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@ -2,6 +2,7 @@
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#include "common.h"
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#include "main.h"
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#include "General.h"
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#include "Lights.h"
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#include "ModelInfo.h"
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#include "Treadable.h"
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@ -20,6 +21,7 @@
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#include "ModelIndices.h"
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#include "Streaming.h"
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#include "Shadows.h"
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#include "Coronas.h"
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#include "PointLights.h"
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#include "Occlusion.h"
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#include "Renderer.h"
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@ -40,6 +42,8 @@ bool gbDontRenderPeds;
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bool gbDontRenderObjects;
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bool gbDontRenderVehicles;
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bool gbRenderDebugEnvMap;
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// unused
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int16 TestCloseThings;
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int16 TestBigThings;
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@ -347,8 +351,6 @@ enum {
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PASS_BLEND // normal blend
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};
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static RwRGBAReal black;
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static void
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SetStencilState(int state)
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{
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@ -377,314 +379,6 @@ SetStencilState(int state)
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}
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}
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#ifdef RW_D3D9
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struct BuildingInst
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{
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rw::RawMatrix combinedMat;
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rw::d3d9::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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static BuildingInst blendInsts[3][2000];
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static int numBlendInsts[3];
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static void
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SetMatrix(BuildingInst *building, rw::Matrix *worldMat)
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{
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using namespace rw;
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RawMatrix world, worldview;
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Camera *cam = engine->currentCamera;
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convMatrix(&world, worldMat);
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RawMatrix::mult(&worldview, &world, &cam->devView);
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RawMatrix::mult(&building->combinedMat, &worldview, &cam->devProj);
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}
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static bool
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IsTextureTransparent(RwTexture *tex)
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{
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if(tex == nil || tex->raster == nil)
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return false;
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return PLUGINOFFSET(rw::d3d::D3dRaster, tex->raster, rw::d3d::nativeRasterOffset)->hasAlpha;
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}
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// Render all opaque meshes and put atomics that needs blending
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// into the deferred list.
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static void
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AtomicFirstPass(RpAtomic *atomic, int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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bool setupDone = false;
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bool defer = false;
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SetMatrix(building, atomic->getFrame()->getLTM());
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
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Material *m = inst->material;
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if(inst->vertexAlpha || m->color.alpha != 255 ||
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IsTextureTransparent(m->texture)){
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defer = true;
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continue;
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}
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// alright we're rendering this atomic
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if(!setupDone){
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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setVertexShader(default_amb_VS);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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setPixelShader(default_tex_PS);
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}else
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setPixelShader(default_PS);
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drawInst(building->instHeader, inst);
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}
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if(defer)
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numBlendInsts[pass]++;
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}
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static void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (d3d9::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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SetMatrix(building, atomic->getFrame()->getLTM());
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numBlendInsts[pass]++;
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}
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static void
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RenderBlendPass(int pass)
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{
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using namespace rw;
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using namespace rw::d3d;
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using namespace rw::d3d9;
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setVertexShader(default_amb_VS);
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
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BuildingInst *building = &blendInsts[pass][i];
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setStreamSource(0, building->instHeader->vertexStream[0].vertexBuffer, 0, building->instHeader->vertexStream[0].stride);
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setIndices(building->instHeader->indexBuffer);
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setVertexDeclaration(building->instHeader->vertexDeclaration);
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d3ddevice->SetVertexShaderConstantF(VSLOC_combined, (float*)&building->combinedMat, 4);
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if(building->lighting)
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setAmbient(pAmbient->color);
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else
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setAmbient(black);
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
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Material *m = inst->material;
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if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
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continue; // already done this one
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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setPixelShader(default_tex_PS);
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}else
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setPixelShader(default_PS);
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drawInst(building->instHeader, inst);
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}
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}
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}
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#endif
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#ifdef RW_GL3
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struct BuildingInst
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{
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rw::Matrix matrix;
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rw::gl3::InstanceDataHeader *instHeader;
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uint8 fadeAlpha;
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bool lighting;
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};
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static BuildingInst blendInsts[3][2000];
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static int numBlendInsts[3];
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static bool
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IsTextureTransparent(RwTexture *tex)
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{
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if(tex == nil || tex->raster == nil)
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return false;
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return PLUGINOFFSET(rw::gl3::Gl3Raster, tex->raster, rw::gl3::nativeRasterOffset)->hasAlpha;
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}
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// Render all opaque meshes and put atomics that needs blending
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// into the deferred list.
