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authoraap <aap@papnet.eu>2021-01-09 18:22:09 +0100
committeraap <aap@papnet.eu>2021-01-09 18:22:09 +0100
commite906a807f197d962fc4a2154b1bddf8a99241984 (patch)
tree32ec6c27bf91362e61c74af326252986f3670cfa
parentfix fix (diff)
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Diffstat (limited to '')
-rw-r--r--src/control/SceneEdit.cpp4
-rw-r--r--src/extras/custompipes.h8
-rw-r--r--src/extras/custompipes_d3d9.cpp168
-rw-r--r--src/extras/custompipes_gl.cpp171
-rw-r--r--src/render/Renderer.cpp328
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