b_FoundRecentSavedGameWantToLoad
#endif
#ifdef NEW_RENDERER
bool gbNewRenderer;
#define CLEARMODE (rwCAMERACLEARZ | rwCAMERACLEARSTENCIL)
#else
#define CLEARMODE (rwCAMERACLEARZ)
#endif
void
ValidateVersion()
{
@ -168,7 +175,7 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &TopColor.rwRGBA, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
@ -190,7 +197,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return false;
@ -1160,9 +1167,126 @@ DisplayGameDebugText()
}
#endif
#ifdef NEW_RENDERER
bool gbRenderRoads = true;
bool gbRenderEverythingBarRoads = true;
//bool gbRenderFadingInUnderwaterEntities = true;
bool gbRenderFadingInEntities = true;
bool gbRenderWater = true;
bool gbRenderBoats = true;
bool gbRenderVehicles = true;
bool gbRenderWorld0 = true;
bool gbRenderWorld1 = true;
bool gbRenderWorld2 = true;
void
MattRenderScene(void)
{
// this calls CMattRenderer::Render
/// CWorld::AdvanceCurrentScanCode();
// CMattRenderer::ResetRenderStates
/// CRenderer::ClearForFrame(); // before ConstructRenderList
// CClock::CalcEnvMapTimeMultiplicator
if(gbRenderWater)
CRenderer::RenderWater(); // actually CMattRenderer::RenderWater
// CClock::ms_EnvMapTimeMultiplicator = 1.0f;
// cWorldStream::ClearDynamics
/// CRenderer::ConstructRenderList(); // before PreRender
if(gbRenderWorld0)
CRenderer::RenderWorld(0); // roads
// CMattRenderer::ResetRenderStates
/// CRenderer::PreRender(); // has to be called before BeginUpdate because of cutscene shadows
CCoronas::RenderReflections();
if(gbRenderWorld1)
CRenderer::RenderWorld(1); // opaque
if(gbRenderRoads)
CRenderer::RenderRoads();
CRenderer::RenderPeds();
if(gbRenderBoats)
CRenderer::RenderBoats();
//if(gbRenderFadingInUnderwaterEntities)
// CRenderer::RenderFadingInUnderwaterEntities();
if(gbRenderEverythingBarRoads)
CRenderer::RenderEverythingBarRoads();
// get env map here?
// moved this:
// CRenderer::RenderFadingInEntities();
}
void
RenderScene_new(void)
{
CClouds::Render();
DoRWRenderHorizon();
MattRenderScene();
DefinedState();
// CMattRenderer::ResetRenderStates
// moved CRenderer::RenderBoats to before transparent water
}
// TODO
bool FredIsInFirstPersonCam(void) { return false; }
void
RenderEffects_new(void)
{
CShadows::RenderStaticShadows();
// CRenderer::GenerateEnvironmentMap
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CRubbish::Render();
// these aren't really effects
DefinedState();
if(FredIsInFirstPersonCam()){
DefinedState();
C3dMarkers::Render(); // normally rendered in CSpecialFX::Render()
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
if(gbRenderVehicles)
CRenderer::RenderVehicles();
}else{
// flipped these two, seems to give the best result
if(gbRenderWorld2)
CRenderer::RenderWorld(2); // transparent
if(gbRenderVehicles)
CRenderer::RenderVehicles();
}
// better render these after transparent world
if(gbRenderFadingInEntities)
CRenderer::RenderFadingInEntities();
// actual effects here
CGlass::Render();
// CMattRenderer::ResetRenderStates
DefinedState();
CWeather::RenderRainStreaks();
// CWeather::AddSnow
CWaterCannons::Render();
CAntennas::Render();
CSpecialFX::Render();
CCoronas::Render();
CParticle::Render();
CPacManPickups::Render();
CWeaponEffects::Render();
CPointLights::RenderFogEffect();
CMovingThings::Render();
CRenderer::RenderFirstPersonVehicle();
}
#endif
void
RenderScene(void)
{
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderScene_new();
return;
}
#endif
CClouds::Render();
DoRWRenderHorizon();
CRenderer::RenderRoads();
@ -1195,6 +1319,12 @@ RenderDebugShit(void)
void
RenderEffects(void)
{
#ifdef NEW_RENDERER
if(gbNewRenderer){
RenderEffects_new();
return;
}
#endif
CGlass::Render();
CWaterCannons::Render();
CSpecialFX::Render();
@ -1390,6 +1520,12 @@ Idle(void *arg)
PUSH_MEMID(MEMID_RENDERLIST);
tbStartTimer(0, "CnstrRenderList");
#ifdef NEW_RENDERER
if(gbNewRenderer){
CWorld::AdvanceCurrentScanCode(); // don't think this is even necessary
CRenderer::ClearForFrame();
}
#endif
CRenderer::ConstructRenderList();
tbEndTimer("CnstrRenderList");
@ -1457,7 +1593,7 @@ Idle(void *arg)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
goto popret;
}
@ -1523,7 +1659,7 @@ FrontendIdle(void)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
if(!RsCameraBeginUpdate(Scene.camera))
return;
@ -1780,7 +1916,7 @@ void TheGame(void)
CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
#endif
CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
RwCameraClear(Scene.camera, &gColourTop, CLEARMODE);
RsCameraBeginUpdate(Scene.camera);
}