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static void
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AtomicFirstPass(RpAtomic *atomic, int pass)
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{
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using namespace rw;
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using namespace rw::gl3;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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WorldLights lights;
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lights.numAmbients = 1;
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lights.numDirectionals = 0;
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lights.numLocals = 0;
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if(building->lighting)
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lights.ambient = pAmbient->color;
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else
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lights.ambient = black;
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bool setupDone = false;
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bool defer = false;
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building->matrix = *atomic->getFrame()->getLTM();
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 i = 0; i < building->instHeader->numMeshes; i++, inst++){
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Material *m = inst->material;
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if(inst->vertexAlpha || m->color.alpha != 255 ||
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IsTextureTransparent(m->texture)){
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defer = true;
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continue;
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}
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// alright we're rendering this atomic
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if(!setupDone){
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defaultShader->use();
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setWorldMatrix(&building->matrix);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(building->instHeader->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
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setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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setLights(&lights);
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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setTexture(0, m->texture);
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drawInst(building->instHeader, inst);
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}
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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if(defer)
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numBlendInsts[pass]++;
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}
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static void
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AtomicFullyTransparent(RpAtomic *atomic, int pass, int fadeAlpha)
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{
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using namespace rw;
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using namespace rw::gl3;
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BuildingInst *building = &blendInsts[pass][numBlendInsts[pass]];
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atomic->getPipeline()->instance(atomic);
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building->instHeader = (gl3::InstanceDataHeader*)atomic->geometry->instData;
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assert(building->instHeader != nil);
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = fadeAlpha;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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building->matrix = *atomic->getFrame()->getLTM();
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numBlendInsts[pass]++;
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}
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static void
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RenderBlendPass(int pass)
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{
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using namespace rw;
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using namespace rw::gl3;
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defaultShader->use();
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WorldLights lights;
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lights.numAmbients = 1;
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lights.numDirectionals = 0;
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lights.numLocals = 0;
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int i;
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for(i = 0; i < numBlendInsts[pass]; i++){
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BuildingInst *building = &blendInsts[pass][i];
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(building->instHeader->vao);
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#else
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, building->instHeader->ibo);
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glBindBuffer(GL_ARRAY_BUFFER, building->instHeader->vbo);
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setAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
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#endif
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setWorldMatrix(&building->matrix);
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if(building->lighting)
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lights.ambient = pAmbient->color;
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else
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lights.ambient = black;
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setLights(&lights);
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InstanceData *inst = building->instHeader->inst;
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for(rw::uint32 j = 0; j < building->instHeader->numMeshes; j++, inst++){
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Material *m = inst->material;
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if(!inst->vertexAlpha && m->color.alpha == 255 && !IsTextureTransparent(m->texture) && building->fadeAlpha == 255)
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continue; // already done this one
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
|
|
|
|
|
setMaterial(color, m->surfaceProps);
|
|
|
|
|
|
|
|
|
|
setTexture(0, m->texture);
|
|
|
|
|
|
|
|
|
|
drawInst(building->instHeader, inst);
|
|
|
|
|
}
|
|
|
|
|
#ifndef RW_GL_USE_VAOS
|
|
|
|
|
disableAttribPointers(building->instHeader->attribDesc, building->instHeader->numAttribs);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
|
|
|
|
{
|
|
|
|
@ -715,16 +409,16 @@ CRenderer::RenderOneBuilding(CEntity *ent, float camdist)
|
|
|
|
|
alpha = mi->m_alpha * fadefactor;
|
|
|
|
|
|
|
|
|
|
if(alpha == 255)
|
|
|
|
|
AtomicFirstPass(atomic, pass);
|
|
|
|
|
WorldRender::AtomicFirstPass(atomic, pass);
|
|
|
|
|
else{
|
|
|
|
|
// not quite sure what this is about, do we have to do that?
