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#ifndef LIBRW
#define WITHD3D
#include "common.h"
#ifdef PS2_ALPHA_TEST
#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 // PS2_ALPHA_TEST
#endif // !LIBRW
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