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-rw-r--r--src/extras/custompipes_d3d9.cpp450
1 files changed, 345 insertions, 105 deletions
diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp
index d7634e99..68337fb6 100644
--- a/src/extras/custompipes_d3d9.cpp
+++ b/src/extras/custompipes_d3d9.cpp
@@ -2,6 +2,10 @@
#include "common.h"
#ifdef RW_D3D9
+#ifdef EXTENDED_PIPELINES
+
+#include "rpmatfx.h"
+
#include "main.h"
#include "RwHelper.h"
#include "Lights.h"
@@ -14,8 +18,6 @@
#include "World.h"
#include "custompipes.h"
-#ifdef EXTENDED_PIPELINES
-
#ifndef LIBRW
#error "Need librw for EXTENDED_PIPELINES"
#endif
@@ -36,13 +38,212 @@ enum {
VSLOC_eye = rw::d3d::VSLOC_afterLights,
VSLOC_reflProps,
- VSLOC_specLights
+ VSLOC_specLights,
+
+ // Leeds building, Leeds vehicle mobile
+ VSLOC_emissive = rw::d3d::VSLOC_afterLights,
+ VSLOC_ambient,
+ VSLOC_viewMat, // only vehicle
+
+ // Leeds vehicle PS2
+ VSLOC_texMat = rw::d3d::VSLOC_afterLights,
+
+ PSLOC_colorscale = 1,
+ PSLOC_shininess,
+ PSLOC_skyTop,
+ PSLOC_skyBot
};
/*
- * Neo Vehicle pipe
+ * Leeds & Neo Vehicle pipe
*/
+static void *leedsVehicle_VS;
+static void *leedsVehicle_mobile_VS;
+static void *leedsVehicle_blend_PS;
+static void *leedsVehicle_add_PS;
+static void *leedsVehicle_mobile_PS;
+
+static rw::RawMatrix normal2texcoord_flipU = {
+ { -0.5f, 0.0f, 0.0f }, 0.0f,
+ { 0.0f, -0.5f, 0.0f }, 0.0f,
+ { 0.0f, 0.0f, 1.0f }, 0.0f,
+ { 0.5f, 0.5f, 0.0f }, 1.0f
+};
+
+void
+uploadEnvMatrix(rw::Frame *frame)
+{
+ using namespace rw;
+ Matrix invMat;
+ if(frame == nil)
+ frame = engine->currentCamera->getFrame();
+
+ RawMatrix envMtx, invMtx;
+ Matrix tmp = *frame->getLTM();
+ // Now the weird part: we remove the camera pitch
+ tmp.at.z = 0.0f;
+ tmp.at = normalize(tmp.at);
+ tmp.right.x = -tmp.at.y;
+ tmp.right.y = tmp.at.x;
+ tmp.right.z = 0.0f;;
+ tmp.up.set(0.0f, 0.0f, 1.0f);
+ tmp.pos.set(0.0f, 0.0f, 0.0f);
+ tmp.flags = Matrix::TYPEORTHONORMAL;
+
+ Matrix::invert(&invMat, &tmp);
+ convMatrix(&invMtx, &invMat);
+ RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord_flipU);
+ d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_texMat, (float*)&envMtx, 4);
+}
+
+void
+leedsVehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ int vsBits;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ setVertexShader(leedsVehicle_VS);
+ if(gGlassCarsCheat)
+ setPixelShader(leedsVehicle_blend_PS);
+ else
+ setPixelShader(leedsVehicle_add_PS);
+
+ d3d::setTexture(1, EnvMapTex);
+ uploadEnvMatrix(nil);
+
+ SetRenderState(SRCBLEND, BLENDONE);
+
+ float colorscale[4];
+ colorscale[3] = 1.0f;
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ float coef = 0.0f;
+ if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){
+ coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f;
+ if(gGlassCarsCheat)
+ coef = 1.0f;
+ }
+ d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, (float*)&coef, 1);
+
+ setMaterial(m->color, m->surfaceProps);
+
+ float cs = 1.0f;
+ // how does the PS2 handle this actually? probably scaled material color?
