From e906a807f197d962fc4a2154b1bddf8a99241984 Mon Sep 17 00:00:00 2001 From: aap Date: Sat, 9 Jan 2021 18:22:09 +0100 Subject: [PATCH] moved new renderer --- src/control/SceneEdit.cpp | 4 +- src/extras/custompipes.h | 8 + src/extras/custompipes_d3d9.cpp | 168 +++++++++++++++- src/extras/custompipes_gl.cpp | 171 ++++++++++++++++- src/render/Renderer.cpp | 328 +------------------------------- 5 files changed, 354 insertions(+), 325 deletions(-) diff --git a/src/control/SceneEdit.cpp b/src/control/SceneEdit.cpp index 20f09cb4..c793e027 100644 --- a/src/control/SceneEdit.cpp +++ b/src/control/SceneEdit.cpp @@ -331,7 +331,7 @@ void CSceneEdit::Draw(void) #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr); #else - CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr); + CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT, wstr); #endif if (nCommandDrawn == m_nCurrentCommand) CFont::SetColor(CRGBA(156, 91, 40, 255)); @@ -340,7 +340,7 @@ void CSceneEdit::Draw(void) #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr); #else - CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT), wstr); + CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT, wstr); #endif } } diff --git a/src/extras/custompipes.h b/src/extras/custompipes.h index ca3f0fb4..183b85da 100644 --- a/src/extras/custompipes.h +++ b/src/extras/custompipes.h @@ -134,4 +134,12 @@ void AttachRimPipe(rw::Clump *clump); } #endif + +namespace WorldRender{ +extern int numBlendInsts[3]; +void AtomicFirstPass(RpAtomic *atomic, int pass); +void AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha); +void RenderBlendPass(int pass); +} + #endif diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp index a195a4cc..d0984ffe 100644 --- a/src/extras/custompipes_d3d9.cpp +++ b/src/extras/custompipes_d3d9.cpp @@ -2,8 +2,6 @@ #include "common.h" #ifdef RW_D3D9 -#ifdef EXTENDED_PIPELINES - #include "main.h" #include "RwHelper.h" #include "Lights.h" @@ -16,6 +14,8 @@ #include "World.h" #include "custompipes.h" +#ifdef EXTENDED_PIPELINES + #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif @@ -554,4 +554,168 @@ DestroyRimLightPipes(void) } #endif + +#ifdef NEW_RENDERER +#ifndef LIBRW +#error "Need librw for NEW_PIPELINES" +#endif + +namespace WorldRender +{ + +struct BuildingInst +{ + rw::RawMatrix combinedMat; + rw::d3d9::InstanceDataHeader *instHeader; + uint8 fadeAlpha; + bool lighting; +}; +BuildingInst blendInsts[3][2000]; +int numBlendInsts[3]; + +static RwRGBAReal black; + +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. +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]++; +} + +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]++; +} + +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 + #endif diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index 5f372530..67be4afd 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -1,8 +1,6 @@ #include "common.h" #ifdef RW_OPENGL -#ifdef EXTENDED_PIPELINES - #include "main.h" #include "RwHelper.h" #include "Lights.h" @@ -15,6 +13,8 @@ #include "World.h" #include "custompipes.h" +#ifdef EXTENDED_PIPELINES + #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif @@ -615,4 +615,171 @@ CustomPipeRegisterGL(void) } #endif + +#ifdef NEW_RENDERER +#ifndef LIBRW +#error "Need librw for NEW_PIPELINES" +#endif + +namespace WorldRender +{ + +struct BuildingInst +{ + rw::Matrix matrix; + rw::gl3::InstanceDataHeader *instHeader; + uint8 fadeAlpha; + bool lighting; +}; +BuildingInst blendInsts[3][2000]; +int numBlendInsts[3]; + +static RwRGBAReal black; + +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. +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]++; +} + +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]++; +} + +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 + #endif diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 660b05fe..91a34592 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -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