|
|
|
|
|
RpGeometry *geo = RpAtomicGetGeometry(lodatm);
|
|
|
|
|
if(geo != RpAtomicGetGeometry(atomic))
|
|
|
|
|
RpAtomicSetGeometry(atomic, geo, rpATOMICSAMEBOUNDINGSPHERE);
|
|
|
|
|
AtomicFullyTransparent(atomic, pass, alpha);
|
|
|
|
|
WorldRender::AtomicFullyTransparent(atomic, pass, alpha);
|
|
|
|
|
}
|
|
|
|
|
}else
|
|
|
|
|
AtomicFirstPass(atomic, pass);
|
|
|
|
|
WorldRender::AtomicFirstPass(atomic, pass);
|
|
|
|
|
|
|
|
|
|
ent->bImBeingRendered = false; // TODO: this seems wrong, but do we even need it?
|
|
|
|
|
}
|
|
|
|
@ -779,16 +473,16 @@ CRenderer::RenderWorld(int pass)
|
|
|
|
|
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
|
|
|
|
|
RenderBlendPass(PASS_NOZ);
|
|
|
|
|
WorldRender::RenderBlendPass(PASS_NOZ);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
// Transparent
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
|
|
|
|
RenderBlendPass(PASS_ADD);
|
|
|
|
|
WorldRender::RenderBlendPass(PASS_ADD);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
|
|
|
RenderBlendPass(PASS_BLEND);
|
|
|
|
|
WorldRender::RenderBlendPass(PASS_BLEND);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -872,9 +566,9 @@ CRenderer::ClearForFrame(void)
|
|
|
|
|
ms_nNoOfInVisibleEntities = 0;
|
|
|
|
|
gSortedVehiclesAndPeds.Clear();
|
|
|
|
|
|
|
|
|
|
numBlendInsts[PASS_NOZ] = 0;
|
|
|
|
|
numBlendInsts[PASS_ADD] = 0;
|
|
|
|
|
numBlendInsts[PASS_BLEND] = 0;
|
|
|
|
|
WorldRender::numBlendInsts[PASS_NOZ] = 0;
|
|
|
|
|
WorldRender::numBlendInsts[PASS_ADD] = 0;
|
|
|
|
|
WorldRender::numBlendInsts[PASS_BLEND] = 0;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
@ -1952,3 +1646,186 @@ CRenderer::RemoveVehiclePedLights(CEntity *ent, bool reset)
|
|
|
|
|
SetAmbientColours();
|
|
|
|
|
DeActivateDirectional();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#include "postfx.h"
|
|
|
|
|
|
|
|
|
|
static RwIm2DVertex Screen2EnvQuad[4];
|
|
|
|
|
static RwImVertexIndex EnvQuadIndices[6] = { 0, 1, 2, 0, 2, 3 };
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
SetQuadVertices(RwRaster *env, RwRaster *screen, float z)
|
|
|
|
|
{
|
|
|
|
|
uint32 width = RwRasterGetWidth(env);
|
|
|
|
|
uint32 height = RwRasterGetHeight(env);
|
|
|
|
|
|
|
|
|
|
float zero, xmax, ymax;
|
|
|
|
|
|
|
|
|
|
zero = -HALFPX;
|
|
|
|
|
xmax = width - HALFPX;
|
|
|
|
|
ymax = height - HALFPX;
|
|
|
|
|
|
|
|
|
|
float recipz = 1.0f/z;
|
|
|
|
|
float umax = (float)SCREEN_WIDTH/RwRasterGetWidth(screen);
|
|
|
|
|
float vmax = (float)SCREEN_HEIGHT/RwRasterGetHeight(screen);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&Screen2EnvQuad[0], zero);
|
|
|
|
|
RwIm2DVertexSetScreenY(&Screen2EnvQuad[0], zero);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[0], RwIm2DGetNearScreenZ());
|
|
|
|
|
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[0], z);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[0], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&Screen2EnvQuad[0], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&Screen2EnvQuad[0], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[0], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&Screen2EnvQuad[1], zero);
|
|
|
|
|
RwIm2DVertexSetScreenY(&Screen2EnvQuad[1], ymax);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[1], RwIm2DGetNearScreenZ());
|
|
|
|
|