+ if(VehiclePipeSwitch == VEHICLEPIPE_PSP && m->texture)
+ cs = 2.0f;
+ colorscale[0] = colorscale[1] = colorscale[2] = cs;
+ d3ddevice->SetPixelShaderConstantF(PSLOC_colorscale, colorscale, 1);
+
+ if(m->texture)
+ d3d::setTexture(0, m->texture);
+ else
+ d3d::setTexture(0, gpWhiteTexture);
+
+ drawInst(header, inst);
+ inst++;
+ }
+
+ d3d::setTexture(1, nil);
+
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+}
+
+void
+uploadWorldLights(void)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ RGBAf amb, emiss;
+ amb.red = CTimeCycle::GetAmbientRed();
+ amb.green = CTimeCycle::GetAmbientGreen();
+ amb.blue = CTimeCycle::GetAmbientBlue();
+ amb.alpha = 1.0f;
+ emiss = pAmbient->color;
+
+ d3ddevice->SetVertexShaderConstantF(VSLOC_ambient, (float*)&amb, 1);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_emissive, (float*)&emiss, 1);
+}
+
+void
+leedsVehicleRenderCB_mobile(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ int vsBits;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ setVertexShader(leedsVehicle_mobile_VS);
+ setPixelShader(leedsVehicle_mobile_PS);
+
+ uploadWorldLights();
+
+ RGBAf skyTop, skyBot;
+ skyTop.red = CTimeCycle::GetSkyTopRed()/255.0f;
+ skyTop.green = CTimeCycle::GetSkyTopGreen()/255.0f;
+ skyTop.blue = CTimeCycle::GetSkyTopBlue()/255.0f;
+ skyBot.red = CTimeCycle::GetSkyBottomRed()/255.0f;
+ skyBot.green = CTimeCycle::GetSkyBottomGreen()/255.0f;
+ skyBot.blue = CTimeCycle::GetSkyBottomBlue()/255.0f;
+
+ d3ddevice->SetPixelShaderConstantF(PSLOC_skyTop, (float*)&skyTop, 1);
+ d3ddevice->SetPixelShaderConstantF(PSLOC_skyBot, (float*)&skyBot, 1);
+
+ d3ddevice->SetVertexShaderConstantF(VSLOC_viewMat, (float*)&rw::engine->currentCamera->devView, 4);
+
+ d3d::setTexture(1, EnvMapTex);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ float coef = 0.0f;
+ if(RpMatFXMaterialGetEffects(m) == rpMATFXEFFECTENVMAP){
+ coef = CClock::ms_EnvMapTimeMultiplicator * RpMatFXMaterialGetEnvMapCoefficient(m)*0.5f;
+ if(gGlassCarsCheat)
+ coef = 1.0f;
+ }
+ d3ddevice->SetPixelShaderConstantF(PSLOC_shininess, (float*)&coef, 1);
+
+ setMaterial(m->color, m->surfaceProps);
+
+ if(m->texture)
+ d3d::setTexture(0, m->texture);
+ else
+ d3d::setTexture(0, gpWhiteTexture);
+
+ drawInst(header, inst);
+ inst++;
+ }
+
+ d3d::setTexture(1, nil);
+}
+
static void *neoVehicle_VS;
static void *neoVehicle_PS;
@@ -83,8 +284,13 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
using namespace rw::d3d9;
// TODO: make this less of a kludge
- if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
- matFXGlobals.pipelines[rw::platform]->render(atomic);
+ if(VehiclePipeSwitch == VEHICLEPIPE_PSP || VehiclePipeSwitch == VEHICLEPIPE_PS2){
+ leedsVehicleRenderCB(atomic, header);
+ // matFXGlobals.pipelines[rw::platform]->render(atomic);
+ return;
+ }
+ if(VehiclePipeSwitch == VEHICLEPIPE_MOBILE){
+ leedsVehicleRenderCB_mobile(atomic, header);
return;
}
@@ -140,24 +346,44 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
void
CreateVehiclePipe(void)
{
- if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
- printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
- else{
- char *fp = (char*)work_buff;
- fp = ReadTweakValueTable(fp, Fresnel);
- fp = ReadTweakValueTable(fp, Power);
- fp = ReadTweakValueTable(fp, DiffColor);
