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authorSergeanur <s.anureev@yandex.ua>2020-07-29 14:34:57 +0200
committerSergeanur <s.anureev@yandex.ua>2020-07-29 14:34:57 +0200
commitacdc52116ea78b4ebf065b23b0cd48d7e41c711a (patch)
treed50d8667825d3d9e9f99d4948d349e1ffc4e3f97 /src
parentsome fakerw additions for shadows; update librw (diff)
parentAdd forgotten file (diff)
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Diffstat (limited to '')
-rw-r--r--src/control/Pickups.cpp33
-rw-r--r--src/core/Camera.cpp4
-rw-r--r--src/core/Fire.cpp7
-rw-r--r--src/core/Game.cpp18
-rw-r--r--src/core/Pad.cpp1
-rw-r--r--src/core/SurfaceTable.h10
-rw-r--r--src/core/config.h4
-rw-r--r--src/render/Shadows.cpp3
-rw-r--r--src/rw/RwDualPass.cpp247
-rw-r--r--src/rw/RwHelper.cpp40
-rw-r--r--src/rw/RwHelper.h8
-rw-r--r--src/rw/RwMatFX.cpp10
-rw-r--r--src/skel/glfw/glfw.cpp5
-rw-r--r--src/skel/win/win.cpp28
14 files changed, 377 insertions, 41 deletions
diff --git a/src/control/Pickups.cpp b/src/control/Pickups.cpp
index 6576be7f..3a7b3a90 100644
--- a/src/control/Pickups.cpp
+++ b/src/control/Pickups.cpp
@@ -720,15 +720,9 @@ CPickups::DoPickUpEffects(CEntity *entity)
const CVector& pos = entity->GetPosition();
if (doOuterGlow) {
float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
- CShadows::StoreStaticShadow(
- (uintptr)entity,
- SHADOWTYPE_ADDITIVE,
- gpShadowExplosionTex,
- &pos,
- 2.0f, 0.0f, 0.0f, -2.0f,
- 255, // this is 0 on PC which results in no shadow
- aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
- 4.0f, 1.0f, 40.0f, false, 0.0f);
+ CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0,
+ aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier, 4.0f,
+ 1.0f, 40.0f, false, 0.0f);
float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
@@ -792,11 +786,8 @@ CPickups::DoMineEffects(CEntity *entity)
float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x1FF) * DEGTORAD(360.0f / 0x200));
int32 red = (MAXDIST - dist) * (0.5f * s + 0.5f) / MAXDIST * 64.0f;
- CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos,
- 2.0f, 0.0f, 0.0f, -2.0f,
- 255, // this is 0 on PC which results in no shadow
- red, 0, 0,
- 4.0f, 1.0f, 40.0f, false, 0.0f);
+ CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, red, 0, 0, 4.0f, 1.0f, 40.0f,
+ false, 0.0f);
CCoronas::RegisterCorona((uintptr)entity, red, 0, 0, 255, pos, 0.6f, 60.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
}
@@ -814,11 +805,8 @@ CPickups::DoMoneyEffects(CEntity *entity)
float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x3FF) * DEGTORAD(360.0f / 0x400));
int32 green = (MAXDIST - dist) * (0.2f * s + 0.3f) / MAXDIST * 64.0f;
- CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos,
- 2.0f, 0.0f, 0.0f, -2.0f,
- 255, // this is 0 on PC which results in no shadow
- 0, green, 0,
- 4.0f, 1.0f, 40.0f, false, 0.0f);
+ CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, 0, green, 0, 4.0f, 1.0f,
+ 40.0f, false, 0.0f);
CCoronas::RegisterCorona((uintptr)entity, 0, green, 0, 255, pos, 0.4f, 40.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
}
@@ -836,11 +824,8 @@ CPickups::DoCollectableEffects(CEntity *entity)
float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
int32 color = (MAXDIST - dist) * (0.5f * s + 0.5f) / MAXDIST * 255.0f;
- CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos,
- 2.0f, 0.0f, 0.0f, -2.0f,
- 255, // this is 0 on PC which results in no shadow
- color, color, color,
- 4.0f, 1.0f, 40.0f, false, 0.0f);
+ CShadows::StoreStaticShadow((uintptr)entity, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &pos, 2.0f, 0.0f, 0.0f, -2.0f, 0, color, color, color, 4.0f,
+ 1.0f, 40.0f, false, 0.0f);
CCoronas::RegisterCorona((uintptr)entity, color, color, color, 255, pos, 0.6f, 40.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
}
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 9f3646e2..2f977a20 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -3995,8 +3995,8 @@ CCamera::CalculateDerivedValues(void)
m_cameraMatrix = Invert(m_matrix);
float hfov = DEGTORAD(CDraw::GetScaledFOV()/2.0f);
- float c = cos(hfov);
- float s = sin(hfov);
+ float c = Cos(hfov);
+ float s = Sin(hfov);
// right plane
m_vecFrustumNormals[0] = CVector(c, -s, 0.0f);
diff --git a/src/core/Fire.cpp b/src/core/Fire.cpp
index 3752f1ba..a6928def 100644
--- a/src/core/Fire.cpp
+++ b/src/core/Fire.cpp
@@ -141,11 +141,8 @@ CFire::ProcessFire(void)
lightpos.z = m_vecPos.z + 5.0f;
if (!m_pEntity) {
- CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos,
- 7.0f, 0.0f, 0.0f, -7.0f,
- 255, // this is 0 on PC which results in no shadow
- nRandNumber / 2, nRandNumber / 2, 0,
- 10.0f, 1.0f, 40.0f, 0, 0.0f);
+ CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos, 7.0f, 0.0f, 0.0f, -7.0f, 0, nRandNumber / 2,
+ nRandNumber / 2, 0, 10.0f, 1.0f, 40.0f, 0, 0.0f);
}
fGreen = nRandNumber / 128;
fRed = nRandNumber / 128;
diff --git a/src/core/Game.cpp b/src/core/Game.cpp
index 39bbd364..75c3773c 100644
--- a/src/core/Game.cpp
+++ b/src/core/Game.cpp
@@ -152,9 +152,14 @@ CGame::InitialiseOnceBeforeRW(void)
return true;
}
-#if !defined(LIBRW) && defined(PS2_MATFX)
+#ifndef LIBRW
+#ifdef PS2_MATFX
void ReplaceMatFxCallback();
-#endif
+#endif // PS2_MATFX
+#ifdef DUAL_PASS_RENDERING
+void ReplaceAtomicPipeCallback();
+#endif // DUAL_PASS_RENDERING
+#endif // !LIBRW
bool
CGame::InitialiseRenderWare(void)
@@ -206,9 +211,14 @@ CGame::InitialiseRenderWare(void)
#else
rw::MatFX::modulateEnvMap = false;
#endif
-#elif defined(PS2_MATFX)
+#else
+#ifdef PS2_MATFX
ReplaceMatFxCallback();
-#endif
+#endif // PS2_MATFX
+#ifdef DUAL_PASS_RENDERING
+ ReplaceAtomicPipeCallback();
+#endif // DUAL_PASS_RENDERING
+#endif // LIBRW
CFont::Initialise();
CHud::Initialise();
diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp
index 8043bb6c..cfe79dcc 100644
--- a/src/core/Pad.cpp
+++ b/src/core/Pad.cpp
@@ -8,6 +8,7 @@
#include "common.h"
#include "crossplatform.h"
+#include "platform.h"
#ifdef XINPUT
#include <xinput.h>
#pragma comment( lib, "Xinput9_1_0.lib" )
diff --git a/src/core/SurfaceTable.h b/src/core/SurfaceTable.h
index 359ebd5c..5fe9c24e 100644
--- a/src/core/SurfaceTable.h
+++ b/src/core/SurfaceTable.h
@@ -88,6 +88,16 @@ IsShootThrough(uint8 surfType)
return false;
}
+inline bool
+IsSeeThrough(uint8 surfType)
+{
+ switch(surfType)
+ case SURFACE_GLASS:
+ case SURFACE_TRANSPARENT_CLOTH:
+ return true;
+ return false;
+}
+
class CSurfaceTable
{
static float ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