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[1], z);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[1], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&Screen2EnvQuad[1], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&Screen2EnvQuad[1], vmax, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[1], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&Screen2EnvQuad[2], xmax);
|
|
|
|
|
RwIm2DVertexSetScreenY(&Screen2EnvQuad[2], ymax);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[2], RwIm2DGetNearScreenZ());
|
|
|
|
|
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[2], z);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[2], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&Screen2EnvQuad[2], umax, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&Screen2EnvQuad[2], vmax, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[2], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&Screen2EnvQuad[3], xmax);
|
|
|
|
|
RwIm2DVertexSetScreenY(&Screen2EnvQuad[3], zero);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&Screen2EnvQuad[3], RwIm2DGetNearScreenZ());
|
|
|
|
|
RwIm2DVertexSetCameraZ(&Screen2EnvQuad[3], z);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&Screen2EnvQuad[3], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&Screen2EnvQuad[3], umax, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&Screen2EnvQuad[3], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&Screen2EnvQuad[3], 255, 255, 255, 255);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static RwIm2DVertex coronaVerts[4*4];
|
|
|
|
|
static RwImVertexIndex coronaIndices[6*4];
|
|
|
|
|
static int numCoronaVerts, numCoronaIndices;
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
AddCorona(float x, float y, float sz)
|
|
|
|
|
{
|
|
|
|
|
float nearz, recipz;
|
|
|
|
|
RwIm2DVertex *v;
|
|
|
|
|
nearz = RwIm2DGetNearScreenZ();
|
|
|
|
|
float z = RwCameraGetNearClipPlane(RwCameraGetCurrentCamera());
|
|
|
|
|
recipz = 1.0f/z;
|
|
|
|
|
|
|
|
|
|
v = &coronaVerts[numCoronaVerts];
|
|
|
|
|
RwIm2DVertexSetScreenX(&v[0], x);
|
|
|
|
|
RwIm2DVertexSetScreenY(&v[0], y);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[0], z);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[0], nearz);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&v[0], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&v[0], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&v[0], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&v[0], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&v[1], x);
|
|
|
|
|
RwIm2DVertexSetScreenY(&v[1], y + sz);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[1], z);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[1], nearz);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&v[1], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&v[1], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&v[1], 1.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&v[1], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&v[2], x + sz);
|
|
|
|
|
RwIm2DVertexSetScreenY(&v[2], y + sz);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[2], z);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[2], nearz);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&v[2], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&v[2], 1.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&v[2], 1.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&v[2], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