View File

@ -48,3 +48,8 @@ void TheModelViewer(void);
void LoadINISettings();
void SaveINISettings();
#endif
#ifdef NEW_RENDERER
extern bool gbNewRenderer;
bool FredIsInFirstPersonCam(void);
#endif

View File

@ -558,6 +558,30 @@ DebugMenuPopulate(void)
DebugMenuAddVarBool8("Render", "Frame limiter", &FrontEndMenuManager.m_PrefsFrameLimiter, nil);
DebugMenuAddVarBool8("Render", "VSynch", &FrontEndMenuManager.m_PrefsVsync, nil);
DebugMenuAddVar("Render", "Max FPS", &RsGlobal.maxFPS, nil, 1, 1, 1000, nil);
#ifdef NEW_RENDERER
DebugMenuAddVarBool8("Render", "new renderer", &gbNewRenderer, nil);
extern bool gbRenderRoads;
extern bool gbRenderEverythingBarRoads;
//extern bool gbRenderFadingInUnderwaterEntities;
extern bool gbRenderFadingInEntities;
extern bool gbRenderWater;
extern bool gbRenderBoats;
extern bool gbRenderVehicles;
extern bool gbRenderWorld0;
extern bool gbRenderWorld1;
extern bool gbRenderWorld2;
DebugMenuAddVarBool8("Render", "gbRenderRoads", &gbRenderRoads, nil);
DebugMenuAddVarBool8("Render", "gbRenderEverythingBarRoads", &gbRenderEverythingBarRoads, nil);
// DebugMenuAddVarBool8("Render", "gbRenderFadingInUnderwaterEntities", &gbRenderFadingInUnderwaterEntities, nil);
DebugMenuAddVarBool8("Render", "gbRenderFadingInEntities", &gbRenderFadingInEntities, nil);
DebugMenuAddVarBool8("Render", "gbRenderWater", &gbRenderWater, nil);
DebugMenuAddVarBool8("Render", "gbRenderBoats", &gbRenderBoats, nil);
DebugMenuAddVarBool8("Render", "gbRenderVehicles", &gbRenderVehicles, nil);
DebugMenuAddVarBool8("Render", "gbRenderWorld0", &gbRenderWorld0, nil);
DebugMenuAddVarBool8("Render", "gbRenderWorld1", &gbRenderWorld1, nil);
DebugMenuAddVarBool8("Render", "gbRenderWorld2", &gbRenderWorld2, nil);
#endif
#ifdef EXTENDED_COLOURFILTER
static const char *filternames[] = { "None", "Simple", "Normal", "Mobile" };
e = DebugMenuAddVar("Render", "Colourfilter", &CPostFX::EffectSwitch, nil, 1, CPostFX::POSTFX_OFF, CPostFX::POSTFX_MOBILE, filternames);