diff --git a/src/core/config.h b/src/core/config.h
index c9c65051..8d85b3a2 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -214,6 +214,7 @@ enum Config {
#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
#define USE_TXD_CDIMAGE // generate and load textures from txd.img
+#define DUAL_PASS_RENDERING // dual pass rendering from SkyGfx
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
@@ -292,4 +293,7 @@ enum Config {
#define FREE_CAM // Rotating cam
// Audio
+#ifndef AUDIO_OAL // is not working yet for openal
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
+#endif
+//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS \ No newline at end of file
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index fac35aeb..c4d14fdc 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -797,6 +797,8 @@ CShadows::RenderStaticShadows(void)
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
+ SetAlphaTest(0);
+
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
aStaticShadows[i].m_bRendered = false;
@@ -850,6 +852,7 @@ CShadows::RenderStaticShadows(void)
RenderBuffer::RenderStuffInBuffer();
}
}
+ RestoreAlphaTest();
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
diff --git a/src/rw/RwDualPass.cpp b/src/rw/RwDualPass.cpp
new file mode 100644
index 00000000..c8ebb8ad
--- /dev/null
+++ b/src/rw/RwDualPass.cpp
@@ -0,0 +1,247 @@
+#ifndef LIBRW
+
+#define WITHD3D
+#include "common.h"
+#ifdef DUAL_PASS_RENDERING
+#include "rwcore.h"
+
+extern "C" {
+RwBool _rwD3D8RenderStateIsVertexAlphaEnable(void);
+RwBool _rwD3D8RenderStateVertexAlphaEnable(RwBool enable);
+RwRaster *_rwD3D8RWGetRasterStage(RwUInt32 stage);
+}
+
+extern bool gPS2alphaTest;
+
+void
+_rxD3D8DualPassRenderCallback(RwResEntry *repEntry, void *object, RwUInt8 type, RwUInt32 flags)
+{
+ RxD3D8ResEntryHeader *resEntryHeader;
+ RxD3D8InstanceData *instancedData;
+ RwInt32 numMeshes;
+ RwBool lighting;
+ RwBool vertexAlphaBlend;
+ RwBool forceBlack;
+ RwUInt32 ditherEnable;
+ RwUInt32 shadeMode;
+ void *lastVertexBuffer;
+
+ /* Get lighting state */
+ RwD3D8GetRenderState(D3DRS_LIGHTING, &lighting);
+
+ forceBlack = FALSE;
+
+ if (lighting) {
+ if (flags & rxGEOMETRY_PRELIT) {
+ /* Emmisive color from the vertex colors */
+ RwD3D8SetRenderState(D3DRS_COLORVERTEX, TRUE);
+ RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_COLOR1);
+ } else {
+ /* Emmisive color from material, set to black in the submit node */
+ RwD3D8SetRenderState(D3DRS_COLORVERTEX, FALSE);
+ RwD3D8SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
+ }
+ } else {
+ if ((flags & rxGEOMETRY_PRELIT) == 0) {
+ forceBlack = TRUE;
+
+ RwD3D8GetRenderState(D3DRS_DITHERENABLE, &ditherEnable);
+ RwD3D8GetRenderState(D3DRS_SHADEMODE, &shadeMode);
+
+ RwD3D8SetRenderState(D3DRS_TEXTUREFACTOR, 0xff000000);
+ RwD3D8SetRenderState(D3DRS_DITHERENABLE, FALSE);
+ RwD3D8SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
+ }
+ }
+
+ /* Enable clipping */
+ if (type == rpATOMIC) {
+ RpAtomic *atomic;
+ RwCamera *cam;
+
+ atomic = (RpAtomic *)object;
+
+ cam = RwCameraGetCurrentCamera();
+ // RWASSERT(cam);
+
+ if (RwD3D8CameraIsSphereFullyInsideFrustum(cam, RpAtomicGetWorldBoundingSphere(atomic))) {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