RwIm2DVertexSetScreenX(&v[3], x + sz);
|
|
|
|
|
RwIm2DVertexSetScreenY(&v[3], y);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[3], z);
|
|
|
|
|
RwIm2DVertexSetScreenZ(&v[3], nearz);
|
|
|
|
|
RwIm2DVertexSetRecipCameraZ(&v[3], recipz);
|
|
|
|
|
RwIm2DVertexSetU(&v[3], 1.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetV(&v[3], 0.0f, recipz);
|
|
|
|
|
RwIm2DVertexSetIntRGBA(&v[3], 255, 255, 255, 255);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
coronaIndices[numCoronaIndices++] = numCoronaVerts;
|
|
|
|
|
coronaIndices[numCoronaIndices++] = numCoronaVerts + 1;
|
|
|
|
|
coronaIndices[numCoronaIndices++] = numCoronaVerts + 2;
|
|
|
|
|
coronaIndices[numCoronaIndices++] = numCoronaVerts;
|
|
|
|
|
coronaIndices[numCoronaIndices++] = numCoronaVerts + 2;
|
|
|
|
|
coronaIndices[numCoronaIndices++] = numCoronaVerts + 3;
|
|
|
|
|
numCoronaVerts += 4;
|
|
|
|
|
}
|
|
|
|
|
#include "Debug.h"
|
|
|
|
|
|
|
|
|
|
static void
|
|
|
|
|
DrawEnvMapCoronas(float heading)
|
|
|
|
|
{
|
|
|
|
|
RwRaster *rt = RwTextureGetRaster(CustomPipes::EnvMapTex);
|
|
|
|
|
const float BIG = 89.0f * RwRasterGetWidth(rt)/128.0f;
|
|
|
|
|
const float SMALL = 38.0f * RwRasterGetHeight(rt)/128.0f;
|
|
|
|
|
|
|
|
|
|
float x;
|
|
|
|
|
numCoronaVerts = 0;
|
|
|
|
|
numCoronaIndices = 0;
|
|
|
|
|
x = (heading - PI)/TWOPI;// - 1.0f;
|
|
|
|
|
x *= BIG+SMALL;
|
|
|
|
|
AddCorona(x, 0.0f, BIG); x += BIG;
|
|
|
|
|
AddCorona(x, 12.0f, SMALL); x += SMALL;
|
|
|
|
|
AddCorona(x, 0.0f, BIG); x += BIG;
|
|
|
|
|
AddCorona(x, 12.0f, SMALL); x += SMALL;
|
|
|
|
|
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpCoronaTexture[CCoronas::TYPE_STAR]));
|
|
|
|
|
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, coronaVerts, numCoronaVerts, coronaIndices, numCoronaIndices);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
CRenderer::GenerateEnvironmentMap(void)
|
|
|
|
|
{
|
|
|
|
|
// We'll probably do this differently eventually
|
|
|
|
|
// re-using all sorts of stuff here...
|
|
|
|
|
|
|
|
|
|
CPostFX::GetBackBuffer(Scene.camera);
|
|
|
|
|
|
|
|
|
|
RwCameraBeginUpdate(CustomPipes::EnvMapCam);
|
|
|
|
|
|
|
|
|
|
// get current scene
|
|
|
|
|
SetQuadVertices(RwTextureGetRaster(CustomPipes::EnvMapTex), CPostFX::pBackBuffer, RwCameraGetNearClipPlane(RwCameraGetCurrentCamera()));
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, CPostFX::pBackBuffer);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
|
|
|
|
|
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Screen2EnvQuad, 4, EnvQuadIndices, 6);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
|
|
|
|
|
|
|
|
|
// Draw coronas
|
|
|
|
|
if(CustomPipes::VehiclePipeSwitch != CustomPipes::VEHICLEPIPE_MOBILE)
|
|
|
|
|
DrawEnvMapCoronas(TheCamera.GetForward().Heading());
|
|
|
|
|
|
|
|
|
|
RwCameraEndUpdate(CustomPipes::EnvMapCam);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
RwCameraBeginUpdate(Scene.camera);
|
|
|
|
|
|
|
|
|
|
if(gbRenderDebugEnvMap){
|
|
|
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(CustomPipes::EnvMapTex));
|
|
|
|
|
RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, CustomPipes::EnvScreenQuad, 4, (RwImVertexIndex*)CustomPipes::QuadIndices, 6);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|