diff options
Diffstat (limited to 'src/rw/RwDualPass.cpp')
-rw-r--r-- | src/rw/RwDualPass.cpp | 247 |
1 files changed, 247 insertions, 0 deletions
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
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