+ } else {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
+ }
+ } else {
+ RpWorldSector *worldSector;
+ RwCamera *cam;
+
+ worldSector = (RpWorldSector *)object;
+
+ cam = RwCameraGetCurrentCamera();
+ // RWASSERT(cam);
+
+ if (RwD3D8CameraIsBBoxFullyInsideFrustum(cam, RpWorldSectorGetTightBBox(worldSector))) {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, FALSE);
+ } else {
+ RwD3D8SetRenderState(D3DRS_CLIPPING, TRUE);
+ }
+ }
+
+ /* Set texture to NULL if hasn't any texture flags */
+ if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2)) == 0) {
+ RwD3D8SetTexture(NULL, 0);
+
+ if (forceBlack) {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
+
+ RwD3D8SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+ }
+ }
+
+ /* Get vertex alpha Blend state */
+ vertexAlphaBlend = _rwD3D8RenderStateIsVertexAlphaEnable();
+
+ /* Set Last vertex buffer to force the call */
+ lastVertexBuffer = (void *)0xffffffff;
+
+ /* Get the instanced data */
+ resEntryHeader = (RxD3D8ResEntryHeader *)(repEntry + 1);
+ instancedData = (RxD3D8InstanceData *)(resEntryHeader + 1);
+
+ /*
+ * Data shared between meshes
+ */
+
+ /*
+ * Set the Default Pixel shader
+ */
+ RwD3D8SetPixelShader(0);
+
+ /*
+ * Vertex shader
+ */
+ RwD3D8SetVertexShader(instancedData->vertexShader);
+
+ /* Get the number of meshes */
+ numMeshes = resEntryHeader->numMeshes;
+ while (numMeshes--) {
+ // RWASSERT(instancedData->material != NULL);
+
+ if ((flags & (rxGEOMETRY_TEXTURED | rpGEOMETRYTEXTURED2))) {
+ RwD3D8SetTexture(instancedData->material->texture, 0);
+
+ if (forceBlack) {
+ /* Only change the colorop, we need to use the texture alpha channel */
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
+ }
+ }
+
+ if (instancedData->vertexAlpha || (0xFF != instancedData->material->color.alpha)) {
+ if (!vertexAlphaBlend) {
+ vertexAlphaBlend = TRUE;
+
+ _rwD3D8RenderStateVertexAlphaEnable(TRUE);
+ }
+ } else {
+ if (vertexAlphaBlend) {
+ vertexAlphaBlend = FALSE;
+
+ _rwD3D8RenderStateVertexAlphaEnable(FALSE);
+ }
+ }
+
+ if (lighting) {
+ if (instancedData->vertexAlpha) {
+ RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
+ } else {
+ RwD3D8SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
+ }
+
+ RwD3D8SetSurfaceProperties(&instancedData->material->color, &instancedData->material->surfaceProps, (flags & rxGEOMETRY_MODULATE));
+ }
+
+ /*
+ * Render
+ */
+
+ /* Set the stream source */
+ if (lastVertexBuffer != instancedData->vertexBuffer) {
+ RwD3D8SetStreamSource(0, instancedData->vertexBuffer, instancedData->stride);
+
+ lastVertexBuffer = instancedData->vertexBuffer;
+ }
+ if (!gPS2alphaTest) {
+ /* Set the Index buffer */
+ if (instancedData->indexBuffer != NULL) {
+ RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
+
+ /* Draw the indexed primitive */
+ RwD3D8DrawIndexedPrimitive((D3DPRIMITIVETYPE)instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ } else {
+ RwD3D8DrawPrimitive((D3DPRIMITIVETYPE)instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+ }
+ } else {
+ RwD3D8SetIndices(instancedData->indexBuffer, instancedData->baseIndex);
+
+ int hasAlpha, alphafunc, alpharef, zwrite;
+ RwD3D8GetRenderState(D3DRS_ALPHABLENDENABLE, &hasAlpha);
+ RwD3D8GetRenderState(D3DRS_ZWRITEENABLE, &zwrite);
