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author | aap <aap@papnet.eu> | 2020-11-04 16:22:15 +0100 |
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committer | aap <aap@papnet.eu> | 2020-11-04 16:22:15 +0100 |
commit | 244b91ee80217ed220338c7cb0e4e98cc9fe085a (patch) | |
tree | fd07b4777ea92102f2b022244dafab360c31d4b6 /src/render/Renderer.cpp | |
parent | forget ifdef (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/render/Renderer.cpp | 144 |
1 files changed, 108 insertions, 36 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 5ff5aa22..01600c0d 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -7,6 +7,7 @@ #include "Treadable.h" #include "Ped.h" #include "Vehicle.h" +#include "Boat.h" #include "Heli.h" #include "Bike.h" #include "Object.h" @@ -334,6 +335,7 @@ CRenderer::RenderBoats(void) #ifndef LIBRW #error "Need librw for EXTENDED_PIPELINES" #endif +#include "WaterLevel.h" enum { // blend passes @@ -356,6 +358,34 @@ static BuildingInst blendInsts[3][2000]; static int numBlendInsts[3]; static void +SetStencilState(int state) +{ + switch(state){ + // disable stencil + case 0: + rw::d3d::setRenderState(D3DRS_STENCILENABLE, FALSE); + break; + // test against stencil + case 1: + rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE); + rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_NOTEQUAL); + rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); + rw::d3d::setRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); + rw::d3d::setRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); + rw::d3d::setRenderState(D3DRS_STENCILMASK, 0xFF); + rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF); + break; + // write to stencil + case 2: + rw::d3d::setRenderState(D3DRS_STENCILENABLE, TRUE); + rw::d3d::setRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); + rw::d3d::setRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); + rw::d3d::setRenderState(D3DRS_STENCILREF, 0xFF); + break; + } +} + +static void SetMatrix(BuildingInst *building, rw::Matrix *worldMat) { using namespace rw; @@ -448,6 +478,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha) 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]++; } @@ -506,6 +537,30 @@ struct BuildingInst static BuildingInst blendInsts[3][2000]; static int numBlendInsts[3]; +static void +SetStencilState(int state) +{ + switch(state){ + // disable stencil + case 0: + glDisable(GL_STENCIL_TEST); + break; + // test against stencil + case 1: + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_NOTEQUAL, 0xFF, 0xFF); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + glStencilMask(0xFF); + break; + // write to stencil + case 2: + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_ALWAYS, 0xFF, 0xFF); + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + break; + } +} + static bool IsTextureTransparent(RwTexture *tex) { @@ -595,6 +650,7 @@ AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha) 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]++; } @@ -643,6 +699,9 @@ RenderBlendPass(int pass) drawInst(building->instHeader, inst); } +#ifndef RW_GL_USE_VAOS + disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs); +#endif } } #endif @@ -774,6 +833,37 @@ CRenderer::RenderVehiclesAndPeds(void) } void +CRenderer::RenderTransparentWater(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::RenderTransparentWater(); + + SetStencilState(0); +} + +void CRenderer::ClearForFrame(void) { ms_nNoOfVisibleEntities = 0; @@ -1541,6 +1631,20 @@ 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) { CPtrNode *node; @@ -1557,15 +1661,7 @@ CRenderer::ScanBigBuildingList(CPtrList &list) vis = VIS_VISIBLE; switch(vis){ case VIS_VISIBLE: -#ifdef NEW_RENDERER - // TODO: this isn't quite right... - 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; + InsertEntityIntoList(ent); ent->bOffscreen = false; break; case VIS_STREAMME: @@ -1596,15 +1692,7 @@ CRenderer::ScanSectorList(CPtrList *lists) switch(SetupEntityVisibility(ent)){ case VIS_VISIBLE: -#ifdef NEW_RENDERER - // TODO: this isn't quite right... - 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; + InsertEntityIntoList(ent); break; case VIS_INVISIBLE: if(!IsGlass(ent->GetModelIndex())) @@ -1649,15 +1737,7 @@ CRenderer::ScanSectorList_Priority(CPtrList *lists) switch(SetupEntityVisibility(ent)){ case VIS_VISIBLE: -#ifdef NEW_RENDERER - // TODO: this isn't quite right... - 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; + InsertEntityIntoList(ent); break; case VIS_INVISIBLE: if(!IsGlass(ent->GetModelIndex())) @@ -1704,15 +1784,7 @@ CRenderer::ScanSectorList_Subway(CPtrList *lists) ent->bOffscreen = false; switch(SetupEntityVisibility(ent)){ case VIS_VISIBLE: -#ifdef NEW_RENDERER - // TODO: this isn't quite right... - 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; + InsertEntityIntoList(ent); break; case VIS_OFFSCREEN: ent->bOffscreen = true; |