View File

@ -1,3 +1,4 @@
#define WITH_D3D
#include "common.h"
#include "main.h"
@ -6,6 +7,7 @@
#include "Treadable.h"
#include "Ped.h"
#include "Vehicle.h"
#include "Boat.h"
#include "Heli.h"
#include "Object.h"
#include "PathFind.h"
@ -68,6 +70,12 @@ int32 CRenderer::ms_nNoOfVisibleEntities;
CEntity *CRenderer::ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
CEntity *CRenderer::ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
int32 CRenderer::ms_nNoOfInVisibleEntities;
#ifdef NEW_RENDERER
int32 CRenderer::ms_nNoOfVisibleVehicles;
CEntity *CRenderer::ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
int32 CRenderer::ms_nNoOfVisibleBuildings;
CEntity *CRenderer::ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
#endif
CVector CRenderer::ms_vecCameraPosition;
CVehicle *CRenderer::m_pFirstPersonVehicle;
@ -109,6 +117,20 @@ CRenderer::PreRender(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++)
ms_aVisibleEntityPtrs[i]->PreRender();
#ifdef NEW_RENDERER
if(gbNewRenderer){
for(i = 0; i < ms_nNoOfVisibleVehicles; i++)
ms_aVisibleVehiclePtrs[i]->PreRender();
// How is this done with cWorldStream?
for(i = 0; i < ms_nNoOfVisibleBuildings; i++)
ms_aVisibleBuildingPtrs[i]->PreRender();
for(node = CVisibilityPlugins::m_alphaBuildingList.head.next;
node != &CVisibilityPlugins::m_alphaBuildingList.tail;
node = node->next)
((CEntity*)node->item.entity)->PreRender();
}
#endif
for (i = 0; i < ms_nNoOfInVisibleEntities; i++) {
#ifdef SQUEEZE_PERFORMANCE
if (ms_aInVisibleEntityPtrs[i]->IsVehicle() && ((CVehicle*)ms_aInVisibleEntityPtrs[i])->IsHeli())
@ -241,6 +263,8 @@ CRenderer::RenderFirstPersonVehicle(void)
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
}
inline bool IsRoad(CEntity *e) { return e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable(); }
void
CRenderer::RenderRoads(void)
{
@ -254,7 +278,7 @@ CRenderer::RenderRoads(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
t = (CTreadable*)ms_aVisibleEntityPtrs[i];
if(t->IsBuilding() && t->GetIsATreadable()){
if(IsRoad(t)){
#ifndef MASTER
if(gbShowCarRoadGroups || gbShowPedRoadGroups){
int ind = 0;
@ -288,7 +312,7 @@ CRenderer::RenderEverythingBarRoads(void)
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
e = ms_aVisibleEntityPtrs[i];
if(e->IsBuilding() && ((CBuilding*)e)->GetIsATreadable())
if(IsRoad(e))
continue;
#ifdef EXTENDED_PIPELINES
@ -349,6 +373,556 @@ CRenderer::RenderBoats(void)
}
}
#ifdef NEW_RENDERER
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
#include "WaterLevel.h"
enum {
// blend passes
PASS_NOZ, // no z-write
PASS_ADD, // additive
PASS_BLEND // normal blend
};
static RwRGBAReal black;
static void
SetStencilState(int state)
{
switch(state){
// disable stencil
case 0:
rw::SetRenderState(rw::STENCILENABLE, FALSE);
break;
// test against stencil
case 1:
rw::SetRenderState(rw::STENCILENABLE, TRUE);
rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILNOTEQUAL);
rw::SetRenderState(rw::STENCILPASS, rw::STENCILKEEP);
rw::SetRenderState(rw::STENCILFAIL, rw::STENCILKEEP);
rw::SetRenderState(rw::STENCILZFAIL, rw::STENCILKEEP);
rw::SetRenderState(rw::STENCILFUNCTIONMASK, 0xFF);
rw::SetRenderState(rw::STENCILFUNCTIONREF, 0xFF);
break;
// write to stencil
case 2:
rw::SetRenderState(rw::STENCILENABLE, TRUE);
rw::SetRenderState(rw::STENCILFUNCTION, rw::STENCILALWAYS);
rw::SetRenderState(rw::STENCILPASS, rw::STENCILREPLACE);
rw::SetRenderState(rw::STENCILFUNCTIONREF, 0xFF);
break;
}
}
#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)
{
if(ent->m_rwObject == nil)
return;
ent->bImBeingRendered = true; // TODO: this seems wrong, but do we even need it?
assert(RwObjectGetType(ent->m_rwObject) == rpATOMIC);
RpAtomic *atomic = (RpAtomic*)ent->m_rwObject;
CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(ent->GetModelIndex());
int pass = PASS_BLEND;
if(mi->m_additive) // very questionable
pass = PASS_ADD;
if(mi->m_noZwrite)
pass = PASS_NOZ;
if(ent->bDistanceFade){
RpAtomic *lodatm;
float fadefactor;
uint32 alpha;
lodatm = mi->GetAtomicFromDistance(camdist - FADE_DISTANCE);
fadefactor = (mi->GetLargestLodDistance() - (camdist - FADE_DISTANCE))/FADE_DISTANCE;
if(fadefactor > 1.0f)
fadefactor = 1.0f;
alpha = mi->m_alpha * fadefactor;
if(alpha == 255)
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);
}
}else
AtomicFirstPass(atomic, pass);
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
}
void
CRenderer::RenderWorld(int pass)
{
int i;
CEntity *e;
CLink<CVisibilityPlugins::AlphaObjectInfo> *node;
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
DeActivateDirectional();
SetAmbientColours();
// Temporary...have to figure out sorting better
switch(pass){
case 0:
// Roads
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
e = ms_aVisibleBuildingPtrs[i];
if(e->bIsBIGBuilding || IsRoad(e))
RenderOneBuilding(e);
}
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
node != &CVisibilityPlugins::m_alphaBuildingList.head;
node = node->prev){
e = node->item.entity;
if(e->bIsBIGBuilding || IsRoad(e))
RenderOneBuilding(e, node->item.sort);
}
// KLUDGE for road puddles which have to be rendered at road-time