+ if (hasAlpha && zwrite) {
+ RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &alphafunc);
+ RwD3D8GetRenderState(D3DRS_ALPHAREF, &alpharef);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
+ RwD3D8SetRenderState(D3DRS_ALPHAREF, 128);
+
+ if (instancedData->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ else
+ RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_LESS);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
+
+ if (instancedData->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ else
+ RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, alphafunc);
+ RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
+ } else {
+ if (instancedData->indexBuffer)
+ RwD3D8DrawIndexedPrimitive(instancedData->primType, 0, instancedData->numVertices, 0, instancedData->numIndices);
+ else
+ RwD3D8DrawPrimitive(instancedData->primType, instancedData->baseIndex, instancedData->numVertices);
+ }
+ }
+
+ /* Move onto the next instancedData */
+ instancedData++;
+ }
+
+ if (forceBlack) {
+ RwD3D8SetRenderState(D3DRS_DITHERENABLE, ditherEnable);
+ RwD3D8SetRenderState(D3DRS_SHADEMODE, shadeMode);
+
+ if (_rwD3D8RWGetRasterStage(0)) {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ } else {
+ RwD3D8SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG2);
+ RwD3D8SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ }
+ }
+}
+
+void
+ReplaceAtomicPipeCallback()
+{
+ RxD3D8AllInOneSetRenderCallBack(RxPipelineFindNodeByName(RXPIPELINEGLOBAL(platformAtomicPipeline), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
+ _rxD3D8DualPassRenderCallback);
+}
+
+#endif // DUAL_PASS_RENDERING
+
+#endif // !LIBRW \ No newline at end of file
diff --git a/src/rw/RwHelper.cpp b/src/rw/RwHelper.cpp
index ab368e85..cabe43f1 100644
--- a/src/rw/RwHelper.cpp
+++ b/src/rw/RwHelper.cpp
@@ -11,7 +11,11 @@
RtCharset *debugCharset;
#endif
-bool gPS2alphaTest = 1;
+#ifdef DUAL_PASS_RENDERING
+bool gPS2alphaTest = true;
+#else
+bool gPS2alphaTest = false;
+#endif
bool gBackfaceCulling;
#ifndef FINAL
@@ -688,3 +692,37 @@ ConvertPlatformAtomic(RpAtomic *atomic, void *data)
return atomic;
}
#endif
+
+#if defined(FIX_BUGS) && defined(GTA_PC)
+RwUInt32 saved_alphafunc, saved_alpharef;
+
+void
+SetAlphaTest(RwUInt32 alpharef)
+{
+#ifdef LIBRW
+ saved_alphafunc = rw::GetRenderState(rw::ALPHATESTFUNC);
+ saved_alpharef = rw::GetRenderState(rw::ALPHATESTREF);
+
+ rw::SetRenderState(rw::ALPHATESTFUNC, rw::ALPHAGREATEREQUAL);
+ rw::SetRenderState(rw::ALPHATESTREF, 0);
+#else
+ RwD3D8GetRenderState(D3DRS_ALPHAFUNC, &saved_alphafunc);
+ RwD3D8GetRenderState(D3DRS_ALPHAREF, &saved_alpharef);
+
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
+ RwD3D8SetRenderState(D3DRS_ALPHAREF, alpharef);
+#endif
+}
+
+void
+RestoreAlphaTest()
+{
+#ifdef LIBRW
+ rw::SetRenderState(rw::ALPHATESTFUNC, saved_alphafunc);
+ rw::SetRenderState(rw::ALPHATESTREF, saved_alpharef);
+#else
+ RwD3D8SetRenderState(D3DRS_ALPHAFUNC, saved_alphafunc);
+ RwD3D8SetRenderState(D3DRS_ALPHAREF, saved_alpharef);
+#endif
+}
+#endif \ No newline at end of file
diff --git a/src/rw/RwHelper.h b/src/rw/RwHelper.h
index 94a8bd94..1862c7f1 100644
--- a/src/rw/RwHelper.h
+++ b/src/rw/RwHelper.h