- fp = ReadTweakValueTable(fp, SpecColor);
- }
-
-#include "shaders/neoVehicle_VS.inc"
+// if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
+// printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
+// else{
+// char *fp = (char*)work_buff;
+// fp = ReadTweakValueTable(fp, Fresnel);
+// fp = ReadTweakValueTable(fp, Power);
+// fp = ReadTweakValueTable(fp, DiffColor);
+// fp = ReadTweakValueTable(fp, SpecColor);
+// }
+
+#include "shaders/obj/neoVehicle_VS.inc"
neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
assert(neoVehicle_VS);
-#include "shaders/neoVehicle_PS.inc"
+#include "shaders/obj/neoVehicle_PS.inc"
neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
assert(neoVehicle_PS);
+#include "shaders/obj/leedsDefault_ENV_VS.inc"
+ leedsVehicle_VS = rw::d3d::createVertexShader(leedsDefault_ENV_VS_cso);
+ assert(leedsVehicle_VS);
+
+#include "shaders/obj/leedsVehicle_mobile_VS.inc"
+ leedsVehicle_mobile_VS = rw::d3d::createVertexShader(leedsVehicle_mobile_VS_cso);
+ assert(leedsVehicle_mobile_VS);
+
+#include "shaders/obj/leedsDefault_BLEND_PS.inc"
+ leedsVehicle_blend_PS = rw::d3d::createPixelShader(leedsDefault_BLEND_PS_cso);
+ assert(leedsVehicle_blend_PS);
+
+#include "shaders/obj/leedsDefault_ADD_PS.inc"
+ leedsVehicle_add_PS = rw::d3d::createPixelShader(leedsDefault_ADD_PS_cso);
+ assert(leedsVehicle_add_PS);
+
+#include "shaders/obj/leedsVehicle_mobile_PS.inc"
+ leedsVehicle_mobile_PS = rw::d3d::createPixelShader(leedsVehicle_mobile_PS_cso);
+ assert(leedsVehicle_mobile_PS);
+
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
@@ -175,6 +401,15 @@ DestroyVehiclePipe(void)
rw::d3d::destroyPixelShader(neoVehicle_PS);
neoVehicle_PS = nil;
+ rw::d3d::destroyVertexShader(leedsVehicle_VS);
+ leedsVehicle_VS = nil;
+
+ rw::d3d::destroyPixelShader(leedsVehicle_blend_PS);
+ leedsVehicle_blend_PS = nil;
+
+ rw::d3d::destroyPixelShader(leedsVehicle_add_PS);
+ leedsVehicle_add_PS = nil;
+
((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy();
vehiclePipe = nil;
}
@@ -182,11 +417,12 @@ DestroyVehiclePipe(void)
/*
- * Neo World pipe
+ * Leeds World pipe
*/
-static void *neoWorld_VS;
-static void *neoWorldVC_PS;
+static void *leedsBuilding_VS;
+static void *leedsBuilding_mobile_VS;
+static void *scale_PS;
static void
worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
@@ -195,79 +431,64 @@ worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
using namespace rw::d3d;
using namespace rw::d3d9;
- if(!LightmapEnable){
- defaultRenderCB_Shader(atomic, header);
- return;
- }
-
- int vsBits;
setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
setIndices(header->indexBuffer);
setVertexDeclaration(header->vertexDeclaration);
- vsBits = lightingCB_Shader(atomic);
+ if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE)
+ setVertexShader(CustomPipes::leedsBuilding_mobile_VS);
+ else
+ setVertexShader(CustomPipes::leedsBuilding_VS);
+ setPixelShader(scale_PS);
+
uploadMatrices(atomic->getFrame()->getLTM());
+ uploadWorldLights();
- float lightfactor[4];
+ float colorscale[4];
+ colorscale[3] = 1.0f;
InstanceData *inst = header->inst;
for(rw::uint32 i = 0; i < header->numMeshes; i++){
Material *m = inst->material;
- if(MatFX::getEffects(m) == MatFX::DUAL){
- setVertexShader(neoWorld_VS);
-
- MatFX *matfx = MatFX::get(m);