// only very temporary, there are more rendering issues
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RenderBlendPass(PASS_BLEND);
numBlendInsts[PASS_BLEND] = 0;
break;
case 1:
// Opaque
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
for(i = 0; i < ms_nNoOfVisibleBuildings; i++){
e = ms_aVisibleBuildingPtrs[i];
if(!(e->bIsBIGBuilding || IsRoad(e)))
RenderOneBuilding(e);
}
for(node = CVisibilityPlugins::m_alphaBuildingList.tail.prev;
node != &CVisibilityPlugins::m_alphaBuildingList.head;
node = node->prev){
e = node->item.entity;
if(!(e->bIsBIGBuilding || IsRoad(e)))
RenderOneBuilding(e, node->item.sort);
}
// Now we have iterated through all visible buildings (unsorted and sorted)
// and the transparency list is done.
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
RenderBlendPass(PASS_NOZ);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
break;
case 2:
// Transparent
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RenderBlendPass(PASS_ADD);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RenderBlendPass(PASS_BLEND);
break;
}
}
void
CRenderer::RenderPeds(void)
{
int i;
CEntity *e;
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsPed())
RenderOneNonRoad(e);
}
}
void
CRenderer::RenderVehicles(void)
{
int i;
CEntity *e;
EntityInfo ei;
CLink<EntityInfo> *node;
// not the real thing
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(!e->IsVehicle())
continue;
// if(PutIntoSortedVehicleList((CVehicle*)e))
// continue; // boats handled elsewhere
ei.ent = e;
ei.sort = (ms_vecCameraPosition - e->GetPosition()).MagnitudeSqr();
gSortedVehiclesAndPeds.InsertSorted(ei);
}
for(node = gSortedVehiclesAndPeds.tail.prev;
node != &gSortedVehiclesAndPeds.head;
node = node->prev)
RenderOneNonRoad(node->item.ent);
}
void
CRenderer::RenderWater(void)
{
int i;
CEntity *e;
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
SetStencilState(2);
for(i = 0; i < ms_nNoOfVisibleVehicles; i++){
e = ms_aVisibleVehiclePtrs[i];
if(e->IsVehicle() && ((CVehicle*)e)->IsBoat())
((CBoat*)e)->RenderWaterOutPolys();
}
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
SetStencilState(1);
CWaterLevel::RenderWater();
SetStencilState(0);
}
void
CRenderer::ClearForFrame(void)
{
ms_nNoOfVisibleEntities = 0;
ms_nNoOfVisibleVehicles = 0;
ms_nNoOfVisibleBuildings = 0;
ms_nNoOfInVisibleEntities = 0;
gSortedVehiclesAndPeds.Clear();
numBlendInsts[PASS_NOZ] = 0;
numBlendInsts[PASS_ADD] = 0;
numBlendInsts[PASS_BLEND] = 0;
}
#endif
void
CRenderer::RenderFadingInEntities(void)
{
@ -634,9 +1208,14 @@ CRenderer::SetupBigBuildingVisibility(CEntity *ent)
void
CRenderer::ConstructRenderList(void)
{
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
ms_nNoOfVisibleEntities = 0;
ms_nNoOfInVisibleEntities = 0;
}
ms_vecCameraPosition = TheCamera.GetPosition();
// unused
@ -1122,6 +1701,20 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
}
}
void
CRenderer::InsertEntityIntoList(CEntity *ent)
{
#ifdef NEW_RENDERER
// TODO: there are more flags being checked here
if(gbNewRenderer && (ent->IsVehicle() || ent->IsPed()))
ms_aVisibleVehiclePtrs[ms_nNoOfVisibleVehicles++] = ent;
else if(gbNewRenderer && ent->IsBuilding())
ms_aVisibleBuildingPtrs[ms_nNoOfVisibleBuildings++] = ent;
else
#endif
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
}
void
CRenderer::ScanBigBuildingList(CPtrList &list)
{
@ -1136,7 +1729,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list)
#endif
if(!ent->bZoneCulled){
if(SetupBigBuildingVisibility(ent) == VIS_VISIBLE)
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
#ifndef MASTER
EntitiesRendered++;
RenderedBigBuildings++;
@ -1167,7 +1760,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
if(IsEntityCullZoneVisible(ent)){
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
break;
case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex()))
@ -1210,7 +1803,7 @@ CRenderer::ScanSectorList(CPtrList *lists)
break;
}
#endif
}else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){
}else if(IsRoad(ent) && !CStreaming::ms_disableStreaming){
if(SetupEntityVisibility(ent) == VIS_STREAMME)
if(!m_loadingPriority || CStreaming::ms_numModelsRequested < 10)
CStreaming::RequestModel(ent->GetModelIndex(), 0);
@ -1243,7 +1836,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
if(IsEntityCullZoneVisible(ent)){
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
break;
case VIS_INVISIBLE:
if(!IsGlass(ent->GetModelIndex()))
@ -1289,7 +1882,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists)
break;
}
#endif
}else if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable() && !CStreaming::ms_disableStreaming){
}else if(IsRoad(ent) && !CStreaming::ms_disableStreaming){
if(SetupEntityVisibility(ent) == VIS_STREAMME)
CStreaming::RequestModel(ent->GetModelIndex(), 0);
}else{
@ -1320,7 +1913,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists)
ent->m_scanCode = CWorld::GetCurrentScanCode();
switch(SetupEntityVisibility(ent)){
case VIS_VISIBLE:
ms_aVisibleEntityPtrs[ms_nNoOfVisibleEntities++] = ent;
InsertEntityIntoList(ent);
break;
case VIS_OFFSCREEN:
dx = ms_vecCameraPosition.x - ent->GetPosition().x;