@@ -57,3 +57,11 @@ void _TexturePoolsInitialise();
void _TexturePoolsShutdown();
RpAtomic *ConvertPlatformAtomic(RpAtomic *atomic, void *data);
+
+#if defined(FIX_BUGS) && defined (GTA_PC)
+void SetAlphaTest(RwUInt32 alpharef);
+void RestoreAlphaTest();
+#else
+#define SetAlphaTest(a) (0)
+#define RestoreAlphaTest() (0)
+#endif \ No newline at end of file
diff --git a/src/rw/RwMatFX.cpp b/src/rw/RwMatFX.cpp
index 3533eb24..c8384b0f 100644
--- a/src/rw/RwMatFX.cpp
+++ b/src/rw/RwMatFX.cpp
@@ -2,7 +2,6 @@
#define WITHD3D
#include "common.h"
-#include "rwcore.h"
#include "rpmatfx.h"
struct MatFXNothing { int pad[5]; int effect; };
@@ -51,9 +50,9 @@ extern "C" {
extern int MatFXAtomicDataOffset;
void _rpMatFXD3D8AtomicMatFXEnvRender(RxD3D8InstanceData* inst, int flags, int sel, RwTexture* texture, RwTexture* envMap);
- void _rpMatFXD3D8AtomicMatFXRenderBlack(RxD3D8InstanceData *inst);
- void _rpMatFXD3D8AtomicMatFXBumpMapRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *bumpMap, RwTexture *envMap);
- void _rpMatFXD3D8AtomicMatFXDualPassRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *dualTexture);
+ void _rpMatFXD3D8AtomicMatFXRenderBlack(RxD3D8InstanceData *inst);
+ void _rpMatFXD3D8AtomicMatFXBumpMapRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *bumpMap, RwTexture *envMap);
+ void _rpMatFXD3D8AtomicMatFXDualPassRender(RxD3D8InstanceData *inst, int flags, RwTexture *texture, RwTexture *dualTexture);
}
@@ -305,7 +304,8 @@ ReplaceMatFxCallback()
{
RxD3D8AllInOneSetRenderCallBack(
RxPipelineFindNodeByName(RpMatFXGetD3D8Pipeline(rpMATFXD3D8ATOMICPIPELINE), RxNodeDefinitionGetD3D8AtomicAllInOne()->name, nil, nil),
- _rwD3D8AtomicMatFXRenderCallback);
+ _rwD3D8AtomicMatFXRenderCallback);
+
}
#endif // PS2_MATFX
diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp
index 9a4f2188..25785294 100644
--- a/src/skel/glfw/glfw.cpp
+++ b/src/skel/glfw/glfw.cpp
@@ -1371,6 +1371,11 @@ cursorEnterCB(GLFWwindow* window, int entered) {
PSGLOBAL(cursorIsInWindow) = !!entered;
}
+void
+cursorEnterCB(GLFWwindow* window, int entered) {
+ PSGLOBAL(cursorIsInWindow) = !!entered;
+}
+
/*
*****************************************************************************
*/
diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp
index 75a3a7c9..3e0a7934 100644
--- a/src/skel/win/win.cpp
+++ b/src/skel/win/win.cpp
@@ -1308,6 +1308,34 @@ InitApplication(HANDLE instance)
/*
*****************************************************************************
*/
+static BOOL
+InitApplication(HANDLE instance)
+{
+ /*
+ * Perform any necessary MS Windows application initialization. Basically,
+ * this means registering the window class for this application.
+ */
+
+ WNDCLASS windowClass;
+
+ windowClass.style = CS_BYTEALIGNWINDOW;
+ windowClass.lpfnWndProc = (WNDPROC)MainWndProc;
+ windowClass.cbClsExtra = 0;
+ windowClass.cbWndExtra = 0;
+ windowClass.hInstance = (HINSTANCE)instance;
+ windowClass.hIcon = nil;
+ windowClass.hCursor = LoadCursor(nil, IDC_ARROW);
+ windowClass.hbrBackground = nil;
+ windowClass.lpszMenuName = NULL;
+ windowClass.lpszClassName = AppClassName;
+
+ return RegisterClass(&windowClass);
+}
+
+
+/*
+ *****************************************************************************
+ */
RwBool IsForegroundApp()
{