- Texture *dualtex = matfx->getDualTexture();
- if(dualtex == nil)
- goto notex;
- d3d::setTexture(1, dualtex);
- lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
- }else{
- notex:
- setVertexShader(default_amb_VS);
-
- d3d::setTexture(1, nil);
- lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
- }
- lightfactor[3] = m->color.alpha/255.0f;
- d3d::setTexture(0, m->texture);
- d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1);
-
- SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
-
- RGBA color = { 255, 255, 255, m->color.alpha };
- setMaterial(color, m->surfaceProps);
+ float cs = 1.0f;
+ if(WorldPipeSwitch != WORLDPIPE_MOBILE && m->texture)
+ cs = 255/128.0f;
+ colorscale[0] = colorscale[1] = colorscale[2] = cs;
+ d3ddevice->SetPixelShaderConstantF(PSLOC_colorscale, colorscale, 1);
if(m->texture)
d3d::setTexture(0, m->texture);
else
- d3d::setTexture(0, gpWhiteTexture);
- setPixelShader(neoWorldVC_PS);
+ d3d::setTexture(0, gpWhiteTexture); // actually we don't even render this
+
+ setMaterial(m->color, m->surfaceProps, WorldPipeSwitch == WORLDPIPE_PS2 ? 0.5f : 1.0f);
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
drawInst(header, inst);
inst++;
}
- d3d::setTexture(1, nil);
}
void
CreateWorldPipe(void)
{
- if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
- printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
- else
- ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
-
-#include "shaders/default_UV2_VS.inc"
- neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
- assert(neoWorld_VS);
-
-#include "shaders/neoWorldVC_PS.inc"
- neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
- assert(neoWorldVC_PS);
-
+// if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
+// printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
+// else
+// ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
+
+#include "shaders/obj/leedsBuilding_VS.inc"
+ leedsBuilding_VS = rw::d3d::createVertexShader(leedsBuilding_VS_cso);
+ assert(leedsBuilding_VS);
+#include "shaders/obj/leedsBuilding_mobile_VS.inc"
+ leedsBuilding_mobile_VS = rw::d3d::createVertexShader(leedsBuilding_mobile_VS_cso);
+ assert(leedsBuilding_mobile_VS);
+#include "shaders/obj/scale_PS.inc"
+ scale_PS = rw::d3d::createPixelShader(scale_PS_cso);
+ assert(scale_PS);
rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
pipe->instanceCB = rw::d3d9::defaultInstanceCB;
@@ -279,10 +500,12 @@ CreateWorldPipe(void)
void
DestroyWorldPipe(void)
{
- rw::d3d::destroyVertexShader(neoWorld_VS);
- neoWorld_VS = nil;
- rw::d3d::destroyPixelShader(neoWorldVC_PS);
- neoWorldVC_PS = nil;
+ rw::d3d::destroyVertexShader(leedsBuilding_VS);
+ leedsBuilding_VS = nil;
+ rw::d3d::destroyVertexShader(leedsBuilding_mobile_VS);
+ leedsBuilding_mobile_VS = nil;
+ rw::d3d::destroyPixelShader(scale_PS);
+ scale_PS = nil;
((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
@@ -347,11 +570,11 @@ glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
void
CreateGlossPipe(void)
{
-#include "shaders/neoGloss_VS.inc"
+#include "shaders/obj/neoGloss_VS.inc"
neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
assert(neoGloss_VS);
-#include "shaders/neoGloss_PS.inc"
+#include "shaders/obj/neoGloss_PS.inc"
neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
assert(neoGloss_PS);