View File

@ -40,6 +40,13 @@ class CRenderer
static CEntity *ms_aVisibleEntityPtrs[NUMVISIBLEENTITIES];
static int32 ms_nNoOfInVisibleEntities;
static CEntity *ms_aInVisibleEntityPtrs[NUMINVISIBLEENTITIES];
#ifdef NEW_RENDERER
static int32 ms_nNoOfVisibleVehicles;
static CEntity *ms_aVisibleVehiclePtrs[NUMVISIBLEENTITIES];
// for cWorldStream emulation
static int32 ms_nNoOfVisibleBuildings;
static CEntity *ms_aVisibleBuildingPtrs[NUMVISIBLEENTITIES];
#endif
static CVector ms_vecCameraPosition;
static CVehicle *m_pFirstPersonVehicle;
@ -90,4 +97,15 @@ public:
static bool IsVehicleCullZoneVisible(CEntity *ent);
static void RemoveVehiclePedLights(CEntity *ent, bool reset);
#ifdef NEW_RENDERER
static void ClearForFrame(void);
static void RenderPeds(void);
static void RenderVehicles(void); // also renders peds in LCS
static void RenderOneBuilding(CEntity *ent, float camdist = 0.0f);
static void RenderWorld(int pass); // like cWorldStream::Render(int)
static void RenderWater(void); // keep-out polys and water
#endif
static void InsertEntityIntoList(CEntity *ent);
};