@@ -513,11 +736,11 @@ CreateRimLightPipes(void)
}
-#include "shaders/neoRim_VS.inc"
+#include "shaders/obj/neoRim_VS.inc"
neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
assert(neoRim_VS);
-#include "shaders/neoRimSkin_VS.inc"
+#include "shaders/obj/neoRimSkin_VS.inc"
neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
assert(neoRimSkin_VS);
@@ -553,12 +776,7 @@ DestroyRimLightPipes(void)
}
-#endif
-
#ifdef NEW_RENDERER
-#ifndef LIBRW
-#error "Need librw for NEW_PIPELINES"
-#endif
namespace WorldRender
{
@@ -616,10 +834,15 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
bool defer = false;
SetMatrix(building, atomic->getFrame()->getLTM());
+ float colorscale[4];
+
InstanceData *inst = building->instHeader->inst;
for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
Material *m = inst->material;
+ if(m->texture == nil)
+ continue;
+
if(inst->vertexAlpha || m->color.alpha != 255 ||
IsTextureTransparent(m->texture)){
defer = true;
@@ -631,22 +854,29 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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);
+ if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE)
+ setVertexShader(CustomPipes::leedsBuilding_mobile_VS);
else
- setAmbient(black);
+ setVertexShader(CustomPipes::leedsBuilding_VS);
+ setPixelShader(CustomPipes::scale_PS);
+ d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
+
+ CustomPipes::uploadWorldLights();
+
+ colorscale[3] = 1.0f;
+
setupDone = true;
}
- setMaterial(m->color, m->surfaceProps);
+ float cs = 1.0f;
+ if(CustomPipes::WorldPipeSwitch != CustomPipes::WORLDPIPE_MOBILE && m->texture)
+ cs = 255/128.0f;
+ colorscale[0] = colorscale[1] = colorscale[2] = cs;
+ d3ddevice->SetPixelShaderConstantF(CustomPipes::PSLOC_colorscale, colorscale, 1);
- if(m->texture){
- d3d::setTexture(0, m->texture);
- setPixelShader(default_tex_PS);
- }else
- setPixelShader(default_PS);
+ d3d::setTexture(0, m->texture);
+
+ setMaterial(m->color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
drawInst(building->instHeader, inst);
}
@@ -680,7 +910,16 @@ RenderBlendPass(int pass)
using namespace rw::d3d;
using namespace rw::d3d9;
- setVertexShader(default_amb_VS);
+ if(CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_MOBILE)
+ setVertexShader(CustomPipes::leedsBuilding_mobile_VS);
+ else
+ setVertexShader(CustomPipes::leedsBuilding_VS);
+ setPixelShader(CustomPipes::scale_PS);
+
+ CustomPipes::uploadWorldLights();
+
+ float colorscale[4];
+ colorscale[3] = 1.0f;
int i;
for(i = 0; i < numBlendInsts[pass]; i++){
@@ -690,26 +929,26 @@ RenderBlendPass(int pass)
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(m->texture == nil)
+ continue;
if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
continue; // already done this one
+ float cs = 1.0f;
+ if(CustomPipes::WorldPipeSwitch != CustomPipes::WORLDPIPE_MOBILE && m->texture)
+ cs = 255/128.0f;
+ colorscale[0] = colorscale[1] = colorscale[2] = cs;
+ d3ddevice->SetPixelShaderConstantF(CustomPipes::PSLOC_colorscale, colorscale, 1);
+
+ d3d::setTexture(0, m->texture);
+
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);
+ setMaterial(color, m->surfaceProps, CustomPipes::WorldPipeSwitch == CustomPipes::WORLDPIPE_PS2 ? 0.5f : 1.0f);
drawInst(building->instHeader, inst);
}
@@ -719,3 +958,4 @@ RenderBlendPass(int pass)
#endif
#endif
+#endif