View File

@ -141,6 +141,9 @@ CSpecialFX::Render(void)
CBrightLights::Render();
CShinyTexts::Render();
CMoneyMessages::Render();
#ifdef NEW_RENDERER
if(!(gbNewRenderer && FredIsInFirstPersonCam()))
#endif
C3dMarkers::Render();
}

View File

@ -2,6 +2,7 @@
#include "RwHelper.h"
#include "templates.h"
#include "main.h"
#include "Entity.h"
#include "ModelInfo.h"
#include "Lights.h"
@ -14,6 +15,9 @@
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaList;
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaEntityList;
#ifdef NEW_RENDERER
CLinkList<CVisibilityPlugins::AlphaObjectInfo> CVisibilityPlugins::m_alphaBuildingList;
#endif
int32 CVisibilityPlugins::ms_atomicPluginOffset = -1;
int32 CVisibilityPlugins::ms_framePluginOffset = -1;
@ -158,6 +162,12 @@ CVisibilityPlugins::Initialise(void)
#endif // ASPECT_RATIO_SCALE
m_alphaEntityList.head.item.sort = 0.0f;
m_alphaEntityList.tail.item.sort = 100000000.0f;
#ifdef NEW_RENDERER
m_alphaBuildingList.Init(NUMALPHAENTITYLIST);
m_alphaBuildingList.head.item.sort = 0.0f;
m_alphaBuildingList.tail.item.sort = 100000000.0f;
#endif
}
void
@ -165,12 +175,18 @@ CVisibilityPlugins::Shutdown(void)
{
m_alphaList.Shutdown();
m_alphaEntityList.Shutdown();
#ifdef NEW_RENDERER
m_alphaBuildingList.Shutdown();
#endif
}
void
CVisibilityPlugins::InitAlphaEntityList(void)
{
m_alphaEntityList.Clear();
#ifdef NEW_RENDERER
m_alphaBuildingList.Clear();
#endif
}
bool
@ -179,6 +195,10 @@ CVisibilityPlugins::InsertEntityIntoSortedList(CEntity *e, float dist)
AlphaObjectInfo item;
item.entity = e;
item.sort = dist;
#ifdef NEW_RENDERER
if(gbNewRenderer && e->IsBuilding())
return !!m_alphaBuildingList.InsertSorted(item);
#endif
bool ret = !!m_alphaEntityList.InsertSorted(item);
// if(!ret)
// printf("list full %d\n", m_alphaEntityList.Count());

View File

@ -22,6 +22,9 @@ public:
static CLinkList<AlphaObjectInfo> m_alphaList;
static CLinkList<AlphaObjectInfo> m_alphaEntityList;
#ifdef NEW_RENDERER
static CLinkList<AlphaObjectInfo> m_alphaBuildingList;
#endif
static RwCamera *ms_pCamera;
static RwV3d *ms_pCameraPosn;
static float ms_cullCompsDist;

View File

@ -1,5 +1,6 @@
#include "common.h"
#include "main.h"
#include "General.h"
#include "Timecycle.h"
#include "HandlingMgr.h"
@ -719,6 +720,15 @@ CBoat::Render()
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
RenderWaterOutPolys(); // not separate function in III
}
void
CBoat::RenderWaterOutPolys(void)
{
KeepWaterOutIndices[0] = 0;
KeepWaterOutIndices[1] = 2;
KeepWaterOutIndices[2] = 1;
@ -758,19 +768,29 @@ CBoat::Render()
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
}
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
}
#ifdef NEW_RENDERER
if(!gbNewRenderer)
#endif
{
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
}
void
CBoat::Teleport(CVector v)

View File

@ -54,6 +54,7 @@ public:
virtual bool IsComponentPresent(int32 component) { return true; }
virtual void BlowUpCar(CEntity *ent);
void RenderWaterOutPolys(void);
void ApplyWaterResistance(void);
void SetupModelNodes();
void PruneWakeTrail(void);